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
Hai, really love everything about this mod, especially the huge amount of new faction creation traits and weaknesses (totalitarian everytime yo, gotta keep dem peasants in line y'kno).
But i do have a small complaint on the priest path for heroes/sovereigns.. and that is the lack of well.. healing spells..
I mean it wouldn't hurt to have a wellspring-esque spell somewhere on the prayer line, i mean yeah sure i could use life magic but that costs mana as opposed to faith, which i don't want ;-;
Other than that though, loving the summoning, factions, races, everything! But especially the ranger class which is now one of my must-have hero specs, what's not to like right?
Cool thanks Blackhoodlum, glad you're enjoying it.
Good observation about the Priest, I didn't want to go overboard with the healing stuff.. but yeah you're right it needs a higher level heal. Will put that in the next patch. I'm also thinking of putting in a high faith cost spell to remove injuries from champions, that will also likely be in the next patch too. Just need to think of Empire equivalents.
Could Empire priests give an injury to heroes or even your sov?
Mark of Malevolence could immediately drop the enemy hero's hit points and spell mastery by 25% and then give a wound at the end of combat. (If you can't give the actual wound during tactical).
What about a high faith cost spell that gives an enemy champion a wound in strategic? They don't even have to die, and be immobilized, they just get a wound.
How about the empire high-cost faith spell thingamajing work something like celerity? permanent +damage maybe? Or do we already have that somewhere else? I haven't played enough to know..
Other ideas could be maybe to just grant a certain ability to all units or all cities and just slap on a maintenance cost for it? Maybe it could be a spell that sacrifices a hero and grants... something.. like steal spirit does, but better?
Maybe sacrifice a trained unit and grant a level? Raze a city and grant a permanent empire-wide bonus?
I dunno.
So i've been playing with the "Darkling Alliance" custom faction trait for one game and i came across some minor issues..
First off, when designing darkling units (by editing an existing one) it isn't possible to choose a pose for the unit when you save it, meaning the unit icon is only a background. It does work to choose a pose for the darkling warg rider though, but that's probably because it's mounted (in other words you get to choose between the 3 warg poses). Also another visual thing is that all darkling units equipped with helms have them partly inside of their heads with the top of the helmet completely covered by the skull of the darkling and the back of the helmet sticking out of their necks.
Second, i can't seem to be able to train the darkling shaman henchman, like at all. I've researched cooperation (and way beyond that, too) but i don't see it in my cities as a train-able unit. Are there any other requirements to train them?
Third, the wages for the base unit type "Darkling" and "Darkling Warrior" are really high, 0.3/unit for Darkling and 0.5/unit for Darkling Warrior. The "Darkling Archer" and "Darkling Rider" both have a wage of 0.1/unit (though since the darkling archer and warrior are essentially the same, i usually just base my units off the archer).
Other notes: The chain coif appears to be bugged visually on units of the race "Gorgal", appearing as a pitch black helmet which doesn't appear to have any texture. Darkling riders have the base health of regular "Darklings" (2) instead of the Darkling Warrior/archer base health (3) but i assume this might be intended.
-----
I played the game as the race Gorgal, it's on a random map and the only other mod i have installed is the [eMOD] 2x Strategic Move Mod but i'm ONLY using the "TerrainTypes_2xMove.xml" file and NOT the CoreAbilities one. I run a Windows 7 Home Premium, and my game is bought on steam.
.. If relevant ..
Great feedback thanks Blackhoodlum.
OK yes the darkling stuff for Gorgal is one of the areas that needs some work... I'm not happy with it the way it is. I actually wanted darklings to be a limited cap free unit (like the ogres are) but that doesn't work very well for grouped units.
I did have all darklings as free while I was testing (no wages), but the AI would spam them like crazy, and the wage was an attempt to stop the AI from spamming so many darklings. Don't get me wrong I *want* the AI to build darklings but it wasn't really training any better units. So I added the bit of a wage, but yeah they probably cost too much for what they are worth.
So they're a bit messed up at the minute as a result. I'm currently going through more playtesting with each faction and tweaking things, haven't got to Gorgal yet... though they will be soon. I will almost certainly scrap the basic/regular darkling and just keep the warrior/archer type ones. Will probably put them back to zero wages too. Will checkout the portraits and Shaman issue also thanks.
Cheers.
Gorgal chain helm should look like this, the texture is fairly basic but it should have an dark orange/brown kinda color. This is the default Axeman unit:
Can you confirm they don't look like that?
