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.j.
Download [Nexus]
ReadMe [Dropbox]
**RELEASED (23 August 2016)**
(NOTE: Download page takes 15-20 seconds to load, so be patient)
NOTES
____________________________________________________________________
XtraDeconstruct [χD] 2.0.j. - Every Edition is the Last Edition Changelog____________________________________________________________________
[*] Equipment (Accessory): Banner of Tar-Thela[*] Equipment (Armor): Gilden Lion Hot Pants[*] Equipment (Cloak): Earth Elemental Exoskeleton[*] Equipment (Cloak): Foliage Arrangement[*] Equipment (Cloak): Sandworm Scale[*] Equipment (Clothes): Order of the Sapient [For those who want a color customizable robe for their Trained Mages][*] Equipment (Cuirass): Order of the Sapient [For those who want a color customizable robe for their Champions][*] Equipment (Cuirass): Order of the Sapient now available for Sovereign creation (0 point)[*] Equipment (Consumable): Astrologist Channeling[*] Equipment (Consumable): Crafting for Dummies[*] Equipment (Consumable): Pyramid Schemes[*] Equipment (Consumable): Zi-Pon Schemes[*] Equipment (Consumable\Crafted): Amethyst Collar[*] Equipment (Consumable\Crafted): Bone Collar[*] Equipment (Consumable\Crafted): Bottled Fire[*] Equipment (Consumable\Crafted): Ice Bomb [Requires BMB][*] Equipment (Consumable\Crafted): Forged Collar[*] Equipment (Consumable\Crafted): Forged Cone[*] Equipment (Consumable\Crafted): Forged Cube[*] Equipment (Consumable\Crafted): Forged Pyramid[*] Equipment (Consumable\Crafted): Forged Sphere[*] Equipment (Consumable\Crafted): Iron Collar[*] Equipment (Consumable\Crafted): Primordial Collar[*] Equipment (Consumable\Crafted): Scale Collar[*] Equipment (Consumable\Crafted): Studded Collar[*] Event: Added 22 Merchant Events[*] Faction Strength (CoS): Centaurs Bases [Can now create Custom Centaurs Factions using this][*] Faction Strength (CoS): Centaurs Worshippers [Amalgamate of CoS Centaurs Traits][*] Faction Strength (CoS): Lizardmen Worshippers [Amalgamate of CoS Lizardmen Traits][*] Faction Weakness: Gourmets[*] Path (General): Centaurs (CoS) can now select Set Us Free and Misogynist when leveling[*] Special: Defenders now get a bonus to Initiative and Crushing Blow Bonus when using a 2H Hammer[*] Special: Paladins now get a bonus to Initiative and Splash DMG Bonus when using a 2H Sword[*] Sovereign Talent: Psionic[*] Spell: Allure [Banner of Tar-Thela][*] Spell: Astrologist Channeling[*] Spell: Defender 2H Hammer[*] Spell: Discombobulating Roars [Bard][*] Spell: Concoct Bottled Fire[*] Spell: Concoct Ice Bomb [Requires BMB][*] Spell: Dissemination[*] Spell: Enchant I (Cube)[*] Spell: Enchant II (Pyramid)[*] Spell: Enchant III (Cone)[*] Spell: Enchant IV (Sphere)[*] Spell: Enchant Collar (Beast) [Requires Summon Wisp][*] Spell: Enchant Collar (Construct) [Requires Geomancy][*] Spell: Enchant Collar (Dragon) [Requires Volcanic Rites][*] Spell: Enchant Collar (Elemental) [Requires Summon III][*] Spell: Enchant Collar (Twisted) [Requires Abjuration][*] Spell: Enchant Collar (Undead) [Requires Necromancy][*] Spell: Forge Collar[*] Spell: Forge Cone[*] Spell: Forge Cube[*] Spell: Forge Pyramid[*] Spell: Forge Sphere[*] Spell: Humble Bundle Rhymes [Bard][*] Spell: Hymn of the Damned [Bard][*] Spell: Last Stand [Requires Defender III][*] Spell: March of the Slugs [Bard][*] Spell: Melancholic Wail [Bard][*] Spell: Metal Opera [Bard][*] Spell: Paladin 2H Sword[*] Spell: Pandemonic Waves [Bard][*] Spell: Psionic Dominion[*] Spell: Psionic Interference[*] Spell: Psionic Melt[*] Spell: Pyramid Schemes[*] Spell: Zi-Pon Schemes[*] Tech (Warfare): Basics [This is to improve the Shop menu and is (should be) automatically unlocked][*] Unit Design (Clothes): Order of the Sapient [For those who want a color customizable robe for their Trained Mages][*] Wonder: Coliseum[*] Wonder: Emerald Emporium
