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
I may have found another small bug, I was playing around with the Binding faction ability and got a mirror elemental, but it's HP didn't seem to increase as I leveled it.
Screenshot: http://images.akamai.steamusercontent.com/ugc/259344255634298626/EBB013F7108A4DE2482AA2771A56CA9A0695C1A8/
Nvm, further testing revealed it to be just a display bug. It updated once I got into a battle with it. Also, this is not supposed to be bug central, I'll be a bit more careful to avoid spamming you with bugs.
Still loving the mod!
Paladin (or Defender) would be good choices based on the whole squire/knight story, but I can't really do that because Path of the Paladin is a standalone mod (Players can delete the mod and then Sir Kodrin wouldn't have a class).That said, I'm not really bothered by this, the guy is a healer and healers in FE/FELH are often mages because magic and while all this is a bit tenuous, the issue really is he's going around w/ plate armor as a mage (but then again, he's a "dwarf" (Ironeer)). Would be much easier to simply give him a robe and be done w/ it, but him having plate armor makes him unique, sort of...
Path of the Paladin errors?
XM_PP_Abilities.XML
Line 630 says "::: +15 HP</Description>"
But line 661 and 662 says "<Value>10</Value>" and "<Provides><![CDATA[::: +10 HP]]></Provides>"
Should description read +10 or should values read +15?
Lines 780, 783 and 784 says "::: +25% Arcane Shadow" "::: +20% Arcane Light Spell DMG" and "::: +20% Spell DMG</Description>"
But lines 795, 805 and 812 says "<Value>25</Value>" "<Value>0.2</Value>" and "<Value>20</Value>"
Should all values read 25, 20, 20 or .25, .2, .2?
3. The reason why mana cost is out of whack has to do w/ skipping/missing installation step #2. See Section A1 of A_UserGuide.txt and make sure you follow all installation instructions. Now, I'm not going to tell you to reinstall the mod completely (although that might be a good idea), you will have to make a judgement call based on how you installed it vs installation instructions. It's quite possible you got everything right except this one step, but I don't know, which is why I'm letting you make the call... Note: Your current game can not be fixed. You will need to restart FELH after having installed the mod properly and you will need to start a new game.
3. The reason why mana cost is out of whack has to do w/ skipping/missing installation step #2. See Section A1 of A_UserGuide.txt and make sure you follow all installation instructions. Now, I'm not going to tell you to reinstall the mod completely (although that might be a good idea), you will have to make a judgement call based on how you installed it vs installation instructions. It's quite possible you got everything right except this one step, but I don't know, which is why I'm letting you make the call...
Note: Your current game can not be fixed. You will need to restart FELH after having installed the mod properly and you will need to start a new game.
Are you sure? I have now done two complete uninstall/re-installs, and this bug keeps happening. First I install BMB, then Champions, then SoC, then Deconstruct with compatibility. The spells are still double price.
Then I change the colors, name, and alignment (to empire) of shadows. I don't see how that could affect mana costs.
champions that are missing their icon graphics? I mean like the little circles that show a picture of them, and update to reflect when different armors are equipped, for some champions it is just a white circle or blank, probably some other units too I dont really recall.
I'm curious if that's just a limitation on some of the custom units or some sort of bug on my end?
Generally that's one of two things (but generally, that medallion is black, not white or blank?). Either it's a memory problem, restarting LH or restarting your computer (and then LH) might solve it (make sure to close unnecessary programs that might be running in the background). Or it's an installation problem if you've installed Champion Bonanza. In that case, find the folder Champion Bonanza Medallions and move it to ...\Documents\My Games\LegendaryHeroes\Mods\Gfx\Champion Bonanza Medallions\
If that's not it, post again, could try some other things (Do post the name of affected champion(s), would need to verify if they're showing properly here)...
Wow I'm glad I decided to ask and didn't think I did that lol. I downloaded bonanza again and took a look at the folders, apparently none of them existed in my directory. I guess I just skipped that one without realizing.
yeah it definitely fixed the problem in the one champ in my current game that displayed that way, I'm assuming it was probably the same thing with the others, thanks a lot for the reply
Been playing this non-stop. The entire game is new to me, but I've only played vanilla twice, and not very far in. I haven't come to end game, but so far enjoying the ride. I don't know if the quests are random or not, they seem to be going in a pattern, not sure. Anyways, they add a great challenge and so far have kept mid-game interesting, which is about as far as I get before I am destroyed and realize the monsters are simply too powerful.
