http://www.nexusmods.com/fallenenchantress/mods/1891/
This mod improves AI and makes some aspects of the game more comfortable to play.
Last update to v.1.6. April 01 2014DescriptionThis mod improves AI and makes some aspects of the game more comfortable to play.Compatibility: v.1.5 and 1-4 DLS's. Compatible with Parrottmath's mods and others which doesn't change units and abilities.To install the mod, first backup your English folder, then copy the downloaded files into it. If you don't have DLC's, delete appropriate DLC files.This folder is here: /steam/steamapps/common/FE Legendary Heroes/data/EnglishDo not put files to: /Documents/My Games/FE Legendary Heroes/ModsThere were lots of features that were not be possible to be done like regular mods, so I decided to put everything into one folder (English). It’s better than have to copy files to both folders (English and Mods)FeaturesFixes1. Fixed unusable unit designs forgotten in v.1.5. (forgotten shields with one-handed weapons2. Fixed vanilla Scrap Golem having no weapon.3. Fixed problems of 1.5 patch with Wilding Hermit and Darkling shaman unable to summon lesser units.4. Fixed issue resulted in lightning attack of Lightning Longbow was not calculated as ranged attack.AI improvements1. AI trains more units;2. AI equips his units better;3. AI trains more elite and mounted troops;4. AI builds more fortresses to produce better troops;5. AI more often enchants his cities with unit enchanting spells;6. AI pays more attention to increase production rates in his cities;7. AI pays more attention to develop combat traits of his heroes;8. AI politics is more aggressive than in original;9. AI hunts for monsters and quests more often;10. Default AI races are more combat oriented;11. Traits that AI doesn’t use properly are changed or disabled;12. More units are available to AI to suit in every gameplay condition. Every of 11 races has:• 1 additional type of pioneers• 2 additional types of scouts (1 of them is mounted);• 2 additional types of clubsmen;• 2 additional types of spearmen;• 2 additional types of defenders;• 2 additional types of light warriors;• 2 additional types of medium warriors (1 of them is mounted);• 2 additional types of heavy warriors (all mounted versions);• 2 additional types of medium magic warriors (all mounted versions);• 2 additional types of heavy magic warriors (all mounted versions);• 2 additional types of horsemen (all mounted versions);• 5 additional types of archers (including mounted versions);• 5 additional types of crossbowmen (including mounted versions);• 5 additional types of mages (including mounted versions);• 3-5 (depending on race) additional types of zealots (including mounted versions).13. Also:• 9 additional types of henchmen for Altarians;• 3 additional types of golems for Ironneers;• 3 additional types of juggernauts for Trogs;• 1 additional type of each spider for the trait “Cult of hundred eyes”.Gameplay1. Good starting locations every new game. No need for Ctrl+N;2. Monetary economic model. All units require gold to train. All buildings require gold to build.3. If you train a unit, the number of its soldiers is subtracted from city’s population. (Thanks to Parrottmath!)4. Intensive combat. (Units gain more dodge, critical chances and some happy/unhappy battle events);5. More types of weapons and armors for unit design;6. Added traits to unit design: alchemist, guard and road building for every race;7. More chances to find armor and weapons in loot;8. Lower prices in shops. No need to rely on loot equipment for heroes;9. Added 24 premium heroes of 15 level;10. Added 18 Undead heroes;11. Garrison units reduce unrest and gain 1 experience per turn;12. Every trained unit requires gold and population to be trained;13. Every building requires gold to be built.14. Each weapon has its special strike.15. Each race has its unique set of weapons.16. Added unique city defenders. Some mages defend conclaves, some knights defend fortresses, some crossbowmen defend towns. Common defenders such as city militia and city archers remain too.17. Added medium fire and ice staffs. Earlier mages had to wait too long to get good staffs, so these medium staffs were added.18. Rebalanced quendar slaves to act more like cannon fodder rather than unlucky losers.19. At the start of the game all items that are available for training units are also available in the shop.20. Unrest doesn't increase with the number of cities. It increases while the city grows in levels. This is vital for gameplay on huge maps.21. Heroes don't divide experience.22. Enchanter specialty gives a full set of 3 lightning staffs with increasing lightning attack and they replace fire staffs. AI prefers to use lightning staffs over fire staffs if he has opportunity.23. Hero traits that are of low or even negative use for AI are changed or disabled.24. Thrown weapons now deal amount of damage equal to the number of soldiers in the group (Thanks to Parrottmath!)25. Staff class of weapons is expanded. Earlier there were just a staff and monk's staff with no possibility to upgrade. Now this possibility exists up to Arcane weapons.26. Added new class of troops - zealots. They fight with melee staffs.27. Added new racial trait "Monk Robes" (costs 0 to choose like Masterwork Chain) which replaces Leather armor with a set of robes. If you wish your light troops look like mages, or you prefer Dodge over Defence, this option is for you.28. Added hardened leather cuirass, light chainmail and some trait-specific weapons available to unit design. Now you have richer choice while designing your units. Perfect crossbow is rebalanced and added to Arcane weapons and thus available for unit design.29. I tried to make AI enchant his cities with more unit spells, such as Heart of Fire, Aura of Might. I set better priorities for these spells but still the best priority is with Enchanted Hammers spell. Then goes Heart of fire, Inspiration and the rest combat and city spells.30. 