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
Thanks, modeled the mesh and created the texture myself.... took me bloody ages, i'm a complete hack when it comes to modelling but i've always wanted to learn a bit. I used the base kingdom male mesh as a start point and went from there. Was frustrating but fun.
Welcome to the Brotherhood!
Nope you're not, but it can't be modded in unfortunately. We've asked Stardock a few times in the past, hopefully there will be a 2.0 update early next year so you never know...
I should've known there was a catch to it. Glad you guys are allready harrasing Stardock about an HoF.
hope they listen to our prayers
Thanks for the help.
Hi abob!
Well, issues seem to continue for my wife, I swear her pc is cursed! So I have demons and wizards which is a must, children of storm, snaking and river bridge and I think the mood that adds extra items for loot, that's it. I know I installed things right, this time after a wipe and reinstall. Yet here are some weird issues :
. Random crashes
. Crazy stacking by pc player especially in cities.
. PC players seem to move too fast at times which makes zero sense.
. Ai spending more money than they have. When trading with them your can tell they are in the negative!
Any ideas at all what could even cause all this?? I think tonight I'll wipe all mods and only run yours for a bit too see if it plays better. I wish I knew how to narrow down causes. Any advise would be great.
Hi Maseren, that all sounds a bit strange.
That's usually the best thing to try, clearing out your mods them re-adding them one at a time.
The only thing I can think is, if you are running the latest COS1.8 with this version of D&W (1.7), then possibly they might cause some conflicts. It shouldn't really be a problem though. In any case I am just testing my 1.8 update to D&W now, so will hopefully have it available in the next day or two... so you will be able to try the updated D&W shortly.
I'm guessing you're right davrovana in that the xActions tag was probably not working from an improvement. I've changed it to a 10% initiative boost for now (for the whole battle).
Thanks.
Thanks abob. Wiped all mods, and just running yours now. The only issues I've found now are stacking monsters during battle forcing you to attack one of the stacked units at random and area bosses leaving their areas.
Any ideas?
They're both issues with the base game unfortunately
Figures! I think that's one of the things xdeconstruct did. Gotcha, we'll so far so good. I'll keep monitoring. Thanks for being so responsive man!
Version 1.8a now available, download link in the original post. This version updates the mod for 1.8 compatibility, but also includes a bunch of bug fixes enhancements etc... quite a few of which are a result of feedback here, so thanks all.
Here is the 1.8a changelog:
New Stuff
- Updated for compatibility with LH 1.8- D&W monster lairs now have some different monster configurations as per the default monster lairs- Added the Tygal mount and Tygal Stable improvement to the Dremorian race- Added Unending Cycle to the Dremorian Nation; a new religion faction trait that replaces Cleric/Shrines with unique Totem improvements, and provides a unique disciple unit, the Shepherd- Golem Crafters faction trait allows the faction to train the Crystal Golem (requires Glyph Stones tech)- Added the Jungle Weaver monster; a forest dwelling spider with a toxic area of effect attack- Added Prayers 5 ability to the Priest path- Added Splendor of Recovery (kingdom) and Ritual of Ruin (empire) prayer spells to the Priest path
Fixes
- Fixed a problem with the likelihood values on loot that was causing problems with item drops; loot drops should now be properly randomized- Vigilant Watch outpost upgrade and the Vigilant Watchtower city improvement now provide +10% initiative for the battle (previous version was incorrectly applying +5 initiative for the battle)- Fixed a problem with Assassinate spell (from the Master Assassins faction trait) that prevented it being cast on a champion that was in a stack with other units- Dremorian Spade Staff is now visible- Fixed the champion Oketta's audio pack- Fixed a bug with the Control Undead priest prayer that was preventing it from working (also reduced cast time from 1 to 0)- Silver Circle Acolyte now has a 3rd ability (bug was hiding it)- Hopefully corrected the confusion with the Hellhound (summons from the Children of Kir-Tion faction trait), it should correctly unlock with the Third Book of the Magi tech- Gaush Spiked Shield now correctly provides +1 Counterattack (rather than +2)
Balance
- Increased the cost of D&W improvements slightly in line with the increase to default improvements in 1.8- Horde faction trait now provides +2 army size (increased from +1)- Trained Golems via the Golem Crafters faction trait now immune to Charm and Tame effects (to bring them in line with the monster Golems)- Scourge unit (special summons from the Children of Kir-Tion faction trait) now has a ranged attack, removed the Eviscerate ability- Unholy Vow (Asrillorgue racial ability) has more possible buffs and reduced likelihood of damaging the unit- Increase damage caused by Arcane Tempest (spell from the Tower of Arcana faction trait)- Darkling Alliance faction trait no longer provides regular Darklings, units are now all the Darkling Warrior type- Darklings units (excluding Darkling Shaman) from the Darkling Alliance faction trait have no wages- Grow Forest spell cost reduced from 20 to 10 mana- Various tweaks to the casting costs of priest spells- Removed the cooldown from most disciple unit special abilities- Divine Inferno priest prayer now ignores enemy units in the target area- Disciple unit ability training time reduced from 25 to 5 (which should also reduce the wages of disciple units)- Some buffs to the Blood Angel (and fixed the soundpack)- Sprites are quite a bit faster- Tweaks to the AI to (hopefully) make it less likely to train masses of archers, and a bit more likely to go to war particularly mid/late game- Other minor changes
Other
- Updated the Unitstat Background library (thanks Heavenfall) and ClotheLootFix library (thanks Primal_Savage)- Modified the in game spellbook background image (it looks a bit grungier)
That's cool, was waiting for this before trying 1.8, gonna try Asap.
