Children of Storm
A high fantasy mod pack for Fallen Enchantress: Legendary heroes by Heavenfall, with help from EviliroN and jeffqyzt2. Players are advised to not play with the Rivermod on Huge maps, as the game may have issues with memory then. If you are having issues with world resources, such as iron ore, not appearing in your game - delete the Rivermod folder and start a new game. This only affects a small number of players for unknown reasons.
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And they forged counterfeits from our frame, creatures vile and
obscene, who hungered only for violent congress. These beasts they
loosed upon the land, where they multiplied, no matter how fierce
the Ishroi hunted them. And soon Men clamoured at our gates,
begging sanctuary, for they could not contend with the creatures.
"They wear your face," the penitents cried. "This calamity is your
issue." But we were wroth, and turned them away, saying,
"These are not our Sons. And you are not our Brothers."
from the Isûphiryas (Great Pit of Years)
R. Scott Bakker
Current version contains:120+ new magical items17 new events12 new fantasy factions34 new fantasy champions18 new monsters and their lairs, and 5 of those are recruitable monsters4 new types of rivers and lots of new stamps featuring arctic and burning lands terrain.. and much more (items, traits, mounts to mention a few things)
Install instructions:See Readme.txt in download
Kingdoms
Empires
Reliquary
Champions
Monsters
Rivers
CreditsVarious people have helped with different bits. I have tried to include everyone who have made more than a "comment" in the past. If you feel your name is missing, contact me.
https://forums.elementalgame.com/user/5505675 Primal_Savage - Cloth fix libraryhttps://forums.elementalgame.com/user/2990919 seanw3 - spitballing and feedbackhttps://forums.elementalgame.com/user/3155540 EviliroN - proof-reading and ideashttps://forums.elementalgame.com/user/3823385 jshores - tiles and ideashttps://forums.elementalgame.com/user/2394776 Aeron Astari - art for Reliquary itemshttps://forums.elementalgame.com/user/3364067 RavenX - skin for elves and zombieshttps://forums.elementalgame.com/user/698520 Murteas - Quest Wizard, Logos for Elves, Living Stone, Gnomes, Frost Giants, Lizardmenhttps://forums.elementalgame.com/user/4202839 fsemprini - Icons for Reliquary items
3d models attributions:
Bow of the forest - "reliquary_bowofforest.hkb" and "reliquary_bowoftheforest.png" by Gabriellanzer: http://www.blendswap.com/?author=3036
Pollaxe - "reliquary_hache.hkb" and "reliquary_hache_skin.dds" by Clarabox: http://www.blendswap.com/?author=2895Ancient sword - "reliquary_ancientsword.hkb" and "reliquary_ancientsword_skin.dds" by Aquila: http://www.blendswap.com/?author=23194
Crossbow - crossbow.hkb and crossbowskin.png. Released by Lamoot: http://opengameart.org/content/low-poly-crossbow
3d models attributions released under Creative Commons Attribution Share Alike 3.0:
Venusians - mesh_venusian.hkb, venusian_skin2.dds, venusian_skinwings.dds by thecubber: http://opengameart.org/content/open-tempest-3d-venusian-model-textured
Kami - all files in /Kamiguard/ folder, all files with kamiguard_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Faerie - all files in /Kamiforet/ folder, all files with kamiforet_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Darkwasp - all files in /kitinvolant/ folder, all files with kitinvolant_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Gasques - all files in /Ryzom_Gasque/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzomshields - all files in /Ryzomshield/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzombracers - all files in /Ryzombracers/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Vampignon - all files in /Vampignon/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Electroalg - all files in /electroalg/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
RyzomCrustacean- all files in /RyzomCrustacean/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
RyzomGibbai - all files in /RyzomGibbai/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzomshark - all files in /ryzomshark/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
"Death Legion - Random Evolution buff at combat, Changing Strike - normal attack, target suffers a reduction of a stat family (either physical offense, physical defense or magical defense)- 7 - increase power of Evolution buff by 33%-- 11 - increase power of Evolution buff by another 33%- 6 - Physical Evolution - gain random physical Evolution buff in combat- 5 - Mental Evolution 1 - gain random magical Evolution buff in combat- 11 - Mental Evolution 2 - gain another random magical Evolution buff in combat"
I would make the evolutions permanent, not at combat. I remember back when you first made Death Legion, then they had a random permanent bonus for each troop applied after they finished production, in my opinion that was better than how it has been since, with the in combat randomness.
