Taken up on the bold statement that I could implement a global mana system in 2 hours with the current modding system, here we are (just kidding... nobody cared).
This is a concept mod, which means it hasn't been bug-tested very much. It is released as a way to have fun in a game, rather than provide a more lasting gaming experience.
Mechanics changed
- Mana is now global. The sovereign produces 5 mana per turn on his/her own.
- Enchantments and Summons now require upkeep (global mana) to maintain. Generally, summons require 2 global mana per turn and buffs require 0.5-1.
- Imbue Champion costs 1 global mana per turn in upkeep. Imbued champions do NOT produce global mana. Imbued champions can imbue other champions.
- Temple of Essence provides 3 global mana per turn. Shards provide 2 global mana per turn. Tower of Titans and Tower of Ereog provides 3 global mana per turn. These buildings also buff the Spell Fatigue of all casters.
- All spells draw global mana from the global mana pool.
Spell Fatigue
- Spell Fatigue is IN ADDITION to global mana
- This replaces the old "mana/essence/wisdom". The old "mana" is still visible on screen, and the text is not replaced. Use your imagination.
- Spell fatigue actively limits how many spells a caster can use within the span of a few turns. This is to prevent buff exploits (also, it's cool).
- Strategical spells cost 1 spell fatigue. Tactical spells level 1-3 cost 1 spell fatigue, 4-6 cost 2 and 6+ cost 3. Infernal, Blizzard and Chain Lightning cost 2.
- Spell fatigue may no longer be increased when gaining levels, or by items or repeated use of Imbue Champion.
- Imbue Champion provides 3 spell fatigue to heroes. This can only be buffed by buildings and techs that previously buffed Essence.
- Overburn - You can use an infinite amount of tactical spells (limited by spell fatigue). They'll drain global mana, but they're not limited by it. If you use too much, you won't be able to cast spells in strategical mode. Once again, you'll have to use your own imagination and limit the amount of spells you cast in tactical combat.
General Layout
The results of this mod should be that your champions are now freed up to put their level-up points in other things than the old mana. On the other hand, champions will be a lot more important since they are the ones that will be casting the spells (unless you risk your sovereign). But you'll need more than one, since their spell fatigue is very limited. Also, obviously, the mana pool is now global, which changes the game in all kinds of ways.
Please note
Custom sovereigns will need to be remade and given the free talent "Channeler". It has been given to all standard sovereigns by default.
Bugfix mod users will need to delete HF109_nomorewisdom.xml
Unit specific abilities such as sprint and whatnot have not been adjusted and still use the unit's internal mana pool
Elves are supported (non-Elves users will notice a weird sovereign, ignore him)
Undead are supported (non-Undead users will notice a weird sovereign, ignore him)
Download links
http://www.mediafire.com/download.php?3e2s5to40pvabxc