XtraDeconstruct: Legacy of Magic
by Primal Savage et al.
1. XtraDeconstruct: Legacy of Magic 1.1 Latest News (Changelog)
(18 January 2022) XtraDeconstruct - Legacy of Magic 3.0
1.2 Compatibility Snippet (Extended List)
Compatible w/ LH 3.0, all DLC, Children of Storm 1.8.c, Black Market Bazaar 2.1, Champion Bonanza 1.3...
NOTE: XtraDeconstruct makes Children of Storm compatible w/ LH 3.0 and DLC05 (Leader Pack DLC).
1.3 Features (Extended Description)
Expands LH in a myriad of ways.
1.4 How-to Install (User Guide)
See A_UserGuide.txt
1.5 Endorse XtraDeconstruct (History)
Go to your Nexus Download History to endorse Mods (Thumbs up).
1.6 Download (NexusMods)
Download XtraDeconstruct: Legacy of Magic @ NexusMods (Free).
1.7 More...
CutscenePack fix [Info]
2. Credits & Feedback
(Hellions) ::: (davrovana) ::: (Heavenfall) ::: (Dhuran) ::: (attackdrone) ::: (Vithar133) ::: (Stardock)
Many users gave valuable feedback, this is so they realize that their contribution is appreciated.
3. Bug Reports3.1 General
When you report a bug, please include a saved game and, if possible, a screenshot.
I (often) need to reproduce a bug in order to fix it. Thanks!
3.2 Helpful Sites
You can upload your images to postimage.
You can upload your saved games to Dropbox or similar.
You can upload (copy+paste) your debug.err file to pastebin. This is very rarely needed.
4. Common (Installation) Issues4.1 General
Most common installation issues are covered in the User Guide.
See, specifically:
A1. (XtraDeconstruct) - Full Download Installation Instructions
and
T2. (Others) - Troubleshooting, Known Issues, Knowledge Base, and FAQ
4.2 Specifically
I have reproduced the Installation procedure and some FAQ in this thread, to facilitate the process.
See reply #2, reply #3, reply #5, and reply #2208.
XtraDeconstruct 2.0.f.
Download [Nexus]
Installation [Nexus]
**RELEASED 2016-04-05**
NOTES
NEW FEATURES HOW-TO
XtraDeconstruct: Legacy of Magic, by Primal with help from David Elliot Lamb and Hellions Felis SilvestrisVersion: 2.0.f.
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XtraDeconstruct [χD] 2.0.f. - Totem Edition Changelog____________________________________________________________________
[*] Equipment (Accessory): Banner of Leadership[*] Equipment (Cloak): Gilden Lion Hide[*] Equipment (Consumable): Caustic Egg[*] Equipment (Consumable): Caustic Plasma[*] Equipment (Consumable): Floral Compound[*] Equipment (Consumable): Floral Ointment[*] Equipment (Consumable): Legendary Cake[*] Equipment (Consumable): Rattus Miasmaticus[*] Equipment (Consumable): Tar Amphora[*] Equipment (Consumable): Tar Barrel[*] Equipment (Consumable\Crafted): Ayahuasca[*] Equipment (Consumable\Crafted): Forged Dagger[*] Equipment (Mount): Hatchling (New varieties: Air\Lightning, Death\Poison, Earth, Water\Cold)[*] Equipment (Mount): Hatchling (New varieties) now available for Sovereign creation (4 points)[*] Equipment (Mount): Ceratopsid, thanks highawyhoss for inspiration![*] Equipment (Mount): Ceratopsid now available for Sovereign creation (2 points)[*] Equipment (Mount): Hellspawn, thanks highawyhoss for inspiration![*] Equipment (Mount): Hellspawn now available for Sovereign creation (2 points)[*] Equipment (Mount): Nomad's Horse[*] Equipment (Mount): Nomad's Horse now available for Sovereign creation (1 point)[*] Equipment (Weapon): Angelic Warhammer[*] Equipment (Weapon): Composite Shortbow[*] Equipment (Weapon): Midnight Maul[*] Equipment (Weapon\Crafted): Dagger of Bane[*] Equipment (Weapon\Crafted): Dagger of Celestial[*] Equipment (Weapon\Crafted): Dagger of Coral[*] Equipment (Weapon\Crafted): Dagger of Crimson[*] Equipment (Weapon\Crafted): Dagger of Cyclone[*] Equipment (Weapon\Crafted): Dagger of Degeneration[*] Equipment (Weapon\Crafted): Dagger of Gravity[*] Equipment (Weapon\Crafted): Dagger of Growth[*] Equipment (Weapon\Crafted): Dagger of Harmony[*] Equipment (Weapon\Crafted): Dagger of Hoarfrost[*] Equipment (Weapon\Crafted): Dagger of Maelstrom[*] Equipment (Weapon\Crafted): Dagger of Malignancy[*] Equipment (Weapon\Crafted): Dagger of Mimesis[*] Equipment (Weapon\Crafted): Dagger of Moonlight[*] Equipment (Weapon\Crafted): Dagger of Numbing[*] Equipment (Weapon\Crafted): Dagger of Radiance[*] Equipment (Weapon\Crafted): Dagger of Scorching[*] Equipment (Weapon\Crafted): Dagger of Shimmering[*] Equipment (Weapon\Crafted): Dagger of Survival[*] Equipment (Weapon\Crafted): Dagger of Symbiosis[*] Equipment (Weapon\Crafted): Dagger of the Beekeeper[*] Equipment (Weapon\Crafted): Dagger of the Mountains[*] Equipment (Weapon\Crafted): Dagger of Torment[*] Equipment (Weapon\Crafted): Dagger of Vermilion[*] Faction Strength: Mediums[*] Faction Strength: Nomads[*] Improvement: Shaman's Hut [Requires a Swamp Terrain and an Infirmary][*] Improvement: Shaman's Yurt [Requires a Shaman's Hut and a Mining Guild][*] Path (Mage): Hellspawn Finder [Empire][*] Path (Mage): Planeswalker[*] Path (Shaman): Totem I[*] Path (Shaman): Totem II[*] Path (Shaman): Totem III[*] Path (Shaman): Totem IV[*] Path (Shaman): Totem V[*] Path (Shaman): Totem VI[*] Path (Shaman): Totem VII[*] Path (Shaman): Totem VIII[*] Quest: The Garrote Cloak[*] Quest: The Ice Warg Cloak[*] Special: Added option to select a different Starting Battle Wisdom value (3, 5, or 7) [See A_UserGuide][*] Spells: Atramentous Mist [Midnight Maul][*] Spells: Ayahuasca[*] Spells: Caustic Egg[*] Spells: Caustic Plasma[*] Spells: Command Ability [Banner of Leadership][*] Spells: Create Portal (Mage)[*] Spells: Enchant Dagger I (Bane)[*] Spells: Enchant Dagger I (Beekeeper)[*] Spells: Enchant Dagger I (Numbing)[*] Spells: Enchant Dagger I (Radiance)[*] Spells: Enchant Dagger I (Shimmering)[*] Spells: Enchant Dagger I (Survival)[*] Spells: Enchant Dagger II (Coral)[*] Spells: Enchant Dagger II (Degeneration)[*] Spells: Enchant Dagger II (Gravity)[*] Spells: Enchant Dagger II (Growth)[*] Spells: Enchant Dagger II (Moonlight)[*] Spells: Enchant Dagger II (Scorching)[*] Spells: Enchant Dagger III (Celestial)[*] Spells: Enchant Dagger III (Hoarfrost)[*] Spells: Enchant Dagger III (Mimesis)[*] Spells: Enchant Dagger III (Symbiosis)[*] Spells: Enchant Dagger III (Torment)[*] Spells: Enchant Dagger III (Vermilion)[*] Spells: Enchant Dagger IV (Crimson)[*] Spells: Enchant Dagger IV (Cyclone)[*] Spells: Enchant Dagger IV (Harmony)[*] Spells: Enchant Dagger IV (Maelstrom)[*] Spells: Enchant Dagger IV (Malignancy)[*] Spells: Enchant Dagger IV (Mountains)[*] Spells: Flurry of Arrows [Nomads][*] Spells: Gilden Lion Hide[*] Spells: Rattus Miasmaticus[*] Spells: Reincarnation[*] Spells: Summon Hellspawn [Mage (Empire)][*] Spells: Summon Hellspawn (Profession) [Planeswalker Profession][*] Spells: Planeswalking (Mage)[*] Spells: Sagittarius [Nomads][*] Spells: Spirit of the Black Widow [Totem III] x2[*] Spells: Spirit of the Cave Bear [Totem V] x2[*] Spells: Spirit of the Great Wolf [Totem IV] x2[*] Spells: Spirit of the Hergon [Totem II] x2[*] Spells: Spirit of the Hoarder Spider [Totem VI] x2[*] Spells: Spirit of the Naja [Totem II] x2[*] Spells: Spirit of the Ophidian [Totem VIII] x2[*] Spells: Spirit of the Silt Skath [Totem III] x2[*] Spells: Spirit of the Stalker [Totem I] x2[*] Spells: Spirit of the Timber Warg [Totem I] x2[*] Spells: Spirit of the Umberdroth [Totem VII] x2[*] Spells: Spirit of the Wild War Boar [Totem IV] x2[*] Spells: Tar Amphora[*] Spells: Tar Barrel[*] Spells: Totem Search [Totem I][*] Spells: Totem (Black Widow) [Totem III][*] Spells: Totem (Cave Bear) [Totem V][*] Spells: Totem (Great Wolf) [Totem IV][*] Spells: Totem (Hergon) [Totem II][*] Spells: Totem (Hoarder Spider) [Totem VI][*] Spells: Totem (Naja) [Totem II][*] Spells: Totem (Ophidian) [Totem VIII][*] Spells: Totem (Silt Skath) [Totem III][*] Spells: Totem (Stalker) [Totem I][*] Spells: Totem (Timber Warg) [Totem I][*] Spells: Totem (Umberdroth) [Totem VII][*] Spells: Totem (Wild War Boar) [Totem IV][*] Tech: Nomads[*] Unit Design: Additional variety of Hatchlings[*] Unit Design: Composite Bow [Nomads][*] Unit Design: Nomad's Horse [Nomads][*] Units: Created some new Beast Henchmen/Henchwomen [Totem Spells][*] Units (AIOnly): Thinking Machine Units now available for Custom Races