And can i ask why Death Legion is not named Chaos Legion ? .. more fitting i would say, since you now have Undead and their names clash just alittle
I never had a strategic permanent buff, because there was no way to accomplish that through XML. And even if I did, I wouldn't use it. The Legion is supposed to be difficult to fight against due to their incalculable bonuses. If the bonus can be seen in the strategic view, it can be countered.
Chaos Legion is much better, I'll change it to that.
Angels; You may need to rethink Fame/Prestige bonusesCentaur; Horse/Warg production. As units are rarely in town, not sure about the implementation of this.Drota; Does the Poisonous Bite inflict DoT damage as well?Frost Giants; Are they considered Large? Any resistance to being knocked Prone? No damage increase for Crushing Blow?Shadows; Maybe it's just me but I found Shadows as a custom faction to be abusive with how much Dodge they have available. Would it be possible to emulate the Banshee and give them partial resistance to non-magical weapons instead?
@BernieTime
Angels - why? Those are perfectly good options for heroes imho.
Centaur - most bloodlines get an option for heroes to boost their baby-sitting stuff in cities.
Drota - Maybe, I'll think about it.
Frost Giants - Their special ability is their real strength, an overpower attack deals +50% damage per every member in a target troop above the first 2. So if you use it against a 5-member unit, you are looking at 250% damage (+150).
Shadows - I want to avoid using that stat, it is pretty gamebreaking. I like them being able to dodge ranged attacks, and they only have +10 Dodge from a trait. Much less than Wraiths, they get +20 Dodge without a trait selection.
Angels; I only brought that up seeing as Prestige no longer exists
Centaur; Ah, I misunderstood. Didn't realize the boost applied to heroes only
Frost Giants; Gotcha
Shadows; Was going off my experience with them in FE, so not sure if this is different in LH. I thought they were a bit OP in LE, especially built in a Fortress with inherent Charge, designed with Charge Ability, and their +2 Move on the first turn, with First Strike. Pretty Brutal
I tend to be overly concise at times, if you want me to expand thoughts on something for clarity, let me know.
Hey Heaven, thanks for your permission, Also, I apologize if I wasn't clear and you misunderstood me. I wasn't saying you should do it, I was only offering the how to in case you wanted to do it. Some people were talking about it so I thought I would share. Also, I disagree that it is a bad gameplay mechanic, I think it is really a preference thing. Most games similar to this have set heros and such with specific classes or whatever. Elemental is one of the few games with such random choices, which is good in some ways. The way I see it is, some sovereigns should have a predefined path while others could be random. Relias could be any class, it fits his character and everything but some other Sovereigns, in my opinion, should not be whatever class. Ceresa should not be a warrior in my opinion. She should only be a mage. It just goes with her faction, Verga should be a warrior because it is the best option and again fits his character and other bonuses, etc. Markinn should be a defender because again it just fits him. This is my opinion of course but the bonuses those factions get and the bonuses the sovereigns have just promote those paths and they complement each other perfectly. Now, you may want to create one faction that has a sovereign with a specific path for whatever reasons. Maybe it is a special faction and the hero is unique in some way. I was just saying that there is a way to do it in case you wanted to have something different from the others.
yes, Heavenfall, the prodigal son of Derek and Brad will mod out LH!!!
I'll wait for your mod before playing it, thus.
The logic checks out!
Excellent. I look forward to this.
