[eMod] (Now for 1.08) Gnilbert Mod v1.80: Holy/Unholy Spellbooks, Elemental Disciples, Mounts, Staves, Bows, Swords, Special talents

By on September 6, 2010 8:01:48 PM from Elemental Forums Elemental Forums

Gnilbert

Join Date 03/2003
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You can get version 1.80 HERE.

** 1.8 BUG-WATCHERS: BlackRainZ, EviliroN, thionoxial, dopeydave, awuffleablehedgie
 - Fixed the Earth sword ability so Min != Max damage (causing a crash)
 - Fixed the Air staff ability  so Min != Max damage (causing a crash)
 - Verified that Forbidden Research tooltip says +100% research and matches actual effect
 - Changed sword of Hate Lifesteal to lower, but irresistable damage, since Lifesteal wasn't working
 - Removed Unholy mana from Holy Temples
 - Added Holy Mana
 - Added the Holy Temple for Kingdom players
 - Fixed the calculation for Purge (holy spell)
 - NOTE: There are some things that are happening with accuracy that appear to be issues with 1.08 that will likely be addressed by SD.

** 1.7: Updated to work with Elemental 1.08. All spells and abilities in the mod have been rewritten to use the new Min/Max damage scaling. I'll include the details in this email as soon as I can, but until then, you can find them in the new link!


 

 

 

 

 

Sovereign (Fire/Earth/Air/Water/Unholy) Mana Talents
    I added these 20 point talents to allow me to test out other elements of the mod and decided to leave them in for those who want to use them. They may or may not be "balanced." Each of these talents allows your sovereign to "act like" a shard of the appropriate element.


New Icons

 

Leadership Talents / Training
    The idea here is that your leader (or a champion, if he buys the training from the items shop), can direct other units in combat to greater effect. During Sov creation, they are available as 4 talents: Bold, Brilliant, Daring and Inspiring Leader. They are based on Strength, Intelligence, Dexterity and Charisma respectively. In the items shop, they are available as items with "Tactics" instead of "Leader."

Special training for units

    These "items" you can add to units in the designer allow you to give them special abilities.
- Herbalist training: Gives the unit a healing ability that scales with its unit size
- Assassin training: Give the unit a short ranged damage/weaken ability based on Attack

Holy Spellbook
   - Purge: Divine power blasts down, purging those who oppose you. INT/2 Damage
   - Blessed Mending: Target friendly unit regains INT / 4 HP * Troop Size.
   - Summon Avatar: Summon an incarnation of holy might to punish your enemies.
   - City of Light: Divine light flickers along every street, drawing refugees from near and far. +1 Prestige, +1 Diplomatic Capital.
   - Miraculous Bounty: COSTS 5 ESSENCE. Target empty tile in your territory blooms with life. Creates a fertile ground resource
   - Pacifism: Target enemy or ally unit loses 1 turn, applies their Attack bonus to their Defense for 1 turn, setting Attack to 0.
   - Sacred Resurgence: Blessed power infuses all units in the target tile. They gain (INT/5 * Troop Size) health regeneration a turn for 5 turns.


Unholy Spellbook

   - Blood Bolt: You enchant your own blood to blast toward your target carrying a deadly curse. INT/2 Damage, +10%/Unholy
   - Dark Transformation: -10% health, +10% ignore defense, +10% double strike. The unit is warped by dark energy, sprouting swift, piercing claws.
   - Summon Felbeast: Summon an incarnation of dark power to serve your cause
   - Forbidden Research: The top minds in your city turn to dark, twisted research methods. -1 Prestige, +30% Arcane Tech
   - Wind of Decay: You exhale a dark wind that washes over your foes, leaving them crippled. INT/2 damage, -50% Defense for 1 turn
   - Terrorize: Target unit quakes in fear as dark visions assault them. They are unable to counterattack for the remainder of the combat
   - Shadow Form: Target unit gains the ability to transform into living shadow. +20% dodge change, gain Blink ability.
   - Depravity: Target unit is filled with an uncontrollable bloodlust and attacks itself visciously based on caster INT and target's ATK
   - Necropolis: Surrounds target friendly city in a (visible in-game) wall of bones.

