[eMOD] means that the mod is considered "ready for use". More info here.
For those that used previous versions of the bugfix mod:
Note that you can no longer place mods in the mods folder in your install directory.
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.
HF109_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.
HF109_spell_Sprint.xml && HF109_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.
HF109_unittype_Sentinel.xml - Warlord bonus unit Sentinel unit would start with 1 combatspeed. Fixed.
HF109_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).
HF109_race_Pariden.xml - Removed Pariden's +50% food bonus. Pariden faction now gets a new ability called Advanced Farming (+15% rations) - to make up for neither of the faction's bonuses working.
HF109_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.
HF109_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.
HF109_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.
HF109_abilitybonusDeathWorship.xml - Fixed Resoln faction "Death Worship". All units gain 15% health. This WILL affect custom races with the ability.
HF109_item_cloaks.xml - Traveler's Cloak and Journeyman's Cloak now available for all. Increased material cost on Journeyman's cloak to 15.
HF109_item_bootfix.xml && HF109_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.
HF109_goodiehut_noinfluence.xml - Reduces the influence markers around certain goodiehuts.
HF109_mechanic_Bowfix.xml - makes bows and catapults hit for a more random amount of damage (thanks harpo99999 and Capn Darwin and impinc and Velmaric)
HF109_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)
4.0 - https://www.wincustomize.com/explore/elemental_war_of_magic/8/download
Extract the folder to the folder found at C:\Users\yourusername\My Documents\My games\Elemental\Mods\
You should end up with a structure like this: C:\Users\yourusername\My Documents\My games\Elemental\Mods\Bugfixmod\
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.