Heroic Pursuits Mod - V0.91
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Adds 113 New Levelling Traits arranged into the General and Speciality Trees. Also 8 Spells, 8 Abilities, 7 New Buildings, 17 Tiles, New Resource+World Resource, 3 Units and some extra goody hut weapons and armor. Any suggestions/Improvements/Additions/Submissions welcome to improve balancing. Remember this mod adds a lot of stuff just for the hell of it, and not for the quality over quantity types players.
CHANGELOG AT BOTTOM
------------------------------------------------------------------------------------------For FE:Legendary Heroes v1.1ABOUT------This mod adds a large amount of new traits that fit into the current trait trees in the game. No traits have been changed or modified, these traits have simply been added. Therefore other mods that use traits would be possible if they didn't occupy the same spots on the trees.Its now possible to make more hybrid kind of characters as the different trees now contain some useful bonuses that aren't directly related to their tree. For example assassins can get some attack and defense, warriors can get some critical hit and damage, defenders can get some attack, etc.. All trees have many new traits.The biggest amount of new traits are contained within the General tree and includes some high level requirement traits that give nice boosts and extra accessory traits. Remember to scroll down while in the General tree and possibly the other trees to get to additional traits.FEATURES---------
* +113 Additional Traits trainable my your Sovereign, Champions and Henchmen.* +8 Spells that depend on some of the new traits* +8 Traits Abilities* A New World Resource - Arcalite* New World Resource Spawn* +7 Completely New Buildings Built from Scratch with customized icon - Also upgrade your new building using the new world resource.* +17 New Tiles* Additional modified weapons that you can find as rewards (no new models but retextures)* Additional modified armor that you can find as rewards (no new models but retextures)* +3 units that are summoned and can be found around.The traits include modified existing icons (recoloured/slightly changed) so they will not look the same as current traits.
COMPATIBILITY WITH OTHER MODS--------------------------------Should work fine with any mods that don't change or add Traits themselves. However if they don't overlap the positions I have used it is still possible.
Anyway here is the 'HP COS Comptability File 1.1C' that you can use to make this mod compatable with it for now. Simply overwrite to 'Documents/My Games/Legendary Heroes/Mods' after you installed that mod. Traits from the mod will then be located far below the traits from my mod instead of at the top.
SUGGESTIONS/HELP------------------I am open to any suggestions with the mod, or any new traits they you guys make and where I can include them in the mod. Any nice icons for existing traits or ones that you create would be awesome INSTALLATION-------------Simply unzip the folders contained within the zip file to your 'Documents\My Games\LegendaryHeroes\Mods' folder. Remember after launching to go to Options and click 'Enable Mods' and restart the game if you haven't done so already.
DOWNLOAD-----------
Click the below links to download the mod from either of these sites (Nexus Link also contains Children of Storm Compatibility fix for v1.1C of that mod) :
HEROIC PURSUITS 0.91 FE NEXUS
HEROIC PURSUITS 0.91 WINCUSTOMIZE
HEROIC PURSUITS 0.91 DROPBOX
CHANGELOGS-----------
0.701 Fixed Serious Error causing games to not Reload, Please RE-DOWNLOAD
0.725 - 5 New Traits, 1 New Spell, 1 Unique summoned Unit (Some custom equip), 1 New Weapon, 1 New Armor (recolours)
0.73 - 1 New Traits, 1 New Armor (for Summoned Unit), Rebalancing of Useless Unit.
0.8 - 10 New Traits, 5 New Trait Abilities, 1 New Spell, 2 New Units (Restat/Recolour), Additional Item, Further Unit/Trait Re-balancing
0.82 - 3 New Enhancement Traits for new Ability Traits, 2 New Armor Pieces (Retextures)
0.9 - Restructured Trait Tree for more space/better organization, Add New Resource, Added Resource Spawn, Added 5 New Buildings completely made from scratch, 13 New Tiles, 8 New Traits, 1 New Spell (uses new resource), 2 New Abilities (1 Uses new resource)
0.91 - Some Improving of underpowered Traits, 2 New Abilities, 1 New Trait Ability, 1 New Spell, Added 2 New Buildings completely made from scratch, 4 New Tiles.