Anyways, I had an amazing battle, I auto-battled it, because I knew it was a lost cause, an epic army of corpse spiders invaded one of my cities full of weak militia and spearmen. I was pretty mad they spawned on my land, and then invaded my city, but then... victory? 112 XP for spearmen and militia!
I think it is a spider bug, but the spiders don't attack in auto-battle. It just says one character absorbed the corpse spider's web. the only damage comes from counter attacks. The spiders do not bite in auto-battle. I don't know if it is just corpse spiders, or all web casting creatures.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
This is a GOG version.
<?xml version="1.0" encoding="iso-8859-1"?><!-- Created with the Elemental Editor --><!-- CoreSpells.xml --><!-- --><Spells> <DataChecksum NoParse="1"> <Ignore>DisplayName</Ignore> <Translate>DisplayName</Translate> </DataChecksum> <SpellDef InternalName="Aid"> <DisplayName>Aid</DisplayName> <Description>Heals target unit by 8 (+2 per life shard).</Description> <FormattedDescription>Heals target unit by %d.</FormattedDescription> <Image>T_Heal_Painting.png</Image> <IconFG>T_Aid_Icon.png</IconFG> <AutoUnlock>1</AutoUnlock> <SpellBookSortCategory>Unit</SpellBookSortCategory> <SpellBookSortSubCategory>Heal</SpellBookSortSubCategory> <SpellType>Tactical</SpellType> <SpellClass>Defensive</SpellClass> <SpellSubClass>Heal</SpellSubClass> <SpellTargetType>FriendlyUnit</SpellTargetType> <Prereq> <Type>AbilityBonusOption</Type> <Attribute>LifeAdept1</Attribute> </Prereq> <SpellResourceCost> <Resource>Mana</Resource> <Amount>8</Amount> </SpellResourceCost> <GameModifier> <ModType>Unit</ModType> <Attribute>CurHealth</Attribute> <IsForFormattedDescription>1</IsForFormattedDescription> <Calculate InternalName="Calc" ValueOwner="CastingUnit"> <Expression><![CDATA[[UnitOwner_GetNumLifeShards] * 2]]></Expression> </Calculate> <Calculate InternalName="Calc2" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc] + 8]]></Expression> </Calculate> <Calculate InternalName="Calc3" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc2] * [UnitStat_BonusHealing]]]></Expression> </Calculate>
I've had that happen too; I'd have hopelessly outmatched Armies triumph against Spider hordes on more than one occasion. OTOH, it makes for some epic stories and it rids my territory of those damn Corpse Spiders. (I Hate those things!)
Regarding the mana issue, the CoreSpells XML you just pasted is the original XML, which is why mana is doubled. At this point, if you've already done installation step #2
I'm a tool. :-/ Thanks for the help.
Good news is, I get to start yet another new game.
It's "official" I guess, the next Fantasy 4X TBS (on Nitrous engine) is being built. 2017? FE:FFH?
Before LH 2.0, Tangled Web had a 5 Actions Cooldown, but that was removed when Stardock added Stamina. I can say I'm not exactly sure what is and what is not enabled for Auto Resolve, but the Corpse Spiders behavior makes me think Creatures are not following the Stamina prerequisites, which would explain how they can cast Tangled Web non-stop. Can this be mod-fixed? Yes (e.g. adding a Cooldown), but at this point I think it's easier to just forget about Auto Resolve and do as if it doesn't exist anymore; except for the rare occasion you want an epic story of hopelessly outmatched armies triumphing over spider hordes!
I think the word you were seeking, (which was not in your readme), is used often in American football. Instead of "battle wisdom" I suggest "momentum". In American football, momentum is when a big play or two are made by a team that is down, and you can see and feel the fight coming back into them.
So the mod seems pretty well balanced. It has lots of OP stuff, which is how Kael (Derek Paxson) designed his fall from heaven mod for civilization IV. If everybody has OP stuff, is any of it OP? No, it's just more fun.
Trading is frustrating, but I know that is base engine. I think the best system would be everybody in the army trades with the named leader of the army. The named leader trades with the second in the list, or if there is another army, with the named leader of that army. Right now it is so frustrating, and with the level of items and champions in this mod, it takes a slightly annoying design flaw from the original game and magnifies the frustration.
But what is even more confusing is some of the class restrictions. For example, my assassin cant use the "cutpurse friend" double dagger, but IIRC, another assassin could. Also, the shields are a mess. I cant figure out why some warriors and defenders can use some shields, but not others, and it doesn't make any sense. My assassin can use the shield of mirrors and the shield of many fates, but my defender can't.
It might be because my sovereign is "shinobi"?
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