Wall of Bone
Elemental/Unholy Mounts

These are available for Sovereign/Champion/Units when you research your mounted combat tech:
   - All of these require you have one Shard (or unholy temple) before you can train units with them
   - Saddled Felbeast: +1 Combat/Overland speed, +2 Attack
   - Saddled Firebeast: +1 Combat/Overland speed, +30% counterattack damage
   - Saddled Earthbeast: +1 Combat/Overland speed, +2 Constitution
   - Saddled Waterbeast: +1 Combat/Overland speed, +10% dodge
   - Saddled Windspirit: +1 Combat speed, +2 overland speed

Elemental Vestments 
    These are the robes worn by those little people who stand around all day and stare at your shards. In game terms, I've provided 4 robes that represent the "profession" of Fire, Earth, Air, or Water "Priest/Monk/Cleric/Fanboy." They provide the unit (which can be your Sovereign) with a "Blessing of X" (tactical) ability that scales in power with the number of shards (of that element) you control.
  The robes provide 2 Essence to the unit, and the blessings cost 1 mana per cast. They target a single friendly unit at any distance, and currently last 2 turns.
- All of these unlock when you research Shard Harvesting (for your faction)
- Vestment of Fire; provides ability "Blessing of Fire:" Target unit gains +5 Attack/Shard, +10 Morale/Shard
- Vestment of Earth; provides ability "Blessing of Stone:" Target unit gains +5 Defense/Shard and +3 Attack/Shard
- Vestment of Water; provides ability "Blessing of Water:" Target unit gains +5 Health Regen/Shard for 2 turns
- Vestment of Air; provides ability "Blessing of Wind:" Target unit gains +15% Change to dodge/Shard

Elemental Essences
    These are four special items you can give your units/champions that grant them tactical combat abilities.
- Essence of Fire grants "Fire Breath"
- Essence of Earth grants "Rain of Stone"
- Essence of Water grants "Drowning Strike"
- Essence of Air grants "Hurricane"

Elemental Bows
    These are four items, available when you research your race's version of Advanced Archery, that grant your units a ranged attack with a (brand new) elemental effect. Right now, they do the same damage as a longbow, but I'll be adding specialized effects in the next update.

Elemental Swords
    I've added a sword for each element. They are available for each race in the cutting weapons line of research. Each weapon grants a "once per tactical combat" ability to the unit that performs a special attack against an adjacent opponent. The (defendable) damage for the weapon is based on the unit's attack strength, but it's enhanced by 25% for each shard you control.
  
- Flame-Forged Sword (Burning Strike): ATTACK based damage with ongoing 1 damage + .25 damage per unit size. Damage increased by Fire Shards
- Pure Metal Sword (Crumbling Strike): ATTACK based damage that reduces target's defense by 25% + 2% per unit size. Damage increased by Earth Shards
- Frostbitten Blade (Frozen Strike): ATTACK based damage that numbs a unit, preventing it from counterattacking for 1 turn. Damage increased by Water Shards
- Stormwrought Blade (Storm Strike): ATTACK based damage. Pushes target back 1 square + .25 per unit size. Damage increased by Air Shards
- Hate-forged Blade (Profane Strike): ATTACK based damage that reduces target's morale by 10 + 2 per unit size. Damage increased by Unholy Mana 

Magical Combat Staves 
    I hate giving my wizard lord a bow or sword to make him effective in combat. I want him to feel cool right from the get-go. To this end, I added 5 magical staves, each that gives the wielder a (tactical) ranged, INT based attack that costs 2 mana and +3 Essence. The effects of each scale based on the number of shards of the appropriate element you control. Your sovereign can pick one when he's created. They unlock for hero units in the shop when you research Shard Harvesting.