Thanks abob for sharing with us again!.
Great news! I'll try the update, and update to 1.8. Been running 1.7 so far. Actually one question, been noticing the quest for Ascian and Bacco haven't popped up at all in the games i've been playing, including the full reinstall, wipe and only running your mod, any ideas? Thanks Abob.
Edit: Oh one more thing, for some reason I still have Ai players running with negative gold, negative faith, negative crystal etc... and yet no reprecussions. Its SO weird. think this is a base game problem?
D&W doesn't touch those events.... I'd say it's probably just luck, they don't always trigger.
Personally i'm a bit sick of Bacco, i'd be happy for him to stay away for a few games
..i think this might get me to pick up the new dlc and give the ol' lady another spin..
great work mate!
after reading through your wiki im quite impressed with just how much youve enhanced the game in some of the most effective ways - ways the game needed.
some good stuff in here for sorcerer king sd.
i actually had a personal modification for fe that was somewhat similar, albeit less fleshed out.
one thing i did differently, just a fun idea i thought, that you might find some inspiration in, was religion. i did also have two basic dichotomies - mastery over the external world (~evil empires), and mastery over the internal world (~good kingdoms); as well as some slightly balanced denominations (exclusive faction traits) in-between; but instead of all actions costing Devotion (faith), there were two versions of every action: one for ~evil factions and one for ~good factions, one that cost Devotion and one that gave Devotion. for example, flame dart cost Devotion for good factions, but gave Devotion to evil factions. the slightly balanced denomination traits in-between just granted some exceptions to the rule of their alignment. i only had six religions, but ultimately it was a lot of fun to balance the accumulation of Devotion (adherence to ones religion), with its expenditure (needs of the moment).
I have sometimes seen the AI end up with negative faith, I have a bit of an idea what might cause it.... still working on it.
AI shouldn't end up with negative gold or crystal though, I don't think i've ever seen that. Does it happen for all AI players or just now and then?
Yeah I think there is so many cool things that can be done with religion in fantasy games, hence it was a real missed opportunity that the base game essentially has no religion concepts/mechanics.
I do also like that kinda idea of actions have good/evil type consequence. Quests would be another cool way to use it, some quest options could reduce/increase Faith or Devotion... that kind of thing. You could have mechanics where if you choose enough "evil" quest options a bunch of witch hunters come after you.
One of the things I'd like to do is write a unique quest or two for each religion, I think that'd be cool too.
hey man,
nope, basically every Ai has something, it is so weird! I should test the game with no mod at all, but lets be honest, without your mod this game is nowhere NEAR as good! But it is strange, not sure what could cause it. Some have negative faith, others negative gold, others negative crystal and iron etc... heck Abob if you want I can link you the save file? maybe somehow I am missing something essential.
That is kinda strange. I can't see how it could happen for iron, crystal etc. If you can be bothered at some point it would be interesting to play into a game for a bit with mods disabled and see if it still happens.
How far into a game before you get that behavior... early/mid/later ?
I'll have a look at it next time i'm playing/testing and see how much of it happen for me, like I say I've seen it happen with Faith sometimes but I don't think any of the other resources. Maybe I just never noticed it though.
Negative resources happen, I've seen it in un-modded games. The AI can train and cast into negative resources, though this might only be possible at Expert difficulty level and higher.
So negative mana, crystal, iron, wargs, horses, all possible and I don't think it's D&W at all.
Interestingly, the AI does seem to be limited to needing positive resources to BUILD. I think this is why the AI sometimes does not build the Forge Of The Overlord even when it has all the pre-req towers and seems to be winning.
Interesting... I used to play on Challenging and now Hard, maybe why I don't see it (much).
What level of difficult have you got the AI set to Maseren ?
davrovana is right, this is an ai thing and it happens starting on hard because that's the difficulty i use and i've seen it many times.
Well just checked it, and it is on Challenging all the way through. all AI is challenging. world difficulty however is normal. So you guys have actually seen this as well, this is very interesting! Glad i'm not the one and glad its NOT Mod related. I'll see what I can do Abob and try to play without the MOD, though I must admit not looking forward to playing a game or even half of one without your mod
great ideas!++
so i played through a couple quick games with d&w, and read through all the new factions, and i will not be playing without this wonderful mod ever again. the game would feel incomplete. it feels finished now; this really is what the game needed. i have 10 new radically unique factions that i am looking forward to playing with (plus another 5 that ill get to some day), in a much livelier world thats filled to the brim with new beasties to tame. for free. i thought sd was going to release something like this 6 months after fe was launched. i wouldve payed 15 bucks for it. with d&w, and a few flavors of my ui mod in my pack i am ready to go on many grand adventures! thanks abob. i havent enjoyed this game this much in a LONG time.
That's awesome thanks cardinaldirection.
Maseren - sounds likes it's just a problem with the base game unfortunately
I have to say this has become a truly great mod! Having a ton of fun with the Kingdom of Raktur at the moment, and all of the other additional civs look like a lot of fun and really well thought out.
The new Priest class is killer as well!!
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