FIXES[*] 50% less Dragon Mount crotch (Fixed some dragon animations and cutscenes)[*] Added Warning not to use certain Consumables on loot popup[*] Champions spawned w/ a Soldier's Cloak can now sell/trade that item [Was non-tradable clothing in FE][*] Corrected many Starting Equipment Abilities [For Recruitment Screen][*] 'Create Wight' Spell now working properly, thanks chumbaba for the report![*] Fixed some typos & gremlins & other stuff which I forgot to write down [Catchall!][*] Mage's Staff now equippable by all Models, thanks chumbaba for the report![*] Ranger's Strike now works properly w/ Prismatic Bow, thanks cruithni for the report![*] Removed duplicated XtraDeconstruct Events[*] Rewrote some non-functional 'Non Comparative Conditional'[*] Surrendering Sovereigns will no longer have a throng of 'Amulet of Haste'[*] Surrendering Sovereigns will no longer have a throng of 'Leather Greaves'[*] 'The Riddle' Quest #2 no longer awards loot on a wrong answer[*] Unit Design Ambush (Men (Altar)) now requires training turns as it should always have[*] Unit Design Battle-Hardened (Trogs) now requires training turns as it should always have[*] Unit Design Swinger (Trogs) now requires training turns as it should always have
MODIFICATIONS[*] Champions w/ Stealthy now have an additional trait, either Dodge I or Quick I[*] Diplomacy: Reactivated Forge of the Overlord -9.0 Relation Modifier since much harder to cast Spell of Making now[*] Equipment (Accessory): Alchemist's Tools now an accessory and now gives +1 Alchemist Power[*] Equipment (Mount): Water Dragon Mounts now white instead of blue to prevent confusion w/ Storm Dragon[*] Event: Deathstorm probability to spawn decreased 50-folds[*] Event: Night of Haunted Dreams now awards Angelic Warhammer instead of Blessed Warhammer[*] Event: Sarog probability to spawn decreased by two thirds[*] Faction: Denizen Males now use a paler color/texture[*] Faction: Faith Air no longer shows any graphics for helms[*] Faction: Faith Air resized to fit more Screens[*] Faction: Faith Air Males/Females now use a different texture[*] Faction: Faith Fire no longer shows any graphics for helms[*] Faction: Faith Fire resized to fit more Screens[*] Faction: Faith Fire Males now use a different texture[*] Faction: Wildings rebalanced[*] Improvements: Herbalist (Apothecary, Alchemist, Alchemy Lab) can now be build on Swamp Tiles[*] Others: Disabled Fillers Fix [Can be re-enabled by modifying file extension, see Customization Guide][*] Others: Increased Likelihood by 10%-20% for some less frequent loot[*] Others: Tech Victory easier to obtain[*] Path (Assassin): Death Blow rebalanced[*] Path (Warrior): Astral Warrior rebalanced[*] Profession: Planeswalker can now summon a Hellspawn Mount [Must be Level 10][*] Quest: Alchemist Quest awarded Ophidian now Level 4 instead of Level 1[*] Quest: Arena of the Slakhanan last fight now awards a Midnight Maul instead of a Sythe of the Void[*] Quest: Exile of Ice Quest awarded Staff is now a Boreal Branch[*] Quest: Rampaging Umberdroth awarded Umberdroth now Level 4 instead of Level 1[*] Quest: Restoration Quest awarded Butcherman now Level 4 instead of Level 1[*] Quest: The Arctic Wolf Cloak Quest now offers Arctic Wolf Cloak for 67 Gildar instead of 80 Gildar[*] Quest: The Brood awarded Naja now Level 4 instead of Level 1[*] Sovereign Talent: