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
Yeah might need to give the Angels a slight buff. They are supposed to provide a different style to the Dragon though. The dragon is essentially a sledgehammer where as the Angels are supposed to have a bit more of a utility / army boost kind of theme.
Agreed. I'll do something about the Delin thing next version.
Cheers.
@Wauthan - great feedback thanks. I've found pretty much the same as you've noted from my games but it's good to hear how others are finding it.
I kinda feel that I need to slow the Summoner down just a touch in the early game... because as you've noted a Summoner in the hands of a human player can get a bit of a quick start... will have a think about it.
I'm using the default Ice Elemental and yep it's way too weak. Will sort him out next upgrade.
@StevenAus - yeah I agree that to keep the Warrior and friends comparable in effectiveness that some kind of per level bonuses are probably in order.
I'm also trying to think of some ways to make the non spell casters more fun, or at least a bit more engaging. I know i'm biased but I find that the Summoner and (new) Mage path are just flat out more fun that the other classes. To me the Warrior and probably the Commander are the least fun. Don't get me wrong, I don't think they're bad or whatever... and I still like using them... but it kinda just feels like there isn't quite as much to do. Probably because a lot of their abilities are essentially passive. I think also partly because (with the Warrior at least), you're a bit at the mercy of whatever random loot you find.
So i'm thinking about some ideas to make them a bit more engaging. Maybe some active abilities or something tied to shards. Like I dunno maybe the Defender has an ability called "Nifty Defenses" (not really something cooler obviously).... and depending on what base spellbooks they have it unlocks abilities like this:
Iron Form (if you have Earth1) - for next 3 turns, anyone attacking the champion has a 50% chance to have their attack reduced as their weapon is damaged
Icy Barrier (if you have Water1) - for the next 3 turns anyone attacking the champion has a 50% chance to be frozen, halving their initiative
A Mantle of Fire type effect for Fire. Some kind of weird thing for Life where you gain life when hit by an opponent for the next 3 turns. That kind of thing.
Not sure exactly but I like tying in different abilities like this to the spellbooks because it means that a "Water" Defender and a "Earth" Defender would have some unique abilities, that would (hopefully) be fun to use.
Anyways, one thing at a time, will get to these a bit later hopefully.
Well one fix could be more restrictive with the summoning pool in the beginning. You might even want to make the characters contribution to the summoning pool very slight and add a world resource or building that increases it further. Or it can be a bonus granted through research. Or perhaps summoning the higher tier creatures also cost crystal. All these things would slow down the player and give the AI a chance to catch up.
That said it's not that bad. Especially on the highest difficulty levels. The AI may not be as good as the player when it comes to summoning units, but it does build standard units far more effectively. The main problem is that it relies on a poor selection of units, not that it lacks the numbers No idea how to make it stop wasting mana on tier 1 summons and save it for the more powerful units though. Haven't seen a single AI summoner yet which might explain the issue.
Are these reduction of cooldowns worth it anymore with the change in mechanics. I can't see why I would take this path now. Help me understand?
On another note, yes Summoner and Mage are just so much more fun than the other classes. It would be great if there was some way to get the other classes some shard related benefits. By the way, the Path of the Ranger class mod is a good one to try if you want to have an archer class, it seems to play nicely with this mod (at least I haven't noticed any problems yet).
Do you mean Summoning Savant I and II ?
These now reduce the cooldown of both the tactical and strategic summons by 1 turn each. The minimum cooldown is 1 turn though, so you can never cast the exact same summons twice in the same turn.
So a level 2 strategic summons has a default cooldown of 2 turns, which means you can cast it every other turn. If you get Summoning Savant I it should reduce the cooldown to 1 so you can cast it once each turn.
I think it's fair to say these abilities aren't as useful as in v0.2 (when the casting time rendered you immobile so it was a much bigger deal).
I just realised that I didn't update the tooltip for these abilities, have fixed it now for the next version.
If you were asking about the Conjurer I and II abilities (in your screen grab).... they still reduce mana cost as before. The strategic summons you still get back after the spell is cast, it's just that now that will be straight away because there is no casting time.
I like the idea of magic related abilities for the non-mage, non-summoner paths as mentioned in Reply #78. I still think all classes need a counterspell of some sort - maybe the Warrior one could be "Throw Rock" which might cause the caster to lose their concentration. Maybe it could even be a ranged attack for no damage (or 1 damage) that gets judged as Accuracy vs. Dodge too! (instead of Spell Mastery vs. Spell Resistance as with spellcaster counterspells) If that is possible it would allow Accuracy to be more useful for melee/archer-type paths.