3 level city adds 1 essense. I hope this helps AI to enchant his cities with more unit spells.31. Units have 5 perk slots instead of 4.32. Quest for Arctic wolf cloak is replaced for IceWarg Cloak quest. Player has to fight wargs instead of wolfs, and gains IceWarg Cloak. In this world Arctic wolf cloaks are available in shops from the beginning of the game, so there was somehow rather useless to fight wolves in order to get an item of low interest.33. Added new racial trait “Guile”, which gives additional perk slot for training units.34. Added new racial trait “Manufacturer”, which gives additional production per material.35. “Wholesale Purchase” spell is added. In case player has excessive gold and doesn't need it, then for 1200 gildars it's possible buy 120 metals, 60 crystals, 10 horses and 10 wargs. Usage of this operation increases Fame by +10. This spell is unlocked by Economics technology.36. New tech City Enchantment was added. It unlocks Scrying pool, Guardian Statue and spells: Heart of Fire, Aura of Might, Aura of Grace, Aura of Vitality. Unlocking these spells allows to cast these spells early, not depending on types of recruited heroes and chosen magic schools. This thech was made especially for AI.37. New tech was added Advanced Warfare. It gives some bonuses that earlier belonged to War Colleges tech. At the same time War Colleges give some expensive books to upgrade heroes. This was done also in case if a player has excessive gold. There will never be too much gold, be sure.38. Updated economic model. Now player has to pay for every equipment and even traits of his trained units. Skilled and highly armed and armored troops should be more expensive. Tested how AI survives in new circumstances. AI is just brilliant!!!39. Added an option to choose Rusty Armor to replace common chainmail. By default Undead race wears rusty armor. This armor is available to unit design like Light Plate armor and has the same parameters, but looks great on undead.40. Added Gladiator armor to unit design. Player can choose it to replace Raider's chainmail. By default Tarthians have gladiator's armor. It's even written in its description, that Tarths wear gladiator's armor with pride.41. If you have DLC 02 installed, then while choosing Assasins tools you gain another design of leather armor. It looks like assasin's armor but has paramenters of common leather armor. So, welcome Urxens-ninjas.42. Catapults are much stronger now. Deadly machines.43. AI has higher value for the following priorities: upgrade heroes to Commander path and teach Leadership and Tactics, build more fortresses and enchant cities with spells that give combat bonuses to units. AI builds less conclaves and rarely builds towns.44. Summoned Skath and Spider mounts for trained troops.
Company of Legendary Heroes:
That's my fault. I forgot to fix this in the patch and DW heroes come greedy for experience.
So, Heroes are fixed now and the new file was uploaded. Check DW patch v.0.91.
But yes there is a problem with summon pool. Seems it doesn't work properly. Look into this thread. Should I remove the pool by patch because I don't know how to fix it? This is something in FW mod with it... I suggest to discuss the problem here: https://forums.elementalgame.com/451573
Assassin's blade gives +10 Att vs Heroes that's why it is Assassin's blade. I agree that the price is low. In the next update of Patchwork mod it will cost 160 (instead of 60).
Because of:
It takes total 2 points from summon pool. I wonder if it takes -1 per turn, then why summon pool never empties?
Excellent mod, thanks for the compatibility patches!
I would only need a patch for heroic pursuits that would be compatible with Demons/Necromancy/Children/Patchwork and I would be a happy camper!
Thanks!
Hey,
thanks, the xp split problems are now taken care of. Unit enchantment maintenance can be negated on mages only, others pay the full amount. This has lead to, in my games at least, only enchanting the aforementioned properly specced mages. I don't really mind that, as there are numerous other things requiring my mana anyway... But lowering the upkeep is something for you to consider. Come to think of it, in my last game, I never saw any AI enchant their units anymore. Maybe it too deems the cost too high?
I'm not playing LH without Patchwork mod anymore, so if I can suggest, compatibility patch for the ranger class mod would be very nice... While Assassin is already pretty powerful, it just seems a bit bland compared to others.
More compatible mods please!
Sunray, it would be a hard work because of heroic persuits huge number of new perks, that make the perk tables become chaotic and crash the game. Plus disbalanse the game exp itself (just for now as i think). Maybe after balancing vanilla and some overall view, it could appear the best idea.
I thought about adding Heroic Pursuits and Rangers Path as traits mostly used by human player. This will not be quick. Hellions has prepared a great suprise for you! Stay tuned!
New compatibility patch modes were uploaded today.
They adjust compatibility of Parrottmath's mods River Bridge and Swamp Tiles with Patchwork mod.
These compatibility mods adds gold cost of all buildings in the original mods, because all buildings in Patchwork mod require gold for construction. So if you are going to use these mods together you may consider to adjust their compatibility.
These files are only patch mods and require original mods, made by Parrottmath. Here is the link to the full list of his mods: https://forums.elementalgame.com/444851Also note, that I've updated the Demons and Wizards compatibility patch to v.0.92. This is essential update for future mods' updates. All future updates will require this version or higher.