Rebalanced Inventor[*] Spells: Rebalanced Chimerical Imagination[*] Spells (Assassin): Added Caster's prompt to Pickpocket (Champion), Summon Giant Wolverine[*] Spells (Bard): Added Caster's prompt to Frozen Bones (Bard)[*] Spells (Commander): Added Caster's prompt to Summon Warhorse[*] Spells (Defender): Added Caster's prompt to Summon Komodo Dragon[*] Spells (General): Added Caster's prompt to Eyes of the Eagle, Obliterate Roads[*] Spells (Gravelord): Added Caster's prompt to Create Wight, Summon Underworld Mount[*] Spells (Mage): Added Caster's prompt to Bookworm's Stick, Cloak of Thorns, Flying, Frozen Bones[*] Spells (Mage): Added Caster's prompt to Summon Air Elemental, Summon Crag Spawn, Summon Earth Elemental[*] Spells (Mage): Added Caster's prompt to Summon Fire Elemental, Summon Grave Elemental, Summon Hellspawn[*] Spells (Mage): Added Caster's prompt to Summon Ice Elemental, Summon Ignys, Summon Lightbringer[*] Spells (Mage): Added Caster's prompt to Summon White Elk, Summon Wisp[*] Spells (Ninja): Added Caster's prompt to Shinobi shozoku[*] Spells (Ranger): Added Caster's prompt to Call Companions, Craft Bow I to Craft Bow V, Craft Legendary Ranger Cloak[*] Spells (Ranger): Added Caster's prompt to Craft Wild Winter Boots/Cuirass/Greaves/Gloves/Helmet[*] Spells (Ranger): Added Caster's prompt to Natural Remedy, Rain of Arrows, Track Beasts/Twisted, Webbed Arrow[*] Spells (Shaman): Added Caster's prompt to Cannibalize I to Cannibalize III, Summon Pointy I to Summon Pointy V[*] Spells (Warrior): Added Caster's prompt to Jaguar Rider[*] Tech: Exotic Mounts now also unlocks Ceratopsid[*] Tech: Hatchling Mounts now unlocks a variety of Hatchlings[*] Units: Mounted Pioneers no longer bald creepy-looking clones from a gene splicing factory [+clothes/hair!][*] Unit Design: Rebalanced some Unit Design Abilities[*] Unit Design: Variety of Hatchlings now available [Once Hatchling Mounts is researched]
Prismatic Longbow.
It fires at long range fine with normal shots and with the area effect skill shot too though.
EDIT : I'll try switching to another bow when i get time to play later on and tell you whether it works with a different bow
N/A
endorsment is out
I wonder why some of my mages can't equip the mage staff.
http://images.akamai.steamusercontent.com/ugc/276217874794595723/6FBAC7F47630110487EBE2A96CEF81249028DBAA/
thats my sovereign of angels and another guy "jilbin" refuses too. They are both mages. My sorceress accept the staff.
Never say never, but I wouldn't expect polearms to make it in XtraDeconstruct any time soon.
So you decided when to release 2.0.f? Also can we plz see the changelog?
12 SHaman spells? I can wait for that. Kashadda would be very interested.
BTW some ideas on mounted units; get rid of the Horse/Warg resources...instead have it as follows:
Speaking of which, I noticed on one of the docs in the mod an entry about Cave Bear mounts that's been deactivated.....will we see Cave Bear mounts in a future update? (CAVE BEAR CAV!!!)
I have also an idear which I would like to see modified, since vanilla has no solution.
I am talking about a "faction vault" or something. And since we now have an incredible amount of Heroes, thers always a lot of stuff wich needs transfer.
If it would be possible that there is a second storekeeper, or better said a storeman who could do the job.
If this is to gamey, there could be fees on taking an item out the store, lets say half the value in mana or gold.
Probably this is alot work and you already solves this with the tireless page. Which is a bit circuitous if I may say so.
Nice - i tried switching to Angry Spitter as a bow and it seems to work fine at range for Rangers Strike with it. Not nearly as good a bow though [e digicons]:'([/e] At least if i get Prismatic Longbow in 2.0 f it'll work fine - and it works for all other shots already.