Yes, I meant the Savant abilities (don't know what happened to my screenshot). I was probably thrown off a bit by the tooltips, but I'll have to try it out. I still think they aren't as useful as some of the other abilities, but this is not a strong complaint. I need to play more with it to give feedback.
Wow, this mod is a heck of a lot of fun.A few thoughts regarding the Summoner tree:
1) I made a beeline for the Summon Drake trait, and I was able to get my first drake by Season 67. Not too much longer, I picked up my first Storm Dragon and immediately took on Vetrar easily around Season 80 (the Arctic boss that gives the amazing sword Heart of the Glacier along with other goodies.)
2) As a Summoner, it's possible to almost entirely ignore the Warfare research tree until later in the game, when one has developed a lot more research per turn. Likewise, Fortress cities are less necessary, and one can instead focus on Conclaves to boost mana (through use of Herbalist, etc. and the Meditation city enchantment) and research as high as possible. More mana = more summons = faster experience gains for the Sovereign, which in turn allows for more powerful summons as you go along.
3) Similar to #2, since military units aren't that important, metal and crystal are less necessary to develop. The buildings that are required to acquire these resources take up a long time in the building queue for cities for non-Summoner games. But as a Summoner, one can build research, mana, and growth related buildings significantly faster by being able to skip most iron ore and crystal sites.
4) A custom faction with Decalon and Scouting goes perfect with a Summoner sovereign (Mancers with 3 basic moves rather than 2 are particularly awesome for this.) Decalon allows for cheap access to all four elemental schools of magic, and it's also possible to spam Arcane Monoliths (outposts) with the amount of mana that's being generated from having so many Conclaves and other sources of mana generation. Often it pays off to place outposts on resources just as a means of denying them from one's opponents not to mention being able to develop a road network all across the map.
I realize not all people will necessarily min/max like I have here, but for the sake of testing the mod's balance I wanted to see how far I could push the limits. Keep in mind the game was played on a custom Medium sized map, with balanced options other than high world and high opponent difficulty. I set the number of opponents to 3 and made them all Empire so they'd tend to band together more often against me (granted, with my Faction Power score few would start wars with me -- after all, I have Storm Dragons!)
It would be great to see a way to maintain the depth that the mod brings to the game while keeping it in line with the usual level of difficulty. My first suggestion would be to add a moderate crystal requirement for some of the more powerful summons. Not that the crystal would actually be CONSUMED, but rather that it simply needs to be present, similar to the Summoning Pool. This would force players to mine at least some crystal resources. Metal could be used in lieu of mana for casting summons via a Transmuting spell. This would encourage players to mine metal and would keep things more balanced between Mana, Metal, and Crystal.
Secondly, the Warfare tree could add small bonuses to the summons all the way throughout. For instance, the Armor technology could give bonus defense, etc. This one would be pretty straight forward.
I'm just throwing these ideas out there for what they're worth. The mod is already great. Thanks for the hard work!
Any reason to suspect the loot dlc will cause problems with this mod?
Going to start a new game with the loot dlc installed and 0.3 of this mod (finally finished my last game with still 0.2 installed). I don't think it'll cause any problems, but I will report if I run into problems.
Should be fine I would think. I'll grab the loot pack shortly and check it out.
Great feedback thanks.
Particularly I think you made some good points about the resources... (less need for Iron and Crystal), and the Technology balance. Will definitely think about that stuff for future releases.
Might make the Drake/Dragon a bit more expensive in terms of mana and Summoning Pool next release.
I am going to start off by saying I am very happy w the summoner path, it is a lot more interesting than it used to be. I do think the main path is much stronger than the tactical summoning line, but I have seen someone else post about how they used the bottom row shrill line very effectively. To each their own I guess
Personally I think the Drake and Dragon are over the top strong for when you can get them. It takes FOREVER to get a dragon the normal way. You have to:
Contrast that against the summoning method, where all you really need to do is walk around killing whatever is handy with your summoner hero - something you wanted to do anyway.
However it does also require a large trait investment in what is presumably your highest level and most powerful hero to pull this off. I am torn between the extreme power of the dragon and drake summons vs. how strong a straight mage is by that level. The straight mage is at least as deadly as the dragon, but the mage requires huge outlays of mana on a regular basis to stay in operation. The dragon is relatively cheap to maintain, comparatively.
Good points.
Maybe I should make the dragon like 5 mana maintenance per turn or something. Will probably do that next release.
