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.
N/A
Hey! I wanted to say thanks for the mod - this really breathes new life into this game!
I also wanted to ask - every time I start a new game, even with the same faction, I get a different combination of element tome techs in my tech tree. Is there any way to control which techs are available, or to get the ones that aren't in your tech tree? I want to go after as many wonders as possible.
Thank you
Thank you! It's awesome how fast you respond to everyone's questions!
I see you found the blood move ability bug again, was without net for awhile so i couldn't post about it (again).
seems to be some issues with the 100 mana cost shard transformation spells, not sure if it is checking for sovereign at the end of cast, or a non existant faith ability or something else. sorry this one is vague but i have had problems with it over multiple games with various shard types
i know the 50 mana version from faith fire and air both work well, especially on all those pesky water shards;)
any chance of a building for the faiths that might generate faithful? currently only faith air and fire races can actually build the fire/ air towers since only their racial abilities generates faithful. nvm I missed the resourceful trait i think, so there was another way.
looks like order and chaos rings are implemented without those spells actually existing.
possibly add in a value to enchanting crystals so they could be sold for 5-10 gildar?
Personally i just rarely even craft. might be somewhat the not interested, but early game when i might i use it i am also saving mana and resources for city spells and enchantments or shard transformations and by mid- late game i usually have found pretty good equipment. i might have to take a better look at it.
i guess i usually play a similar style of 3-4 strong heros and sometimes an army to back em up so i don't switch my tactics around a ton or change up some other things. often my warrios/ paladin just kinda roam around owning everything for xp, while the extra heroes help with approval/ become focused on spell traits. get a few + starting sta gear and mass aoe attacks bring much death. or get maul weapons and hope for some luck on big enemies.
unconventional idea time, maybe have each level of spell specialization give like .25 spell shard levels. i dunno, seems to make sense that having someone skilled in it would help those less skilled cast better spells with it too. i did notice the alternate shards that give more power so i may check that out at some point too. btw is there an undead friendly version of them? guess that would be a ton of extra work tho, and undead get special shards anyways.
i had actually stumbled across the trait before i read your reply on inductrine, so many in there i guess i kinda missed it.
Hiya!
Do you have any plans on making Binding Collars and Halfling Gems as craftable items?
Also, any chance to give Champions and creatures Blood_xxx traits? Specifically Twisted Humanoids like Vorass, Tuatha,Mongrollo, Twisted Animals like Sssthsss, Non-Corporal Undead like Screaming and Corporal Undead like Malveus?
Ive Frankensteined most of those Champions but it would be nice to play your version without modding THE MOD
lately i haven't been using much other than your mod (just Champion Bonanza) getting to see a ton of cool items like the catapult bracer. also once again toying with a very tweaked version of heroic pursuits (mostly just stripped to the main tree skills)
and yes, the banshee or at least spirit sovereigns are pretty powerful. if i am not playing as a faith air or fire variant, then i do like grave touched for Morgans call and faith death for easy shard transformation. theoritcally i like mancers because of the extra movment but since you rarely get more champions of that race it kinda only takes effect for a few turns at the start. although all the move options from faction creator and soverign options can make some pretty fast armies. stack on mounts, and wildfire or the air buff (forget the name off the top of my head) plus the default spell and the blood abilities, and armies with 14+ movement are pretty nice. picked up the pioneer pack and think i managed like 4 cities with it and that many moves + 8x movement roads everywhere
Awesome! Thanks Primal! Looking forward to release day!
Also - I hesitated to use Children of Storm with this before because that mod on it's own is only updated for 1.8 and is incompatible with Leader DLC... but when we use Children of Storm with XtraDeconstruct, it's all compatible, right?
I did most of the compatibility work almost a year ago when LH 2.0 was released in beta (September 2015 if I remember right), so my memory is a bit fuzzy. That said, I don't remember CoS having too many issues, I think the UnitStat Background Mod - which both CoS and Xtra use - was more problematic to convert, mostly because it rewrites many core files.
To answer your question, however, yes you can use Xtra, Leader DLC, and CoS at the same time, the compatibility w/ everything is handled by XtraDeconstruct.
If you feel the game is stable enough for you, then you can try adding CoS, but if you feel it crashes too much already, then you might want to hold off adding additional mods.
My game has actually been completely stable so far, even running on the largest map size, which has been a pleasant surprise considering how unstable Legendary Heroes usually is in general! So I wanted to add in the CoS module for my next game with the new version.