Maybe integrate some aspects of Heroic Pursuits (not all of them)?
More traits would be nice to create different troops! I feel they are almost all of the same. Maybe add regeneration, first strike, magic attack...
Units' traits -that's what I'm working on for v.1.4 of Patchwork mod. Almost all features of Heroic Pursuits will be available by a patch which will appear in few days. I also suggest to keep an eye on Necromancy Revamped mod...
AND NOW...
Let me introduce the greatest news!
Hellions has adapted his legion of champions! Champion Bonanza mod is now compatible with Patchwork mod! 221 new heroes are ready for adventure!
Champion Bonanza mod doesn't require any patches, its truly solid individual mod.
Champion Bonanza mod can be downloaded here: http://www.nexusmods.com/fallenenchantress/mods/1082/?
Don't forget to download another great mod of Hellions - Black Market Bazaar for Patchwork mod! It can be downloaded here: http://www.nexusmods.com/fallenenchantress/mods/1885/?
Hurray! Thanks!
Hey webusver or abob101,
this happened to me twice now: https://forums.elementalgame.com/451718/page/1/#3438388
Do you have an idea what is causing this?
It doesn't really bother me that much, as those champs would only have been icing on the cake, but maybe there's something there that need fixing.
Still having a blast using a bunch of mods, even with these minor issues.
These heroes were updated to Demons and Wizards standarts and their original variants were blocked. I unblocked them, so they will appear, but now they have skills not from Demons and Wizards standarts, for example Haitan may take Prodigy once more.
The updated version of the patch is already uploaded http://www.nexusmods.com/fallenenchantress/mods/1891/?
I've made a patch for Heroic Pursuits mod to be compatible with Patchwork and Demons and Wizards mods!
Make sure you have Demons and Wizards mod v.094 (the latest)! The new mod is intended to be played with it.
Install original Heroic Pursuits mod http://www.nexusmods.com/fallenenchantress/mods/1338/?
Install the patch http://www.nexusmods.com/fallenenchantress/mods/1891/?
Cool, thanks for the swift response and reaction!
Heroic Pursuits compatibility patch-mod was updated. www.nexusmods.com/fallenenchantress/mods/1891/?
It had overlaping abilities with spellschools from Demons and Wizards mod. I moved these traits 3 steps down and now this issue is fixed.
I suggest to upgrade to v.1.1. of Heroic Pursuits compatibility patch-mod to have all trait-trees look accurately.
Everything going pretty smooth right now when playing the mods, thanks to all parties involved.
Suggestions/observations on Demons and Wizards compatibility:
- When creating a custom sovereign, nature-, battle-, beast- (and shadow-)magic schools cost 2 picks instead of 1. Is this intended based on those schools being more powerful than vanilla ones? They have very interesting spells, I'd like to use 'em more.
- You can't buy any of those new magic school books with the Decalon ability. This feature is just prolly not implemented yet, but if it ever is, they could also be a little more expensive than the vanilla ones. I remember vanilla books cost about 200-250 gold, the new ones might easily go for 350-450 or such.
- Some summoned creatures move disappointingly slow. I'm thinking of some of the wolves, dogs, angels, giants and such which you would presume to move faster than normal troops. Maybe you haven't looked in to that yet webusver? I personally would summon more cheap units if they could move with the rest of my stack, as I love the new summons and the way they make combat more interesting. They just hamper my movement too much.
- I'm very glad to see AI players use the new summons and spells. And I even encounter more mage sovereigns now.
I agree with all your suggestions. Magic schools are already corrected and I will include your other suggestions as well in the next update. Soon there will be an update of Demons and Wizards patch and Patchwork mod.
I also plan to increase mana production from shard altars and shrines because in all my previous games there always was lack of mana. Perhaps the game shoul be more magic oriented?
Books are added and will be available with the soon update.
Thrilled with this mod and your willingness to work with other terrific modders to make the game more fun. Can I suggest that you code the mana shrine upgrades to automatically increase the mana output without having to clog up my building queues. Thanks!
Patchwork mod was updated to v.1.4.
Thanks to Aerowreck for nice ideas. Allof them were implemented in Demons and Wizards compatibility patch mod as well as in the main Patchwork file.
1. Removed issue when summons required 2 summon pool instead of 1.
2. DW spell traits require 1 point at Sovereign customisation as well as other spell traits.
3. Increased mana output from all shard altars/shrines/temples to stimulate more spellcasting from the start. Earler income was 1/2/3 mana from altar/shrine/temple. Now it is 2/3/4. While it is not a big difference for middle or late game, for the starting phase changes are important.
4. Fixed some minor compatibility issues.
5. Monsters were speeded up to catch the speed of trained units.
6. Now more abilities are available for unit design.
Patchwork mod massively lags the game for me, especially during combat where it will simply 'hang' for several seconds at a time. I've tried it on two different PCs and both suffer from this. Is there any way to fix it?
This may be a problem with installation of other mods. The more mods you use, the more load your computer has to work with. Demons and Wizards mod adds lots of calculations.
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