Heavenfall... ugh the items artdefs have to be set for every type of creature, have you written a program that does this automatically? I'm updated the henchmanFemale mod of mine and going through the 100+ weapons is cramping my hands...
I did it manually in FE, just copied over them to LH and added the new defs.
These should be current for 1.0 https://dl.dropboxusercontent.com/u/32649007/VanillaArtDefExpansions.zip
Also, please supply me a list of your new unitmodeltypes when you're done, as I need them for Reliquary.
I will look forward to this mod. You and those working with you are doing a damn impressive job outshining SD
Looking forward to this!
Uploaded v0.1 which includes the monsters and the rivers from Stormworld. Please let me know of any oddities.
http://i.imgur.com/RCVsYok.jpg
THX Heavenfall, great work
Excellent! I'll try it out when I get a chance.
Thank you for posting this! Your instructions were clear but I just want to make sure I've got this in the right spot. Just drop the file to-
My Games/LegendaryHeroes/Mods/ChildrenOfStorm_v0.1
The current model type I'm done with is HenchmanFemale (like before, I'm lazy. Also, for the armored militia, the unitmodeltypes will not change (but it's up to you want the militia to use those new things. I'm going to do some more tweaking on the particular armor types I want them to use.)
Also, for the tent style mod, I may need some advice because I'm going to try and put centuar pedestrians in the tiles for people that want to play centaurs with the tent style. Make it more immersive for them.
By the way I've made a river fixer program that will help greatly when making rivers with the map editor, if you want some river data fixed, let me know and I'll run it through the program. It worked for every stardock map there (and any extra terrain types you place in it. All that may require is some tweaking to the files, but it will fix the rivers that you want to be rivers)
For the centaurs, I have no idea how to do that.
My rivers aren't built using the normal system, it's literally manually placed props and terrains. It is thus easier to fix manually.
I'm going to make a couple of cuts from the next version. I'm going to fall back on using the vanilla bloodline abilities instead of my new ones. Also, I'm not going to implement the bonus traits for heroes detailed on page 1. I think I will finish the conversion of Stormworld before I start adding new content to the mod. Otherwise it becomes very hard to balance for me.
Also, Greenskins are out. Gone. Not good enough. Sort of rubbish.
Next version will have the champions and the factions from Stormworld. Should be up today or tomorrow. Then it's time to go through the 130 items in the Reliquary.
too bad to see the orcs go, I liked em
Uploaded v.02 containing the Factions but not the champions
If you regularly play this mod and its new factions, please send me your unit designs so that I can include them into the mod! They can be found in Documents\My Games\LegendaryHeroes\Units\ and you can e-mail them to outelf@gmail.com
This is a changelog for those of you coming right from Stormworld for FE:
Major differences between Stormworld and Children of Storm:- Different modules are no longer dependant on other modules. Instead, there are now two categories: Required and Optional. All actual in-game content is contained in Optional modules. Required modules contain content that is only active on demand by an Optional module. A player with only Required modules and no Optional contents would be playing the vanilla game.- Arcane attacks are no longer reduced in strength by Spell Resist, meaning it has no counter other than Arcane resistanceFactions:- Greenskin faction removed- All bloodlines have been significantly reduced in power and given placeholder abilities- Minor changes to all sovereigns to balance for new game- Angel transcendance spell no longer requires life2, now always available- Dwarves no longer replace bows with Crossbows- Death Legion renamed Chaos legion- Chaos Legion unit trait Corruption: Physical Fortitude reworked, now provides physical resistance, dodge or initiative (previously different types of physical resistance)- Elven unit design Master of Arms reworked to give bonuses to weapon abilities (previously bonus to pierce type attack only)- Frost Giants no longer count as Immortal- Frost Giants can now upgrade their cloaks of hierarchy- Frost Giants can no longer utilize Wilding camps- Frost Giants no longer have the Axe Mastery faction trait- Golem faction no longer gains extra strong militia units- Golems now count as Genderless (previously all Male)- Golems now have access to faction-specific mounts; warboars and armored warboars. They can no longer use drakes.