Now updated for LH 1.8 compatibility. Download here via Nexus.
Updated to version 1.8a, includes compatability with LH 1.8 as well as a number of bug fixes, enhancements and balance tweaks. See here for the full change log.
http://demonsandwizards.wikidot.com/
http://demonsandwizards.wikidot.com/main:changelog
Heavenfall – For the BG Unitstats library, a few bits from Children of Storm, some ideas borrowed from the Goetia Mod, the Cacus Giant, lots of invaluable advice and assistance regarding modding FE/LH. Go checkout Children of Storm if you haven't already (http://childrenofstorm.wikidot.com/).
Davrovana - Faction, Sovereign, Champion backstories.Nightmurderer03 - Lots of ideas, unit designs, beta testing and feedback.
ManiiNames, NaytchSG – beta testing the early versions.jeffqyzt2 – Champion backstories.parrottmath – Maul debuff mod and his outstanding contribution to FE/LH modding.DsRaider - Some faction traits, some bits from AIPlus, inspiration from his various great mods.Primal_Savage - For the ClotheLootFix and lots of help with LH modding along the way.OliverFA_306, GfireflyE, Murteas, Brainjuggler, Naidrev, LordTheRon (and lots of others) - for providing ideas, feedback and discussion which is invaluable when working on this stuff.fsemprini – For the Summoner Path selection graphic.brich1212 - for the original Ranger path mod.
Stardock - for an awesome game
It will depend on if they are summoned or not.... so when you say the individual vs. grouped shrills, are you comparing summoned individual shrills vs summoned group shrills.... or "monster" individual shrills vs summoned grouped shrills ? Or something else.
If you're talking about the damaged caused from the Embers ability, it scales with level but NOT group size. So a single L20 shrill will do more damage with Emberts than a group of 3 L13 fire shrills.
Actually its my own shrills strangely enough. My indvidual ones seem to be doing more damage than the team ones, despite equal levels. It could be a random element too. I'll perhaps test more and let you know.
@Maseren: Been using the compilation you made and just wanted to say thanks to you for making it and abob101 for the awesome mod, summoners are really fun, if slightly OP (depending on how many shards you get).
nevermind
OK new version on the way soon.
Gaush Raiders with spiked shields.
Moar for the love of god moar!!!!.
Can't wait .
Ahh, this is one of those few big (and great) mods that I would love seeing updated again. I truly look forward to seeing what you come up with next Abob!
Although by the look of that screenshot, I hope it doesn't need the Leaders Pack DLC.
Shouldn't require any DLC... especially that one
Are we there yet? Just looking forward to your update when it's available. Thanks again for making such a great mod.
Hiya Murteas, not long now. I'm thinking 2 to 3 weeks. It's actually playable now but I need to package it up, finish up some loose ends and get my awesome consultant writer davrovana to whip up some backstories for the new sovs.
Probably full of bugs/issues because I haven't had much chance to test beyond the early game but we'll see how we go.
Edit-> Will add more info about what's in the mod as I get closer. OP updated.
Fifteen new factions!?!?!
Wow.
OK, well it took about 12 months longer than anticipated.... but new Demons & Wizards version now available.
If you can drag yourself away from Sorcerer King for a bit, download link and other info is in the original post.
Faction info here: http://demonsandwizards.wikidot.com/main:factions
Still got some work to do, but it's very much playable now.
Big thanks to HF, davrovana, Nightmurderer03 and everyone else who helped along the way.
Woo!
Looked at the Help section on your wiki, and have a few questions.
1) Can the path changes (Summoner, Mage, etc, and probably associated resources) be used independently from the Factions?
2) Are there any other Mods that are compatible with this mod? Or mods that are "included" in this mod? (like snaking, outposts, etc)
3) Do the Factions replace original ones?
Sorry if this info is somewhere in this full thread, and I just missed it.
Yes you could install the mod and then not use the new factions. Everything else would still be there.. so you'd still have the new spellbooks, resources (Faith & Summon Pool), some new monsters, champions etc. But it should work just fine if you just play with the vanilla factions. You should also be able to create a custom faction and use the new faction traits and it should be fine.
I was originally planning on making it all modular so you can pick and choose but it's just too difficult to do that.
It's got a customized version of DsRaiders AIPlus and parrotmaths MaulDebuff included (makes Maul not so overpowered).
Other than that, i'm not sure what would be compatible as I don't use any others myself currently. I'm fairly keen to try and get a bit of a known compatibility list sorted though, so by all means if you have some in mind, post a list of some specific mods and i'll go check it out and get back with details.
Nope, you can use either/or/combination... they should be reasonably balanced. There are a couple of tweaks to existing faction traits that will affect the default factions though (actually I should put that in the change log) but nothing too major. Eg. Warrios get 50% discount on Training Yard line of improvements.
Cheers.
My paladin path mod and sorcercer path mods will be modified to work with this soon (don't know of any major conflicts at the moment).
Please do! ZOMG Paladins in D&W *drools* It would be great if someone got around to making the mod manager LH compatible. There are so many great mods and having to manually uninstall and install them could be mended instead by writing and running a simple script. Man I love this mod community, so much AWESOME everywhere.
I'm looking forward to trying out the new version
I've loved using the previous version in conjunction with Dhuran's Necromancy Revamped, davrovana's Paladin and Sorcerer mods and mqpiffle's Lifebook revamp
I hope these can all work together with this new version (or the others follow davrovana and update their mod's so they do work)
Keep up the great effort abob101
Started up a new game for the first time in 3 months and Demon and Wizards is better than it has ever been! Summoner sov and first hero a priest...
Will post more as I progress. Using Paladin mod with no problems thus far!
What an ambitious and polished mod! {end gush [for now]}
Hiya NaytchSG, thanks mate - have fun.
Guys just be aware i've found a bug - Control Undead (Prayers 4 Priest spell for Empires) is not working. I've fixed it so will be in the next patch.
From what I know of these mods they should be mostly compatible, i.e. it won't break anything. There might just be some minor things, for example in Demons and Wizards skeletons (and most other undead) are vulnerable to Divine damage.... any undead units defined in Necromancy Revamped would probably not have that trait. So should still work just little things like that.
I want to put and Undead faction in D&W at some point, it's on the to do list.
I will have another look at mqpiffle's Lifebook revamp, I was considering just including that a while back... might be the way to go.
The best thing would be if Stardock enabled Steam Workshop or whatever it is for mod distribution.
But yeah, mod manager would be very handy.
I totally forgot about the workshop, I guess Im still not used to Stardock games being Steamworks, even though its been years haha. Yeah that would be pretty nice. Installing something you worked so hard to make completely free of charge is the last thing we as mod users could do. Thanks for the amazing extra content you've added to the game!
And I absolutely love the Faith mechanic. I hope they add something similar to the main game, it is certainly deserving of it, and we all know all the good the extra dimension of strategy religion brought to Civ V.
I'm just taking a quick break from modding and getting into a game of Sins Trinity.. which is quite an old game and even that has a Mods section in the menu to show what mods you have installed, lets you enable/disable them etc.
Shame nothing like that even ever made it to FE/LH.
I heart Sins. Enjoyed Rebellion a lot but Trinity was probably the best version of the game.
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