I also wanted to ask anyone in general - how is compatibility with the Republic mod lately? I loved that mod, but the XtraDeconstruct version hasn't been updated in a while.
haven't touched republic in awhile, so can't comment about it. the beta primal linked seems pretty good tho. so far can't think of any major issues.
deleted cos and bmb folders and it seems to be going well. it is too bad they never gave the dead racial abilities when they added stamina, but that is more a miss on stardock for not supporting their own dlc.
to primal for all his hard work
like the new earth resist +initiative cloaks
the minor stuff i did see:
a couple of weapons seem to have odd tags, the assasins blade is still marked as a paladin blade, tho it is assain only. also some of the short swords seem like maybe they should have that tag, at least the blessed short sword? and maybe one or two of the other ones.
i believe ranger description says it can use assasin stuff, but can't or at least not flint or assasins blade.
the tool tip on quick march is outdated, i believe it orginaly gave 1 movement when u came out with it but was changed to .1, still says 1 in the trait selection screen
think it the flint issue was before 2.0j, not sure that i have came across the combination of them and a ranger yet since trying 2.j. i think with the short swords what i mostly noticed was there is so many early weapons without is paladin blade without really following the logic that short swords aren't and derivatives of them likely wouldn't be either. guess i should prioritize sword quest earlier then, and after work on city spells.
never really thought about the dual class cross over on some weapons either, assassin specked into ninja and with high vital strikes then gone paladin would be awesome. guess undead can't use the blessed short sword, as it wouldn't let my female spirit paladin equip it.
anatomist sovereign talent doesn't seem to change critical damage multiplication, contrary to it's tool tip. while a per level basis sounded to good to be true i was still hopeful it would have some effect.
i did successfully cast a paramontcy spell so thanks for the explanation.
i figured out why i largely don't do a lot of crafting. enchanter being a mage talent i tend not make or not pick a lot of mages unless they have spheres of magic i lack. and then i mostly focus on the fire/ life/ death etc talents and trying to get gentle rains. my custom sovereign did have it tho so I was able to look at some of the short sword options. at a glance it is kinda guess work at what some of them do, tho there may be hegemonic entries.
i guess with quick march i was reading it as i wanted it to, which was straight up adding one tile of movement to the whole army, having a better idea how it works/ you intended it to means i won't go chasing it with all my champions, just one per group.
There's now a list of craftable equipment in A_UserGuide.txt (Search for "III.4. Recipes"). The list is ordered and the bonuses are +1, +2, +3, +4 for Daggers and Short Swords. That same list is also available in the Hiergamenon crafting section, which should be at the very end of the Hiergamenon or close to it. It's true that Mage (+1) or Enchanter (+1) makes life easier for high level enchantments, but there's also Procipinee's Crown (+1) and the six master spellranks (+6) giving Enchanting Power, so there's a few different ways to acquire a total of +4 Enchanting Power.
Also, not sure I've explained this anywhere, but the Arcanium colors work as follow:
Green: +Earth [Beekeeper, Gravity, Mimesis, Mountains]
Grey: +Water\Cold [Numbing, Coral, Hoarfrost, Maelstrom]
Orange: +Death\Poison [Bane, Degeneration, Torment, Malignancy]
Purple: +Life [Survival, Growth, Symbiosis, Harmony]
Red: +Fire [Radiance, Scorching, Vermilion, Crimson]
Yellow: +Air [Shimmering, Moonlight, Celestial, Cyclone]
III.4. RecipesIII.4.0. General Forged Collar (1 Forging Power) Forged Dagger (1 Forging Power) Forged Flask (1 Forging Power) Forged Short Sword (1 Forging Power + Weaponry Tech)
Forged Cube (1 Forging Power) Forged Pyramid (2 Forging Power) Forged Cone (3 Forging Power) Forged Sphere (4 Forging Power)