There aren't many ways to create a "faction vault". I tried many different things, but ultimately I ended up w/ TirelessPage/FlyingPage. However, here is another method I think would work, involving Quests, Spells, and UnitStats...
Creating a specific item on a Champion is fairly straight-forward. You can do that using a Spell (Let's call that a "Trade Spell"). That's the easy part, although with 1000 different items available, it means you need 1000 different Trade Spells.
The first issue you will encounter however, is destroying the original item. To be precise, the first issue is destroying the original item in a meaningful way (By meaningful way, I mean destroying the item has to unlocks a specific Trade Spell). Because you don't want the player to be able to duplicate all items all the time, the Trade Spells must be unlocked AFTER the item has been destroyed. Now, destroying an item in LH is complicated:
Selling it to a (normal) merchant does destroy the item, but not in a meaningful way;
Giving it to some random Champion and then disbanding said Champion will not destroy the item in a meaningful way;
Consuming could work, but that really isn't a solution since most items aren't consumables and generally consuming the item activates it anyway, so you can't really trade an item that has been consumed;
Which leaves us w/ only one meaningful way to destroy an item, a Quest Location + Quest.
You can set up a Quest to CheckForItem (e.g. The Arctic Wolf Cloak), and based on you having that item unequipped in your inventory, it will destroy the item in a meaningful way (However, you can not use CheckForItem + ChoiceUnlock, you can only use CheckForItem + Success; there is an exception to that, see Assassin's Blade Quest, but that exception would not work to set up a "faction vault").
Once the item has been destroyed on Champion1 and the specific Trade Spell unlocked, you can recreate the item on Champion2 and then hide/lock the Trade Spell again until the process is restarted. So basically, in order to do a "faction vault" with the current set of items you need to code:
Let's assume you can automate the process of creating the UnitStats, Quest Spells, Quests, Trade Spells, and that all you need to do is adding the 1 UnitStat per item (Which is still a lot), then what? To do a long distance trade, you need:
You would have to do that for every single item you want to trade.
Anyway, when I started writing this, I wasn't sure what the end result would be. It does look good, to some extent, but (i) I'm not sure it would work, (ii) I'm not sure it would be significantly better than TirelessPage/FlyingPage, (iii) I was never bothered by how many quests/spells/unitstats I created, but adding a 1000 of each may start creating unknown issues.
If someone has a better way to do this or think the number of quests/spells/unitstats could be (much) lower, do share (Other than limiting the Trade Spells to say Weapons or Rare items or something, I don't see any at the moment).
about the vault: if its that complicated, then let be as it is
Is it recommended to start a new game after patching?
I think I found a reproducable fatal. I f I look after the regeneration rate (hero) while in a city, I get always a fatal. (haven'patched yet)
I'm pretty sure i've found a bug. Several times i've had enemy armies standing in the middle of cities i've just captured from the same faction. No move dots show up when i click on them - but nearby enemy forces the same distance away just outside the city do show i have enough move to attack them - and the crossed swords comes up to show they're at war with me, but i can't attack the army that's standing on top of the city. Can only kill them with strategic spells.
It's not game breaking late in the game as i have the mana and strategic damage spells to do that, but could be a bit worse if it had happened earlier in the game.
Hello @ Primal_Savage,
Coming back to this and setting everything back up after a hiatus from the game. One quick question: is Demons & Wizards compatible or incompatible? It is not on either side of the compatibility list on the Nexus. I remember a long while ago seeing something that indicated there was some experimentation in making XtraDeconstruct work with it, but it was never released publicly. Any prospects for eventually seeing compatibility or partial incorporation? Or should it be on the 'not compatible' list?
Thanks
-Faceless
At any rate, if the issue is mod-related...
Same issue occurs for me in my mod all the time. So either not mod-related, or both our mods are doing it.
I copied your idea of making curgen's volcano a city-targeting spell...I wonder if that is leading to the tactical unit error you mentioned as a possible explanation?
I love this mod and it has so many great things in it. The one and only way in which i think Demons and Wizards is superior to Legacy of Magic is in AI players' AI - especially in what units they create. In Legacy of Magic i'm playing against Challenging AI and the strongest enemy kingdom - one i let get big and survive as a challenge - keeps sending out armies that still include militia armed with wooden clubs - and this is very late in the game. Don't know if that's down to the core game or the mod, but in Demons and Wizards the AI armies seemed a lot tougher (though it lacks lots of other great features that Legacy of Magic has)
EDIT Having said that at some earlier points in the game some factions did bring armies with some pretty good units in them
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