FIXES[*] 100 to 200 icons that weren't using the appropriate color or no color at all now should[*] AI Sovereigns should no longer select a trait from a peripheral path right after using a Path Scroll[*] Altarians can no longer rush every action[*] Bards/Rangers can now equip Flint Ring[*] Building improvements over a River Tile no longer switch the tile to a City Tile [Still a River Tile if City is destroyed][*] Corrected some starting equipment abilities for when recruiting Champions[*] Cloud Walk and other Teleport Spells now working properly on player-owned 'Wildland' tiles [Fixed in LH 2.0!?][*] Darkling Cloak and Star Forged Cloak now display properly for Centaurs, Drota, and similar[*] Darkling Peasants, Denizen Peasants, and Wilding Peasants now have wages[*] Denizens ArtDef fixed for 12 items, should now be able to equip all items they are supposed to be able to[*] Drota Hunter Unit Design (CoS) no longer conflicts w/ Hunter Profession[*] Dual Primitive Dagger now available in Shops (and not only for Trained Units) w/ Thieves Faction Strength[*] Elves (CoS) should be able to select Mount abilities again when leveling[*] Fireheal no longer available until researched (Fire)[*] Flask of Death Concentrate fixed for the umpteenth time[*] Iron Golem Cloth Pose Animation Icon (when creating new Iron Golem units) no longer missing[*] ISO characters issues fixed [I think][*] Juggernaut Cloth Pose Animation Icons (when creating new Juggernaut units) no longer missing[*] Legionary/Quick March (General Path) no longer "duplicated" in some instances[*] Lizardmen Male (CoS) can now properly equip Leather Helm[*] Lost 'Great Mace' found![*] Mask of Ferocity, Mask of Fury, Mask of Wrath redesigned to work properly[*] Mausolos replaced by Mausolos [!][*] Purify now in the right Spellbook Category [World-Related][*] Short Spear (Centaurs/Krax) now available in Shops (and not only for Trained Units) w/ right Faction Strength[*] Some unarmed Quest NPC now armed (e.g. Kinor)[*] Sovereign Talent Anatomist now working as designed[*] Summon Fire Elemental fixed [Tactical][*] Summon Ice Elemental should no longer erroneously predicts a Level 0 summon [Tactical][*] Typos[*] Unavailable CoS units following Leather Greaves fix and Amulet of Haste fix now available again[*] Urxen Kingdom Soldier Mage (Unit_X_Urxen2_F0) now properly referenced[*] War Clubs now available in Shops (and not only for Trained Units) w/ Great Hammers Faction Strength[*] Wild Winter Gloves no longer create issues w/ Denizen model
MODIFICATIONS[*] Champion: Sir Kodrin now has a set of Weightless Tools[*] Champion (CB): Jertan the Ranger is now a proper Ranger [Path of the Ranger] rather than an Assassin[*] Champions: Beast Henchmen/women can no longer select Mount abilities when leveling [Can't equip][*] Champions: Other irregular models can no longer select Mount abilities when leveling [Can't equip][*] Champions: Shinobi shozoku no longer selectable by those who can't use armor [Can't equip][*] Creatures: Swarmers is now 1.5x Swarm Bonus instead of 2[*] Equipment: Arachnid Integument Boots now found in Deorcnysse Level 3 Shop [Must specialize Deorcnysse][*] Equipment: Arachnid Integument Cuirass now found in Deorcnysse Level 5 Shop [Must specialize Deorcnysse][*] Equipment: Arachnid Integument Greaves now found in Deorcnysse Level 4 Shop [Must specialize Deorcnysse][*] Equipment: Arachnid Integument Helm now found in Deorcnysse Level 1 Shop [Must specialize Deorcnysse][*] Equipment: Arachnid Integument Pod now found in Deorcnysse Level 2 Shop [Must specialize Deorcnysse][*] Equipment: Arachnid Integument Shield