Fire Staff: 50% INT damage, +25% per Fire Shard
Earth Staff: 30% INT damage +25% per Earth Shard, -5 Defense
Water Staff: 30% INT damage +25% per Water Shard, CombatSpeed set to 1 for 1 turn
Air Staff: 30% INT damage +25% per Air Shard, 60% chance to lose next turn
Death Staff: 30% INT Life Steal +25% per any Shard

Unholy Mana / Temples
    I've added a new type of mana, Unholy Mana. You generate this mana from a sovereign talent or by building "Unholy Temple" improvements in your cities. Right now, they're dirt cheap for testing. They give your Death Staff (above) a 10% bonus to damage for each temple built, and they allow you to recruit "Death Wargs." I'll be doing a balancing pass on these at some point soon.

Please let me know about any gross errors you find in the mod!
Also, if anyone wants to submit better flavor text, I'll be happy to shuffle it all in.

 Installing this mod
1. In the Options screen, find the "Use Mods" option, and make sure it's checked.

2. Close out of the game.

3. On a 32 bit machine, you'll unzip the files to C:\Program Files\Stardock Games\Elemental\Mods. On a 64 bit machine, they’ll go in C:\Program Files (x86)\Stardock Games\Elemental\Mods. You may have to create the Mods directory manually.

4. I originally believed the files in the "Icons" folder went in your Mods\Icons directory. xStarfirex has reported that placing them in ...\Mods\Gfx\items worked instead. alborrelli reported that this should be \Elemental\Gfx\Items.
** Unfortunately, I don't have another machine without my mod files in the "Units" folder, so it's difficult to know exactly what you'll need to do differently. If none of these work, post a quick note and we'll try and help you out!

Happy modding,
Gnilbert

 

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Murteas
dopeydave
Eiralin
Ishantil
Gravedancer
September 6, 2010 8:38:21 PM from Elemental Forums Elemental Forums

Those Mounts unfortunately have a problem, while building parties and larger units as those require 4 or more shards to be built. The same appears while building magicans using e.g. the Earth staff and Earth Disciple Robe. I did not try it myself, but it might work when those units require 0.05 Shards each or something similar.

 

You might want to use the old Staffs of Magnar and Procipenee as graphics for your focus staffs. Makes them a bit more shiny.

      <ModelFile>Gfx\HKB\Items\pariden_Staff.hkb</ModelFile>
      <Texture_All>Gfx\HKB\Items\K_Accessories_Texture_02.png</Texture_All>

and

       <ModelFile>Gfx\HKB\Items\magnar_staff.hkb</ModelFile>
      <Texture_All>Gfx\HKB\Items\F_Accessories_Texture_01.png</Texture_All>

 

Finally I made a new skin for the disciple robes and for a custom Mage/Archmage robe (which gives an int and mana reg bonus in my implementation). Maybe you want to use it. It includes a hood and the robe texture.

Disciple Robe: http://dl.dropbox.com/u/9038574/EmpireUnisexRobe2.png

Mage Robe: http://dl.dropbox.com/u/9038574/EmpireUnisexRobe3.png

Hood: http://dl.dropbox.com/u/9038574/K_Male_Hood_texture_01_Sym.png

 

I had to put them into the hkb/clothes folder to get them to work but i did not invest much time to try for alternatives.

 

Oh and by the way. Great work.

 

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September 6, 2010 10:06:37 PM from Elemental Forums Elemental Forums

Doh! Apparently there are a couple of "testing" settings I left in when I posted this. I'm going to try to clean those up real fast and re-post it.

** UPDATE: It's been updated to 1.01

Gnilbert

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September 7, 2010 12:12:42 AM from Elemental Forums Elemental Forums

Gnilbert,

How come there is no "holy" element?  Seems like there should be balance to your death with life magic or something. 

Oh, and this stuff is fantastic.  Keep on rocking!

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September 7, 2010 1:45:56 AM from Elemental Forums Elemental Forums

My top priority now is to fix the clipping issues on the mounts. I actually had a mod a few days ago with all the mounts unlocked, but I decided not to release because the clipping was too much for me to handle.

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September 7, 2010 1:55:06 AM from Elemental Forums Elemental Forums

Sounds fantastic.  I'll have to check this out.

