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.
Primal, I'm not sure if you're still planning on adding major additions to the mod but would it be possible to have summons get a boost in the number of spells and/or a path for specifically summons? I'm thinking something like what Demons & Wizards did by expanding the spell pool in the various magics and giving a specific path with unique spells.
I used to run D&W with Xtra and while the game certainly wasn't happy about it, it did work. Unfortunately the mod hasn't been updated in quite a while.
N/A
Quoting Primal_Savage, However, there is a systemic crash issue that isn't likely to be XML related, in the sense that this particularly pervasive issue can only be fixed by reducing the size of the Mod. I think I need to get rid of about 500 icons/medallions and/or some XML material to bring it back to 2.0.a size which, if I remember right, was one of the most stable version ever. In other words, some features, say Champion Camps, will probably get axed, in favor of stability, but which features? Not exactly thrilled about that.
However, there is a systemic crash issue that isn't likely to be XML related, in the sense that this particularly pervasive issue can only be fixed by reducing the size of the Mod. I think I need to get rid of about 500 icons/medallions and/or some XML material to bring it back to 2.0.a size which, if I remember right, was one of the most stable version ever. In other words, some features, say Champion Camps, will probably get axed, in favor of stability, but which features? Not exactly thrilled about that.
Icons? Well, honestly I'd hate if you had to remove the little things that make the mod feel more seamlessly integrated with the game. I'm not sure this was what you were saying here, but I'd rather have "big" chunks of the mod removed while the parts that remain get to keep all of their bells and whistles. I don't know, Champion Camps surely sound like a good choice, imho - and I'm saying this "against my interest", since I've already removed them and you if do as well I'll personally see no additional performance improvement. I'm flooding with heroes as it is, recruiting heroes "through tech" never felt logical anyway, and I understand Camps have unfixable technical issues too.
I'd like to suggest something else but I'll have to play more. MAYBE a couple of the hero paths do feel a little redundant, but I suppose removing those would be a major disruption of the mod, what with all of the items having specific requirements and all. Also the selection modded screen is filled perfectly right now with the paths.
It's true that Spells are all over the place, but I think the idea behind every class having the capacity to cast Archmage Spells has to do w/ the fact everyone is a Channeler to start w/ (in FE).
.... However, moving the Elementalists Abilities (+0.5 Power) around to link them to Aeromancy/Geomancy/Hydromancy/Pyromancy requires rewriting all the upper part of the Mage tree. May or may not happen. What is likely to happen, however....
Yes I know about the Channeler thing, another of the original game concepts that weren't (imho) properly integrated with the rest of the mechanics. It worked with MoM, it doesn't work here when a player wants his Sov to go the Warrior path, for instance. He just then ignores the "book trees" and all the lore instantly falls apart.
Anyway, I realize you cannot rewrite this all. I'm just sure that ANY bit of reordering you'll be able to do will be an improvement
Hey there, ran into a little problem with the Paladin. I was casting bonded mount and then reloading after going into the quest area to gain my mount just to see what the different answers got you. The last one, "I am a detached spirit" isn't putting the spot to go into, checked 3 times to be sure, also moved to a more open area instead of right outside my city to make sure that wasn't an issue. Should that answer put a spot near you on the map like the others?
Update: Tried again, this time it put up the Bound Brother popup and showed me where it was. Might have just been a performance glitch I was running into or something.
Update to the update: Tried "I am a detached spirit" option again, and got the quest popup but it didn't scroll to where I need to go. Tried searching the map since I keep fog off, none of the encounters have the text about your sovereign must go alone. So it appears to be a little hit and miss for me.
The "detached spirit" choice is supposed to spawn a location on a swamp tile; if there's no swamp tile within reach, then it doesn't spawn. I believe davrovana is aware of the issue, but you can report it in his Path of the Paladin thread, probably won't hurt... I could put a warning in the quest choice that a Swamp terrain must be close by (or switch it to land terrain), but will wait and see what davrovana wants to do.
Ok, let him know, and I'll be sure to cast it nearer to a swamp for now
Yeah, sorry, I know you did reorder the tree already. I just meant about the elemental interactions.
EDIT
Or, uhm, do you mean you already changed it!? I don't remember the tree by heart but it does look different...Amazing
Hey, I know that swamp issue came up before and...i can't remember what happened. i am giving it another look, will be in contact with Primal for an update if/when it can be improved.