now found in Deorcnysse Level 3 Shop [Must specialize Deorcnysse][*] Equipment: Arachnid Integument Vambraces now found in Deorcnysse Level 2 Shop [Must specialize Deorcnysse][*] Equipment: Removed some items from loot table to improve RNG [Now MAX 270 items per category][*] Equipment: Tweaked some Prices (Generally lower) and other values[*] Equipment (Armor): Gladiator Boots, Vambraces, and Helm now 0.5 ATK[*] Equipment (Armor): Gladiator Armor now 1 less DEF per piece[*] Equipment (Cloak): Frost Giant Cloaks values tweaked and typos corrected[*] Equipment (Consumable): Dragon Collar renamed Scale Collar[*] Equipment (Consumables): Added Sell Value to Arcanium to clean up inventory if you don't want to consume them[*] Equipment (Mount): Ponies no longer has a Dodge penalty vs Afoot and now +10 Accuracy[*] Equipment (Mount): Summoned White Elk and White Elk slightly buffed[*] Equipment (Weapon): Great Katana renamed O Katana[*] Equipment (Weapons): 2H Hammers upgrades now match 1H Hammers upgrades for Faction Strength Great Hammers[*] Faction Strength: 'Centaur Faction I' renamed 'Centaur Bases' [Required for Custom Centaurs Factions][*] Faction Strength: 'Life Worshippers' now blocks Poison-based Equipment in Shops and for Trained Units[*] Faction Strength: Thick-Skinned merged w/ Stoics[*] Faction Strength: Tough renamed Belligerents[*] Faction Strength: Vigorous renamed Stalwarts[*] Faction Strength: Warrior Caste renamed Soldiers[*] Faction Strength: Wondrous Velocity renamed Dynamos[*] Faction Weakness: Inbred renamed Cognate Progenitors[*] Improvement: Centaurs/Drota can no longer build Stables [Outpost], Produce Horses, or Produce Wargs[*] Improvement: City-State Faction Weakness now blocks Expansion Bureau[*] Improvement: Lizardmen can no longer build any World Wonders, including Xtra ones, as initially intended[*] Improvement: Primitive Roads now more... primitive (Less bonus)[*] Lairs: Tweak some values so Shai-Hulud Lair (Sandworms) as well as other rare lairs spawn a bit more[*] Mod: Improved CoS integration[*] Optimization: Tech Tree now loads faster[*] Path (Bard): Bard Song Traits redesigned [Additional Songs and Renamed][*] Path (Bard): Ferocity redesigned[*] Path (Assassin): Vital Strike IV now +5 Critical Chance [As are Vital Strike I to III][*] Path (Commander): Innovation now grants 150 Research instead of 100[*] Path (Shaman): Cannibalize II/III and Disease I/II reordered[*] Path (Warrior): Reap I, Reap II, Reap III now also grant +1 HP per Kill[*] Path (Warrior): Warrior Ferocity, Warrior Furor, and Warrior Wrath redesigned[*] Race (CoS): Centaurs Race can now be used to create Custom Factions [Adjusted/Verified XML][*] Race (CoS): Lizardmen Race can now be used to build Custom Factions [Adjusted/Verified XML][*] Sovereign Weakness: 'No Mounts #Unit' renamed 'Walker'[*] Special: Shop menu now more orderly[*] Spell: Antidote now also provides +40% Death\Poison Resistance for the duration of the battle[*] Spell: Ayahuasca renamed Concoct Ayahuasca[*] Spell: Counteract Poison I now also provides +25% Death\Poison Resistance for the duration of the battle[*] Spell: Counteract Poison II now also provides +33% Death\Poison Resistance for the duration of the battle[*] Spell: Centaurs/Drota can no longer cast Fervent Tamers or Zealous Breeders[*] Spell: Destiny's Insight Mana Cost reduced from 200 to 90[*] Spell: Destiny's Insight #Army and Destiny's Insight #Faction Mana Cost reduced[*] Spell: Gust of Wind now allows FriendlyFire[*] Spell: Gust of Wind (Ability) now allows FriendlyFire[*] Spell: Gust of Wind (Bard) now allows FriendlyFire[*] Spell: Spell Potency per Spell Rank now +4%[*] Spell: Tech Victory now in the Victory Spellbook category[*] Spell: Wonder Victory now in the Victory