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September 7, 2010 11:29:06 AM from Elemental Forums Elemental Forums

How come there is no "holy" element?  Seems like there should be balance to your death with life magic or somethingHow come there is no "holy" element?  Seems like there should be balance to your death with life magic or something.

 Honestly, I just haven't gotten to it yet. I admit that I tend to enjoy the "dark kingdom" feel over the "city of light," so I usually start there. Plus, with the awesome warg/skath models already there, it's just hard to resist! I will be adding some Holy support in one of the next few updates, though!

My top priority now is to fix the clipping issues on the mounts. I actually had a mod a few days ago with all the mounts unlocked, but I decided not to release because the clipping was too much for me to handle.


   For this, I found that with the default sizes of the Skaths, the clipping was terrible. I ended up knocking their scaling down to 2.3. They look a little less "huge demon mount," but at least it's only the end of the staff that cuts into the body now instead of the unit looking like a torso growing out of the Skath's back. Ewww.   I thought I saw a post where someone mentioned how you could add a y-offset to the rider, but I can't seem to find it anymore.

Gnilbert

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September 7, 2010 12:42:38 PM from Elemental Forums Elemental Forums

fantastic work Gnilbert... wish i were home to test it out for myself!

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September 7, 2010 1:56:27 PM from Elemental Forums Elemental Forums

Stunning. I love this mod and it keeps getting better

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September 7, 2010 8:58:00 PM from Elemental Forums Elemental Forums

Not that I'm really complaining but the Death Staff seems to be doing full INT in damage.

 

Also, I'm not able to build the Unholy Temple.  Is it Empire-only?

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September 7, 2010 10:08:09 PM from Elemental Forums Elemental Forums

Woot!! I finished my "Necropolis" spell and put it in the mod! (And fixed a few other things) It creates a wall of bones around your city.

Gnilbert

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September 7, 2010 11:47:04 PM from Elemental Forums Elemental Forums

Quoting Gnilbert,
Woot!! I finished my "Necropolis" spell and put it in the mod! (And fixed a few other things) It creates a wall of bones around your city.

Gnilbert

What's that? You want me to incorporate that into my "Necromancy Techs" in the Undead Rising Mod? Ok, I think I can do that..

lol

hehe with your permission of course.

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September 8, 2010 12:07:33 AM from Elemental Forums Elemental Forums


What's that? You want me to incorporate that into my "Necromancy Techs" in the Undead Rising Mod? Ok, I think I can do that..
hehe with your permission of course.


Lol - consider it granted! Half the reason I put this stuff up there is so that anyone who wants to can use it to make even cooler stuff that I get to play with too!

Gnilbert

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September 8, 2010 12:10:38 AM from Elemental Forums Elemental Forums

The Death Staff does do INT damage. I realized that earlier today. 

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September 8, 2010 2:26:11 AM from Elemental Forums Elemental Forums

Quoting Gnilbert,


What's that? You want me to incorporate that into my "Necromancy Techs" in the Undead Rising Mod? Ok, I think I can do that..
hehe with your permission of course.


Lol - consider it granted! Half the reason I put this stuff up there is so that anyone who wants to can use it to make even cooler stuff that I get to play with too!

Gnilbert

What I really hope is that DEVS will see your work and ask to use it The blessings are just a too good idea to be thrown away.

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September 8, 2010 2:38:40 AM from Elemental Forums Elemental Forums

Great work!

Yes, incorporate the undead mod into yours, and please make the undead realm more nasty, such as allowing you  slaughter your population to instantly gain some fresh corpse warrior. Make the undead realm alway the enemy of mortal kingdom, they can neven be in peace. Make the dead body one of your resource, you can acuquire it in every battle and by slaughtering your own people.

By the way, the small image of your avatar will be wrong if you have a mount. Your hero is actually now standing on your beast.

 

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September 8, 2010 3:14:18 AM from Elemental Forums Elemental Forums

Quoting dante0125,
Great work!