Heya just released a new version with some new buildings, traits and spells and also some improvement of underpowered traits.
Also I really appreciate your suggestions about how underpowered some of traits are, I wanted to be careful not to make a load of stuff that made you super overpowered; but rest assured its a ongoing improvement process. I also like your suggestion about giving a free traits ever few levels and I will look into that as well.
Finally about the resources being lost if cancelling a build I'm not sure if that's possible yet and you will have to be careful. However I think in the next release I can change it so the buildings don't show up if you don't yet have the required amount.
I'd be interested to know if you have a way of achieving that.
Hey all,
Still pretty huge newb with the game as a whole, so pardon the potential pending stupidity.
I've been reading through the patch notes and wondering if this mod slows overall xp gain? Also, does it change the type of loot drops? Or scale them to level? I've only had one game out of maybe a dozen that I would call successful and I feel like it might have been very gear dependent. Since I DLed this mod I seem to get lesser rewards out of goodie huts (which is fine I just sorta got programmed to bumrush them for loot.)
Like I said I think I am still struggling with some basic game mechanics (army comp, building order, expansion rate etc). I know "then why in the world would you DL a mod" ... because I WAS planning on trying to make some custom maps (seemed to be the one thing lacking in the mod community) and knew that anyone downloading them would probably like these popular mods.
If I install this mod which says 1.1 compatible but I am playing 1.2 will it break or work mostly?
Thanks,
Mike
Still around Bluegreen?
I found debiliating whirlwind way owerpowered (especialy for assasins ) so tuned it down to 50% attack and -30% of enemy attack but just for 3 turns not whole battle, and it work on all surrounded units not only enemies. i think it would be cool if it can work as follow each it hit first enemy units for 80% then each another for -10% less so it can hit 8 units but each strik is less powerful ( as it is in normal life )
I used this with 1.2 without any major issues (a few medallions were blank). Anyone know if it's working with 1.3?
I have used it with the beta for 1.3, but have not attempte to run the release 1.3 yet.
harpo
Anyone try this with the release version of 1.3?
blackrainz , yes it is working for me in 1.3
I see, but it isn't compatible with the new version of the children of the storm mod because the compatibility file is too old. I am updating it for myself so I can tell it is not compatible but it isn't difficult to make it so.
Can anyone who is using this mod with LH 1.3 confirm if they have seen any Arcalite resources appearing on a randomly generated map?
Thanks.
I have seen a couple of arcalite blasts, but they are NOT a frequent or even semi-frequent resource (mostly only see one or two a game on huge maps with dense resources, but so far the AI does NOT seem to even notice the blasts in or near it's areas, and have not built on the ones that were in it's area.
Thanks.... i've just been having a look at it and they never seem to generate for me.
I haven't seen any myself.
COS Update?
Is the author of this mod still around? It was made for LH v1.1. (If the author is not around it might need to be updated by someone else.)
bluegreen0, are you there?
I tried PMing him awhile back and haven't heard from him. In June he said "I've been really damn ill lately" and hasn't posted since 11 days after that. Purely speculating of course, but I hope he's alright.
On the other hand, people frequently disappear for months at a time. Or perhaps they decide to quit modding and vanish permanently without a mention. Obviously it would be a shame to leave after starting such a tremendous mod, but something tells me this may be left in the dust without someone else picking it up -- even if it's just updates between patches for LH and CoS.
Regardless, if you're out there bluegreen, I hope you're well.
Best wishes to bluegreen too.
It is no problem updating it. I suppose I could at least keep it updated (for compatibility) if no one else wants to. I could even expand on it but I don't know if I will have the time to do that. That is up to blue though, if anyone can contact him.
Please do or tell us how
when was his last post? June?
Yeah, June 22nd.
BlackRainZ: I PMed him specifically to ask if he minds someone taking over if he's done, but haven't heard back. I think it's over my head to do reliably, otherwise I would. That would be wonderful if you used your talent towards updating this in any capacity, although I completely understand waiting for the "ok" out of respect.
not intending to derail the subject but I've always wondered about the length of time before someone else can take over a project. What if, god forbid, somebody died. There's no notification system on the Internet for things like that. Or what if somebody just loses interest, how long do you wait?
No idea how long you wait heh.
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