Quick Question:
abob, anything in particular that you know will conflict with children of storms mod? (I assume all the summons will need the various attributes used by HeavenFall's mod) I'd like to take a crack and making your mod compatible with CoS. I would of course share the results with the community.
So, I've been playing a game with your mod, and it's awesome. Getting a dragon or two running around is, basically, the best thing ever =D
But, I think I've found a bug with the mage tree and Decalon spellbooks. I trained a Henchman with the intent of making him a mage, and bought him a couple spellbooks right after he trained. When he gained a level, I took Magic Missiles and, as expected, got the life and fire spells. But, when I saved and reloaded, the magic missile spells had disappeared from his spellbook, and mousing over the trait tree showed blanks where the spells should have been. I'll do further testing tomorrow, your mod has made me stay up an hour later than I should have
After a few summoner path games I agree that Dragons are huge fun, but I also agree with Manii that in the current version they are too easy to obtain. Beelining dragons means a sure win. A dragon is so powerful in the hands of a player that it's basically game over for the AI when you get one, especially since the AI doesn't summon them.
I cannot give enough praise for this mod though! If Brad manages to get the AI to use summons better, the mod's star will shine even brighter. Really hope that you'll keep developing it abob.
An update on what was going on with my henchman: apparently the Magic Missile tooltips will disappear upon saving/loading (or just taking the Improved Missiles trait, I haven't figured out which quite yet), while leaving the spells themselves available for casting in tactical. Just a visual bug.
I've just had a quick look at it now. So far I can think of these things.. just making a note here for my own use later as much as anything...
1) Add unitstats to all the summoned creatures in D&W
2) D&W has a file with the grouped summoned units, need to recreate it with bg unitstats from CoS
3) Both CoS and D&W modify the spellbook abilities. They'd have to be merged somehow.
4) CoS champions that have the path of the Mage would need to be modified to make them compatible with D&W. Primarily this just means tweaking their abilities so they fall in line with the D&W mage and summoner paths.
5) Both CoS and D&W overwrite some of the core units such as Champions... need to figure out how to merge the changes.
6) Might need to modify some of the D&W weapons so they work with the bg unitstats in CoS
7) Some D&W items will need the CoW model types added
That's what i've come with after a quick look through the CoS files.
One of the things to be aware of.... some of the D&W files are semi-automatically generated by some code I have written.... so some of these changes will probably need to be made on my end to ensure they work going forward.
First thing I need to work out is what happens when 2 mods change the same object. Like in 4 and 5 above.... if anyone knows that would be handy.
I'm optimistic that he will take a look at this (tactical summons) in the next patch or two given all the feedback on the subject in various threads.
Here's hoping, because it would be great for sure.
Thanks for the feedback. Yeah I just checked it out... if you choose the Missile Mastery I (or II) traits it stops the tooltip showing for both the Magic Missiles and Mass Magic Missiles abilities.
I know why... it's because of the way it's implemented. I can fix it but it just means there will be several versions of the magic missile spells showing up in the hiergamenon... I thin i'd rather have the tooltips showing though so i'll sort it out next release.
For items where you can add effects or abilities without re-defining the item (maybe spells? I'm not sure), it would probably mostly apply in addition to the original effects. For things like Champions or items that when you re-define them, you have to re-define all aspects, then it depends on the order they are loaded. Core files first, and then whatever order the game reads the mod files and other files in the custom folders. Champions and items for example would probably only show the last way they were defined before the game loads up. For example, I customised the Blessed Hammer, and then had to delete the custom definition from CoS because that was defined after and the CoS version was showing up in the game.
Yeah for the abilities you're right so that should be ok.
This is the one that we need to know. I vaguely recall reading a discussion about it a while ago where HF said he thought it went by alpha order or something. I'll post a new thread and ask if knows. Let me know if you work out it for sure though.
Hi abob101,
i have a suggestion regarding procipinee's crown.
The queen currently screams to be played as a summoner but as you know casting other kinds of spells becomes expensive as a result.
Im guessing this was the idea behind giving the crown mana generation which was a neat idea however as you said you can't make items generate resouces.
But how about making the crown reduce tactical spell costs?, right now it gives minor bonuses to spell mastery, spell resistance and damage but truth is they are so small that they aren't really an advantage, but reducing tactical spell cost instead of these bonuses would be truly useful.
In case you consider it here's the modifier you need to add.
<GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_TacticalSpellManaCost_Multiplier</StrVal> <Value>-0.15</Value> <Provides>-15% mana cost for tactical spells</Provides> </GameModifier>
I found out that 15% seems to be a fair amount with some tests i ran, but it can be any value.
Please keep up the good work!
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