BTW thanks you guys for all the Empire priest ideas, lots of wicked stuff in there!
Will definitely look to add one or more along those lines.
Ah. yeah actually my gorgal units have that exact helmet, it may just be they're pitch black since my faction color is a very dark gray, and my metal color is also very very dark gray, i didn't think it was because of the metal color only because the rest of the chain stuff isn't colored like that at all, and also other items that have the dark gray metal color still have nouances of their texture, whereas the chain coif doesn't, it's literally pitch black.. let me grab a screenshot.
EDIT: Yeah it's definitely the metal color. Made 2 screens, one with white metal and one with my default:
White
Black
EDIT 2: By-the-by i just noticed the player-trained custom darkling units are of the race "men" which while not exactly an issue, it does *probably* mean that bandit lord sov's can convert them, which admittedly would be quite fun..
Oh and please don't remove the ability to design them.. they're a blast to use with their innate 20 spell resist, base 24 initiative and well, with some items and bonuses.. can be tricky to hit. Hehe.
You got it, it's quite a dark texture so if you've gone for dark grey metal it will be pretty much black.
Cool ok leave them as trained in some form or another thanks.
I'm also thinking of putting in a high faith cost spell to remove injuries from champions, that will also likely be in the next patch too.
OK i'm an idiot, or at least forgetful.... I've already included this, Prayers IV spell already there:
Gift of Renewal (120 Faith) - Target Champion is healed triple the caster's level health and cured of a random injury.
it wouldn't hurt to have a wellspring-esque spell somewhere on the prayer line
Looking at this now though.
I tried a bunch of things for Empire Prayers 5 spell, some of the crazier ideas didn't work unfortunately.
I've got this working though, so that will be Empire Prayers 5 in the next patch.
Uhh. I kind of have to ask by the way.. are we supposed to be able to play the "BlackTrogs" race? They're nothing special balance-wise but their bloodline icon is the same one as Men and the name doesn't have a space between the words, so i'm just wondering since it looks abit "raw" or "unfinished".
Oh, and sorry for constantly bringing up minor issues by the way, it's just i don't know where else to post them, but it feels abit awkward to use the main thread for that..
Oops no you're not supposed to able to play the BlackTrogs.... they were the 16th faction but I wasn't happy with the way they were headed so they got put on the backburner. I'm planning on adding a 16th faction at some point but for now i'll remove the race in the next patch because it's not meant to be available.
Thanks for the heads up.
Post any issues here that's fine, all feedback is good.
I have found an Issue with the Kingdom of Urns
All upgrades to Outpost has vanished, and only the new upgrade type added to the Race is visible
https://dl.dropboxusercontent.com/u/61722400/missing%20upgrades%20outpost.png
@tmonberg
They are meant to be that way, the description of their racial trait says they can only build that outpost upgrade.
@Nightmurderer, yeah, noticed that now(yay me for not reading wiki to see if it was intended)
I'm sorry I didn't read through the whole thread, but I've been having a problem I think might be related to your mod and I'd like to know if you've seen it before. It's that I couldn't find any iron ore or crystal on the whole map. Succeeding games look like they would turn out the same way. If you haven't heard of this before can you hazard a guess as to why it might be happening?
I really like this mod and I want to keep using it.
It's that I couldn't find any iron ore or crystal on the whole map.
Make sure that you didn't leave a copy of JB_DemonsWizards_Core.xml in your mods folder, see Step 2 here for details:
http://demonsandwizards.wikidot.com/main:help
Make sure you've done that, i.e. moved that file from Mods to the Core folder... let me how that goes.
I checked and made sure. All is as its supposed to be and still no luck.
So all the basic things were missing, but I wasn't focusing on the others. No clay pits, wild grain, Iron ore, ancient temples, or crystal.
Uninstalled your mod and I got my resources back. Going to try installing it again and see if it will work. Also the other mods I'm using are Children of the Storm, Sovereign's Pack DLC, riverbridgemod, snakingmod, and blackmarket bazaar.
Edited to add I reinstalled the Demons and Wizards mod and my resources disappeared again. Only shards are available.
Okay, I've gone through and tried removing each mod separately. Apparently the conflict lies with Children of the Storm.
Jezzany, this issue is associated with the Rivermod section of COS - as noted by Heavenfall in the header of his mod
See https://forums.elementalgame.com/443960/page/1/#replies
"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."
Thanks! It was the first mod I ever installed so I didn't notice that then!
There are many great features available to you once you register, including:
Sign in or Create Account