Yes, incorporate the undead mod into yours, and please make the undead realm more nasty, such as allowing you  slaughter your population to instantly gain some fresh corpse warrior. Make the undead realm alway the enemy of mortal kingdom, they can neven be in peace. Make the dead body one of your resource, you can acuquire it in every battle and by slaughtering your own people.

By the way, the small image of your avatar will be wrong if you have a mount. Your hero is actually now standing on your beast.

 

 

woah take it easy.

 

Anyways screenshots?

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September 8, 2010 8:50:49 AM from Elemental Forums Elemental Forums


What I really hope is that DEVS will see your work and ask to use it The blessings are just a too good idea to be thrown away.


    If they used/retooled some of my stuff, I would be beside myself with glee! It's unlikely that they'll take up the Holy/Unholy stuff I've been working on, but I could easily see them putting in something equivalent to the staves, robes and miscellaneous training items. I'm very excited to see how they're planning on changing things - not to mention getting access to those APIs!

Gnilbert

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September 8, 2010 1:30:55 PM from Elemental Forums Elemental Forums

First Post here, Great Stuff- the only reason i play the game is to have the nice magic heroes that you have made possible.  Noticed the water shard ability wasnt working and i changed the icemana input to watermana in the xml and that seems to work. Oh and the shard abilities pass down to the children which leads to some awesomness with shard numbers in midgame. Thanks again

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September 8, 2010 5:07:38 PM from Elemental Forums Elemental Forums

Gnilbert,


Great work.  A few things I've noticed:

- Blessing of Water does not correctly add a heal over time.

- Did you mess with the resource spawn rates?  Since I started using your mod I've been getting ridiculous amounts of resources.

- Every time I download your mod, I change the staffs to use no mana but deal defendabledamage instead of CurHealth.  I think this really solves the issue of needing magic users to be useful after they burn mana without it being overpowered.

- Troops using the staves are just plain broken.  They blow threw anything and everything.  They really should be hero only, it fits the theme of Elemental more... magical energies can't be channeled by just anyone.

- A few of the Unholy Spells are a little too powerful--notably the permanent +dodge one that costs almost nothing to cast.  Just throw it on everything in your stack!

- The elemental kits are great, I love 'em.  But shouldn't they be hero only?  They'd be another way to make heroes special.  Currently they are troop only.

 

Lovin the hell out of this mod though!

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September 8, 2010 8:56:21 PM from Elemental Forums Elemental Forums

The latest changes are up! Thanks to everyone who's been reporting issues; I really appreciate it. It's getting to the point where it's a bit too large to update every day without missing something.

Gnilbert

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September 8, 2010 9:07:21 PM from Elemental Forums Elemental Forums

You need to add some screenshots

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September 9, 2010 2:20:15 AM from Elemental Forums Elemental Forums

One other issue--healthpacks giving HP back during tactical combat but not on overland feels... wrong.  Also, it can be exploited if your unit moves faster than an opponent.  Is it possible to mod overland healing?

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September 9, 2010 4:24:09 PM from Elemental Forums Elemental Forums

Quoting hairrorist,
One other issue--healthpacks giving HP back during tactical combat but not on overland feels... wrong.  Also, it can be exploited if your unit moves faster than an opponent.  Is it possible to mod overland healing?

Unfortunately, I haven't been able to find a way to give units "Strategic" abilities - other than the predefined abilities like building cities, fortifying or laying siege. Honestly, I've found it a little odd. If anyone else has had any success here, let me know and I'll be happy to add it in!

Gnilbert

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September 9, 2010 5:10:22 PM from Elemental Forums Elemental Forums

Great mod. The Fire essence seems to be missing its picture in the shops and the text on two of the magic bows seem to be missing a word. Keep it up, I am really enjoying this so far!

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September 9, 2010 7:29:24 PM from Elemental Forums Elemental Forums

Quoting xStarfirex,
Great mod. The Fire essence seems to be missing its picture in the shops and the text on two of the magic bows seem to be missing a word. Keep it up, I am really enjoying this so far!

Thanks xStarfirex! I've updated those in my local version.

Gnilbert

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