[eMOD] means that the mod is considered "ready for use". More info here.
For those that used previous versions of the bugfix mod:
Delete all HF107_ files in your /Mods/ folder before starting a new game with the 1.08 patch.
Delete all HF106_ files in your /Mods/ folder before starting a new game with the 1.08 patch.
I wanted to learn the various intricacies of modding, so I set out to fix the bugs I could find in the game (that were modifiable). The idea is to create a mod that doesn't add anything, but still improves the quality of the current patch. It is not intended to unbalance things, but rather supply the intended function (as long as its reasonable!).
It is intended to be a "patch" between official patches.
I also wanted to provide the fixes in a modular format, so that if you don't like the fix I've done, you can just delete that particular file. I intend to add more fixes for problems as I find them - if you have your own fixes/problems with the game, please post a link and I will add/try to fix.
Since 2.0 this mod will also try to incorporate the spell graphics produced by Icecrown (see videos and thread here). By default these are turned on. If, for some insane reason I can't think of, you don't want to use these effects but stick with the standard stuff, I've included a .rar within the package below that contains a single file. Just extract that file into the /Mods/ folder after you've extracted all the other files.
HF108_unittype_FallenSoldier.xml - Empire factions (besides Kraxis) had access to a pre-designed peasant with 8 health points that did not level. This unit could be upgraded. Fix: Reduce to 5 health points, allow it to level.
HF108_spell_Sprint.xml && HF108_spell_Sprint2.xml - Sion unit had access to a Sprint ability that reduced movement cost by 50%. When cast twice, a sion unit could move anywhere on the map. Fix: Castable once per combat.
HF108_unittype_EmpireSovereignsAndSentinel.xml - Warlord bonus unit Sentinel unit would start with 1 combatspeed. Fixed.
HF108_improvements_EmpireTrainingBuildings.xml - An Empire city with all 3 training buildings built could train any unit in 1 turn. Reduced Warrior Temple bonus to 25%. Also added construction costs to all buildings (to mimick Kingdom costs). Garrison now requires city level 2 (two training buildings at level 1 was not reasonable).
HF108_unittype_ChampionRoyalty.xml && HF108_abilitybonusChampionRoyalty.xml - Very rarely champions would appear with the Royalty background, that did nothing. Fix: These NPCs will now provide their stationed town with a +33% prestige modifier.
HF108_item_bandoffortitude.xml - Item says it gives 2 health points, but only gives 1. Fixed to give 2.
HF108_race_Pariden.xml - Removed Pariden's +50% food bonus. Pariden faction now gets Road Warriors bonus, as well as a new ability called Advanced Farming (+10% rations) - to make up for neither of the faction's bonuses working.
HF108_item_legendaryplatecuirass.xml - This file fixes problems with both factions' versions of the legendary plate cuirass. The item was locked in to count as being used on forearms as well, preventing the use of any wrist gear. That, in turn, made the items laughable. Fixed to allow wrist gear.
HF108_item_helmsforthefallen.xml - For the fallen, Light Plate helm/Master Plate Helm/Master Heavy Plate helm; these helms would all apply an assortment of non-head-gear onto the character. I've removed all those models, so the helm now only applies a helm. This is how other helms work, and will make it easier to "design" your units.
HF108_race_Umber.xml - Umber faction flaw "Uneducated" wasn't functional. Fixed to affect all native cities (will NOT work for custom factions). Extra note: I had to declare a whole new set of cityhubs! Talk about a workaround.
HF108_race_Yithril.xml - Yithril faction flaw "Superstitious" wasn't functional. Fixed to affect all native cities (will NOT work for custom factions). Extra note: Another cityhub set.
HF108_abilitybonusDeathWorship.xml - Fixed Resoln faction "Death Worship". All units gain 15% health. This WILL affect custom races with the ability.
HF108_unittype_Icelord.xml - Adds Iceblast ability to the Icelord, and lowers the Icelord's attack from 61 to 37.
HF108_item_cloaks.xml - Added all cloaks to female kingdom and empire male/female units for design and shopping. Changed gold cost on Journeyman's cloak from 10 to 11 and made item add 1 turn to training time. Decreased cost of cloak of thwarting from 10 to 1 crystal, and increased defense benefit from 2 to 3, and increased gold cost from 1 to 5.
HF108_item_bootfix.xml && HF108_item_bootfix_cityhubfix.xml - Traveler's Boots and Longstrider Boots now available only from shop (not for designing units or sovereign customization). Traveler's boots available from all empire/kingdom cities for 200 gildar. Longstrider boots available after Magical Equipment has been researched, for 350 gildar.
HF108_item_fallenlightarmorarmlets.xml - Fixed light plate armlets so they are no longer a consumable item for certain male empire sovereigns/champions (hungry bastards).
HF108_goodiehut_noinfluence.xml - Reduces the influence markers around certain goodiehuts.
HF108_mechanic_Bowfix.xml - makes bows and catapults hit for a more random amount of damage (thanks harpo99999 and Capn Darwin and impinc and Velmaric)
HF108_nomorewisdom.xml - Unit stat ESSENCE was incorrectly referenced as wisdom on unit creation screen, and a rare item drop.
Known issues (from mod):
Pariden will still list "Influential" and "Civilized" faction bonuses
Warrior Temple will display that it provides "50% faster training (bugfix: 25%)"
(you need only the latest version)
3.2 http://www.mediafire.com/?hwrr4rcrtp93v66
3.1b - http://www.mediafire.com/?iwp7ut1889gdamv (this version is for 1.08.037)
3.1 - http://www.mediafire.com/?gk52kbhdrhmibi2 (this version is for 1.08b, also known as multiplayer beta)
3.0b - http://www.mediafire.com/?p1na6vt8kwa9kt4 (this version only removes the ventri ore fix, it was causing additional mines to spawn)
3.0 - http://www.mediafire.com/?k0bh6q79xv9dwcy
Extract the files to your Elemental/Mods folder (to find that, open impulse and rightclick Elemental and choose "Open Application Folder". If you can't find a /Mods/ folder you might have to create it. Remember to turn on "Use mods" in the in-game options menu!
ATTENTION: These files will need to be removed when the game is patched. It is my intention to provide a new bugfix mod for each patch.