- Living Stone unit design ability Umberdroth bond now reduces physical damage taken by 20% (previously 33% of all blunt damage)- Lizardmen special sovereign trait Dragonkind was moved to the faction instead of the sovereign, and no longer spawns a Dragon Cave world resource. Instead, faction may build special improvement that creates dragons once the Dance with Dragons tech is researched.- Lizardmen spell Blood Sacrifice now reduces target city growth by 50% for 50 turns (previously reduced faction prestige)- Lizardmen sovereign profession Endless reworked. Previously it enabled the sovereign to randomly gain new lvl 1 spell traits. It now unlocks a spell, 5 strategic turn cast time, 40 mana cost, with the following description: The caster gains a random new apprentice magic school (fire/water/earth/air). If the caster already has the randomly selected magic school, there is no effect. Can be repeated until the caster has all 4 schools.- Shadows no longer gain faction prestige from completing quests, and can no longer recruit empire champions - Undead now count as Undead (new unit category) and Not Alive- Undead spell Eternal Resurrection no longer causes the target champion to be unable to learn new spell traits at levelupFaction mounts have been re-balanced to the following (all mounts provide immunity to going prone): (Basic Horse: +2 Moves, +2 Att/Ini first turn)(Warg: +1 Moves, +2 Ini)Living Stone: Umberdroth: +2 Moves, +2 Ini, -5 DodgeGolem: Warboars: +1 Moves, +1 Ini. +4 attack and +2 Moves first turn in combatGolem: Armored Warboar: Extra cost: 2 metal. +1 Moves, +1 Ini, +3 Defense. +2 attack and +1 Moves first turn in combat. Chaos Legion: Death Slag: +1 Moves, +10% Attack. Army has no movement penalty in Swamps.Chaos Legion: Demon Hound: Extra cost: 1 Demon Soul. This mount is for non-champions only. +2 Move, +2 Ini, +20 Spell resist.Elves: Deer (Black/Brown): +2 Moves, +4 CombatSpeed, -2 HitpointsUndead: Dark Skath: +3 Critical Hit chance, +10% to Critical Hit damage, +1 MovesUndead: Plaguebeast: Extra cost: +2 mana. May only be ridden by Undead units and Champions. +3 Poison attack, +1 Ini, +2 MovesShadow: Shadow Drake: This mount is for non-champions only. +2 Moves, +15 Dodge-- Frost Giant mounts come in two versions: one type that can be bought in stores for champions, and another for unit design that has the same stats but also make the unit count as OversizedFrostGiant: Icebeasts: +1 Moves. 20% Chance to re-roll attack if first melee swing misses (does not work for weapons with Backswing)FrostGiant: Dire Bear: +20 Dodge against ranged, +2 Moves.Lizardmen: Drakes: +2 Moves. rider to ignore 25% of armor when fighting other mounted unitsLizardmen: Mire Slags: +2 Moves, +33 Poison resist, +2 IniLizardmen: Stalker: +20 Accuracy when attacking any Beast unless rider counts as Beast. +1 Moves, +2 Ini(Gnomes and Angels do not gain specific mounts due to their faction traits, and it is not relevant for centaurs or drota)
This is great, I loved the Stormwind Mod from Fallen Enchantress and Im glad to see a nice new LE Version is being worked on, I look forward to the latest version of this mod .
Looks like I unintentionally packaged ChildrenOfStorm_Reliquary into the 0.2 release. That piece of the mod is NOT fit for gameplay, and you should NOT play with it. I am uploading a new version 0.2 without the reliquary now. If you started a game with it active, I recommend you remove it and start a new game.
Love this mod! Quick question, I made some changes to CoreMonsterUnitTypes in my game. Will replacing the version you included, with my version have any effect on anything you've done?
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