Thanks for the report.
While we're on the subject of paths, maybe look at consolidating or merging Paladin and Defender? Seems to me a lot of repetitive stuff there; I'm not a big fan of lone wolf traits.
XtraDeconstruct 2.0.g.
Download [Nexus]
Installation [Nexus]
**RELEASED 2016-04-29**
NOTES
____________________________________________________________________
XtraDeconstruct [χD] 2.0.g. - User Edition Changelog____________________________________________________________________
[*] Equipment (Armor): Grey Matter[*] Equipment (Armor): Ivory Boots[*] Equipment (Armor): Ivory Cuirass[*] Equipment (Armor): Ivory Greaves[*] Equipment (Armor): Ivory Vambraces[*] Equipment (Armor): Nullificators[*] Equipment (Armor): Wizard Beard[*] Equipment (Weapon): Brainbasher[*] Equipment (Weapon): Sicarius Magus[*] Faction Strength: Examiners[*] Faction Strength: Handlers[*] Improvement: Animal Lab [Examiners][*] Improvement: Packhorse Stable [Handlers][*] Injury: Claustrophobic[*] Path (Mage): Grey Magic Missile [Tactical Ability][*] Profession: Dragon Lord[*] Profession: Primeval Lord[*] Profession: Twine Lord[*] Profession: Undead Lord[*] Sovereign Talent: Elite Shinobi[*] Spell: Control Twisted [Twine Lord][*] Spell: Control Undead (Profession) [Undead Lord][*] Spell: Dracontine Link [Dragon Lord][*] Spell: Grey Magic Missile (Mage)[*] Spell: Mind Attack [Grey Matter][*] Spell: Primeval Bond [Primeval Lord][*] Spell: Sicarius Magus[*] Spell: Thralldom (Beasts) [Beastlord][*] Spell: Thralldom (Dragons) [Dragon Lord][*] Spell: Thralldom (Elementals) [Primeval Lord][*] Spell: Thralldom (Twisted) [Twine Lord][*] Spell: Thralldom (Undead) [Undead Lord][*] Units (AIOnly): Added a few [2-4] low-end Thinking Machine Units for all Races
FIXES[*] Added missing City Archer (Militia) for Darklings, Denizens, and Widlings Factions [Unspecialized Villages][*] Added missing City Defender (Militia) for Darklings, Denizens, and Widlings Factions [Unspecialized Villages][*] Corrected some starting equipment abilities [For recruitment screen][*] Fixed Arena XP per season[*] Fixed issue w/ Ensnared [Ensnarer Talent][*] Fixed some Imperial Pioneers, Pioneers, and Sappers population/resources production requirements[*] Fixed some typos & gremlins & other stuff which I forgot to write down [Catchall!][*] Fixed Mass Grave improvement to properly add growth, not grain[*] Fixed Mod crash issue when hovering over 'Strategic Regeneration' when stationed in a city[*] Fixed Mod issue w/ Frozen Bones[*] Fixed Mod issue w/ Incinerate City[*] Fixed unit design Lament (Wraith) training turns requirement[*] Fixed War College XP per season[*] Fixed Warg Den labor requirement[*] Fixed Warrior Temple XP per season[*] Incinerate City no longer requires the Caster to be the Sovereign[*] Shockwave no longer erroneously predicts 0 DMG[*] Unreported unknown Mod UnitStat issues may (or may not) have been fixed [Yep, you read that well]
MODIFICATIONS[*] Crafting: Forge Short Sword Spell now requires Weaponry tech [along w/ +1 Forging Power][*] Equipment (Armor): Tanned Leather Armor now provide Tron-like neon experience [*] Equipment (Consumable): Greater XP Scroll now requires Book of Mastery Tech instead of Heroes IV Tech[*] Equipment (Mount): Arachnid Integument Pod now available for Sovereign creation (1 point)[*] Equipment (Mount): Mechanical Spider Pod now available for Sovereign creation (1 point) [DLC05][*] Equipment (Weapon): Great Heavy Crossbow of Lightning now available through Arcane Crossbow[*] Equipment (Weapon): Great Heavy Crossbow of Poison now available through Arcane Crossbow[*] Equipment (Weapon): Heavy Crossbow of Lightning now available through Arcane Crossbow[*] Equipment (Weapon): Heavy Crossbow of Poison now available through Arcane Crossbow[*] Improvement: Expansion Bureau now +2 Logistics [Previously +3][*] Optimization: AI Sanitarium spells area of effect reduced to 100x100 instead of 200x200 [-75% area][*] Optimization: AIFOWCheat back to 1 for all XSavage difficulties[*] Optimization: Reduced size of more than 600 images [Generally reduced by 44% to 96%][*] Optimization: Removed more than 200 images[*] Optimization: Split some XML files so that no file has more than 50 000 lines of code[*] Optimization: Wellspring #Faction spell no longer enabled for AI[*] Others: Champion Camps removed [Can be re-enabled by modifying a few files extension, see FAQ (#14)][*] Path (Assassin): 'Ninja' branch added (19 Choices, Lower section)[*] Path (Bard): Negotiatior removed [Champion Camps][*] Path (Mage): Aeromancy now requires knowledge of Air Apprentice[*] Path (Mage): Baleful now requires knowledge of Death Apprentice[*] Path (Mage): Compassion now requires knowledge of Life Apprentice[*] Path (Mage): Geomancy now requires knowledge of Earth Apprentice[*] Path (Mage): Hydromancy now requires knowledge of Water Apprentice[*] Path (Mage): Pyromancy now requires knowledge of Fire Apprentice[*] Path (Mage): Revised (Upper section)[*] Path (Ninja): Deleted [Partially merged into Path of the Assassin][*] Resource: Fame trade value lowered[*] Settings: Reviewed/Rewrote some Map Settings and World Options tooltips[*] Spell: Buy/Redistribution/Sell/Transmute Beer Spells now in standalone file [XSS_Beer.xml][*] Spell: Frozen Bones mana cost halved[*] Spell: Incinerate City mana cost halved[*] Spell: Incinerate City (Bard) mana cost halved[*] Spell: Incinerate City (Bard) no longer requires the Caster to be the Sovereign[*] Spell: Removed Caster's prompt for Frozen Bones[*] Spell: Removed Caster's prompt for Frozen Bones (Bard)[*] Spell: Waterwalk renamed Underwaterwalk[*] Spell: Waterwalk (True) renamed Waterwalk[*] Sovereign: New Path Scroll for Irane (The Orchard) and Relias (The Stage)[*] Sovereign (CoS): New Path Scroll for Edror (The Totem), Lochean (The Barrack), and Omiss (The Castle)[*] Sovereign (CoS): New Path Scroll for Stormlord (The Guild), Skeleton King (The Stage), and Vini (The Orchard)[*] Sovereign (DLC05): New Path Scroll for General Tarth (The Castle), Sanjo (The Totem), and Shirayn (The Orchard)[*] Sovereign (Modified): 'Steals from the Sand' Sovereign Weakness now Reviled instead of Blunt [Champion Camps][*] Sovereign Talent: Bard Talent removed [Champion Camps][*] Sovereign Weakness: Blunt Weakness removed [Champion Camps][*] Tech: Heroes I to Heroes IV removed [Champion Camps][*] Tech: Lightning Crossbow removed [now merged into Arcane Crossbow][*] Tech: Poison Crossbow removed [now merged into Arcane Crossbow][*] Tech: Technocracy cost decreased by two thirds[*] Unit Design: Arachnid Integument Pod now available for Unit Design [Integument Craftsmen][*] Units: Adjusted Movement points for Henchman Creatures, now 3 to 5 depending [Totem Spells][*] Units (AIOnly): Removed approximately 300 duplicated Thinking Machine units[*] UnitStats: Added UnitStat "C% Avoid Critical" in Combat Stats Category [Unit Details & Unit Equipment tabs][*] UnitStats: Removed UnitStat "B% Healing" in Combat Stats Category [Unit Details & Unit Equipment tabs]
(Boy that was a fast release BTW!)
Anyway, I D/Led and installed this latest version.....so far, it does seem very stable; I'll keep you updated as I play on.
No more champ camps? Well at least I wont have to spend as much for champ gear.....
Anyway, a couple of ideas for future releases: a) a spell or potion for dissolving spider webs and maybe a cure spell or potion for bad status like poison, blindl=ness etc?
Thank you Primal for continuing to update this mod and great game. I finally got everything working again.
Is it possible to fix this major issue?
There are many great features available to you once you register, including:
Sign in or Create Account