Spellbook category[*] Tech (Civics): Entertainment now also requires Construction[*] Tech (Warfare): Centaurs/Drota can no longer research Refined Mounted Warfare or Refined Warg Riding[*] Unit: City-State Faction Weakness now blocks Centaurs Frontrunner Pioneer[*] Unit Design: Centaurs/Drota can no longer select Groom or Tamer[*] Unit Design: Engineer/Foreman now Henchmen/women only[*] Unit Design: Ferocity, Furor, and Wrath redesigned[*] Unit Design: Ophidian Party #B can no longer be designed but can still be trained w/ proper requirements[*] User Guide: Added known Crafting Recipes [ See: III.4. Recipes ]
not sure if this is as intended or not, but 2 hand paladin swords aren't getting stat boost or unlocking paladin blade abilities, at least scythe of the void specifically. at least the top talents anyways.
i would have mentioned it sooner, but typically i go with sharp long sword (or heartseeker) and a phoenix shield so didn't notice.
Downloaded, upgraded my install. Finally got around to endorse it on the Nexus, too (the 15 minutes thing made me forgetful every time, sorry!).
It's becoming the ultimate fantasy game, really. And a special mention for the readme!
Hell of a book, right!?
Great job keeping the flame lit Primal!
Long time Stalker and follower of this mod. I'd like to thank you Primal for everything you have done for this game.
Edit: Ever think about putting your mod on Moddb? It's a great place for modders and mod fans. East to track your beloved mods and developers.
Right, I thought the Paladin's Sword Skill + Greatswords made them a tad too powerful, so I ended up giving Paladin a bonus more along the lines of what other classes get for a specific type of weapon. I suspect if you're generally going for the top branch of the Paladin skill tree you will want to use a Longsword/Broadsword, but as Greatswords are generally more powerful than Longsword/Broadsword, this may end up balancing out.
Now, this isn't set in stone, I will be testing this further as I play this version and may end up going for some sort of hybrid bonus (A fraction of the Sword Skill along w/ the new bonus).
N/A
So, are there additional plans for this mod? I'm curious.
Now, I'm going to start a game and I'll let you know if I have meaningful observations to make. For now I'll just... well I do seem like a broken record but.. right now I think the one thing that doesn't "work" for me it's the "resources" spells.
I mean it's like being gifted at the start of the game with a "Super Alchemy" skill, anything can be converted to anything else, it trivializes the resource game. I know, one can just avoid to use them, but, well. Could be great if they could disabled in a quick way.
Now, time to play!
As far as I remember it from our previous conversations, you usually just delete the resource spells and the hero techs? Not sure how "quicker" I can make this...
...\Documents\My Games\LegendaryHeroes\Mods\XtraDeconstruct\X_Spells\
XSS_Beer.xml
XSS_Buy.xml
XSS_Redistribution.xml
XSS_Sell.xml
XSS_Transmute.xml
...\Documents\My Games\LegendaryHeroes\Mods\XtraDeconstruct\X_Techs\
XT_Champions.xml
Yeah, sorry for bringing that up again.
It's just that at every re-install I get lazy once again I'll write it down this time
Playing right now, good stuff. Everything smooth so far.
First of all, the latest version has been working fine so far. No problems found here.
Saw my first Sandworm ingame too; had to resist the urge to yell "THE SLEEPER HAS AWAKENED!!!!"
Personally, I have no problem with redistribution spells; normally by the late game, I tend to have a lot more Metal than Crystal anyway, so I would convert Metal to Crystal regularly. This is important since enchanted items for TUs (Trained Units) cost a LOT of Crystal.