III.4.1. Collars (Forged Collar + ...) Amethyst Collar (Abjuration + 1 Orange Arcanium + 2 Purple Arcanium) Bone Collar (Necromancy + 3 Orange Arcanium) Iron Collar (Geomancy + 1 Grey Arcanium + 2 Purple Arcanium) Primordial Collar (Summon III + 1 Yellow Arcanium + 2 Purple Arcanium) Scale Collar (Volcanic Rites + 2 Red Arcanium + 2 Purple Arcanium) Studded Collar (Summon Wisp + 1 Green Arcanium + 2 Purple Arcanium)
III.4.2. Daggers (Forged Dagger + ...) Dagger of Bane (1 Enchanting Power + 0.5 Orange Arcanium) Dagger of the Beekeeper (1 Enchanting Power + 0.5 Green Arcanium) Dagger of Numbing (1 Enchanting Power + 0.5 Grey Arcanium) Dagger of Radiance (1 Enchanting Power + 0.5 Red Arcanium) Dagger of Shimmering (1 Enchanting Power + 0.5 Yellow Arcanium) Dagger of Survival (1 Enchanting Power + 0.5 Purple Arcanium)
Dagger of Coral (2 Enchanting Power + 1 Grey Arcanium) Dagger of Degeneration (2 Enchanting Power + 1 Orange Arcanium) Dagger of Gravity (2 Enchanting Power + 1 Green Arcanium) Dagger of Growth (2 Enchanting Power + 1 Purple Arcanium) Dagger of Moonlight (2 Enchanting Power + 1 Yellow Arcanium) Dagger of Scorching (2 Enchanting Power + 1 Red Arcanium)
Dagger of Celestial (3 Enchanting Power + 1.5 Yellow Arcanium) Dagger of Hoarfrost (3 Enchanting Power + 1.5 Grey Arcanium) Dagger of Mimesis (3 Enchanting Power + 1.5 Green Arcanium) Dagger of Symbiosis (3 Enchanting Power + 1.5 Purple Arcanium) Dagger of Torment (3 Enchanting Power + 1.5 Orange Arcanium) Dagger of Vermilion (3 Enchanting Power + 1.5 Red Arcanium)
Dagger of Crimson (4 Enchanting Power + 2 Red Arcanium) Dagger of Cyclone (4 Enchanting Power + 2 Yellow Arcanium) Dagger of Harmony (4 Enchanting Power + 2 Purple Arcanium) Dagger of Maelstrom (4 Enchanting Power + 2 Grey Arcanium) Dagger of Malignancy (4 Enchanting Power + 2 Orange Arcanium) Dagger of the Mountains (4 Enchanting Power + 2 Green Arcanium)
III.4.3. Potions (Forged Flask + ...) Ayahuasca (1 Alchemist Power + 1 Yellow Arcanium) Bottled Fire (1 Alchemist Power + 1 Red Arcanium) Flask of Death Concentrate (1 Alchemist Power + 1 Orange Arcanium) Flask of Life Concentrate (1 Alchemist Power + 1 Purple Arcanium) Ice Bomb (1 Alchemist Power + 1 Grey Arcanium)
III.4.4. Short Swords (Forged Short Sword + ...) Short Sword of Bane (1 Enchanting Power + 1 Orange Arcanium) Short Sword of the Beekeeper (1 Enchanting Power + 1 Green Arcanium) Short Sword of Numbing (1 Enchanting Power + 1 Grey Arcanium) Short Sword of Radiance (1 Enchanting Power + 1 Red Arcanium) Short Sword of Shimmering (1 Enchanting Power + 1 Yellow Arcanium) Short Sword of Survival (1 Enchanting Power + 1 Purple Arcanium)
Short Sword of Coral (2 Enchanting Power + 2 Grey Arcanium) Short Sword of Degeneration (2 Enchanting Power + 2 Orange Arcanium) Short Sword of Gravity (2 Enchanting Power + 2 Green Arcanium) Short Sword of Growth (2 Enchanting Power + 2 Purple Arcanium) Short Sword of Moonlight (2 Enchanting Power + 2 Yellow Arcanium) Short Sword of Scorching (2 Enchanting Power + 2 Red Arcanium)
Short Sword of Celestial (3 Enchanting Power + 3 Yellow Arcanium) Short Sword of Hoarfrost (3 Enchanting Power + 3 Grey Arcanium) Short Sword of Mimesis (3 Enchanting Power + 3 Green Arcanium) Short Sword of Symbiosis (3 Enchanting Power + 3 Purple Arcanium) Short Sword of Torment (3 Enchanting Power + 3 Orange Arcanium) Short Sword of Vermilion (3 Enchanting Power + 3 Red Arcanium)
Short Sword of Crimson (4 Enchanting Power + 4 Red Arcanium) Short Sword of Cyclone (4 Enchanting Power + 4 Yellow Arcanium) Short Sword of Harmony (4 Enchanting Power + 4 Purple Arcanium) Short Sword of Maelstrom (4 Enchanting Power + 4 Grey Arcanium) Short Sword of Malignancy (4 Enchanting Power + 4 Orange Arcanium) Short Sword of the Mountains (4 Enchanting Power + 4 Green Arcanium)
III.4.5. Various Random Common (Forged Cube + 1 Enchanting Power + 1 Grey Arcanium) Random Uncommon (Forge Pyramid + 2 Enchanting Power + 2 Yellow Arcanium) Random Rare (Forge Cone + 3 Enchanting Power + 3 Orange Arcanium) Random Reliquary (Forge Sphere + 4 Enchanting Power + 4 Green Arcanium)
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