BTW I saw what you did with Ponies there; thanx!
I like that you can forge collars now; collars are VERY useful. In my last game I got three (!) Amethyst collars. So how did I use them? Well, it turns out that the Abominations released on Curgen's Anniversary are classed as Twisted and since Amethyst collars work on Twisted..... I ended up with two Abominations in my Army, which makes dealing with Elemental Lords (and other opponents) MUCH easier....
So anyway, some possible suggestions for future updates:
As far as future plans goes, I'm thinking more of the same really, but the vector of development might be a tad different.
Basically, there's still plenty to do, but at this point it's always a question of whether or not I will continue and if so, at what frequency will updates be released. I've released a new version monthly (or so) for the better part of the last 2.5 years, I'm thinking it will be less often if it is to continue, partly because I'm a bit worn out I guess and partly because most modders that lent me a hand from time to time are gone. Haters are gone too, so it's not all bad. Even Stardock is gone. At this point, we're the only ones left!
<Suddenly, footsteps are heard>
<A horde of zombies appear in the distance>
...
That said, the Ultimate Edition is at 75% until Monday, might end up gaining a few fremen (wait, I think I'm starting to mix things up again), so it's time to make gifts and buy a second or third copy before they run out of digital downloads.
Something I've noticed that isn't new to this update, as far as I can tell - there's a perk at the end of the top branch of the Sorcerer path tree called Volatile Power that gives a moderate boost to magic power and spell damage but gives all spellcasting the effect of -20 HP to the caster. This can kill you just by casting city enchantments outside of combat, and it also amounts to an instant-kill if you enter tactical combat with perks like Blood Fame/Mana/etc that cast a bunch of effects at the beginning of combat - each one takes off 20 HP.
I've been getting around the problem just by avoiding the perk, but it definitely seems like a perk that's never worth it to take, and it's placed at the end of the tree where you'd expect a nice capstone.
You've already done so much, if you stop, we'll understand In case you feel like adding more, my two cents:
Champions: there's a lot of them with CB, also they can be leveled and equipped differently each time. There's enough variance already imho.
Equipment: more is always good but honestly it's not like we lack equipment.
Spells: from the beginning of Elemental, the real let down with the game imho. Even now, with all your additions... I mean I have a single mage with just Life in my current playthrough, and only get to cast the same two spells (Heal and Growth) over and over again in tactical. Also I have Counter poisons, one of yours I think which is nice. Sure, now with the restrictions to Geomancy and such there's even less spells for this particular mage... but it's not our fault if the devs originally implemented a system that didn't make ANY sense. Perhaps it could be made a little easier to access other schools for non Pariden mages? I mean, not AS easy, but not as hard as it is now?
CoS: I'm not using CoS but that's just me. Also, it might change.
Events (and quests?): more of that would be welcome, as the repetition here is a lot more noticeable.
In short, I'd focus on Spells, Events or Quests (you also mention a Faith Earth faction in the readme, is that in?)
Since I'm here, a minor thingie: in the Unit Design section, I see the traits Ace I and Ace II; according to their description they're doing EXACTLY the same thing, is that intentional?
Another suggestion for forged weapons: throwing knives. This should be identical to daggers. While not the most powerful weapons, throwing knives are useful, especially for the free rush move. Enchanted TKs could be very useful.
I see about Ace, it just felt weird that you can pick them out of order (I think)
Anyway, I'll keep monitoring the thread, hoping for new goodies
Hey Primal-
i definitely did not design that ability in the context of a mod where other choices would make the Sorcerer useless. You're totally on the money about why I made it - as a counterbalance.
I think you should make any modification you think is appropriate. Since you know the X.D. context better than me, you might know better how to make a change, and I am totally cool with the Sorcerer mod inside X.D. being redefined by you.
Going to try to streamline my question, plz help looking for recommendation how to play this mod because I noticed it's compatible with a number of others
Is it recommended to play with the three others that they made compatible for? I am especially interested to include Children of The Storm for the high fantasy replacement to boring vanilla races, something I've always wanted. But is there a problem with any of these because they have not been updated?
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