[eMOD] Adventure Content Pack v1.41 [for 1.2]

Version 1.41 Released 4/16/2011

By on October 16, 2010 5:34:27 PM from Elemental Forums Elemental Forums External Link

impinc

Join Date 07/2010
+30

If you're interested in this mod, and would like help, post here, or PM me. 

Download:

http://www.wincustomize.com/explore/elemental_war_of_magic/12/

 


 Note: To install, unzip the file into your mods folder (in my docs) ex :

C:\users\yourname\My Documents\My Games\Elemental\Mods\ACP

C:\users\yourname\My Documents\My Games\Elemental\Mods\Gfx\ACPGfx

[This is for Win 7. Win XP is slightly different, look for the Elemental directory under My Documents].

Included is a mapobject file for Elementerra 2 (so that you will see ACPs goodiehuts)

Note:

The Adventure Content Pack now includes Artifact. You no longer need to download that seperately. Please delete the old Artifact directory before installing. If you do not want artifact included, it has it's own directory, so you can just delete it.


  If you are running Kenata's Updated Weapons mod, artifact will automatically use those abilities. If you do not have it installed, then you won't get any abilities. Besides, I forgot to add in the non UW version and things got overwritten.


 

What this mod adds

1. Recruitable NPCs

2. Quests

3. GoodieHuts 

4. Monsters

     

 


 

 

Recruitable NPCs



This is a smattering of the NPCs you will be able to recruite with the mod. All NPCs are of the Fallen races, as there are none in the "vanilla" game. The fallen armor set has been added to the Kingdom techs so that if you play a Kingdom, you can equip the Fallen NPCs. Right now, there are almost 50 additional NPCs that are added with this mod.

In trying to keep with the general feel of the game, I've added tactical abilities to all of the NPCs. Seeing as the races of Men all have strategic abilities (+1 tech, arcane, etc) which are geared towards furthering the empire they serve, I figured tactical, combat based abilities would suit the Fallen races well, as they are more geared to destroy.

All abilities in the mod are unique to each race, and also scale with the appropriate stat. Abilities listed at the end of this post.


The general idea I went with for the races is as follows:

    Quendar - More of a dexterity based race, abilities that modify accuracy, dodge, and combat speed.

    Trogs - A hearty race, they have high constitution with abilities dealing with dmg, counter attacks, etc.

    Urxen - A very strong race. Abilities modify things like attack, defense, counter attacks

    Wraiths - Their strength is intelligence. They make the best spellcasters, and have magic related abilities.

 

 


 

 

Quests

 

This is the most time consuming thing to do in this mod. As more options get opened up to us modders for quests, I will add more. I just don't want to keep doing the same thing over and over.

Note: All the battles in the quests are quite large, with quite a few opponents. They are designed with the idea that you will be doing the quests with a party, or army. Anything above level 1 or so, you will NEED a good army to take on the battles! Also, you most likely WILL lose people, so plan accordingly!

 

Level 1 Quests:

     A Problem with Wolves (two versions) : This is a simple quest to kill a couple of wolves. The reward is choosing from the nobleman's children to join your cause. The two versions are identical except one will give you a choice of 4 females, one gives you a choice of 4 males. The idea being, you could get a suitable champion to marry to pump out babies like rabbits. However, there's a dud in each one.

 

      Haunted Vagabonds : This is a quest to help out some vagabonds who are being tormented by the undead. If you can help them, you can receive their knowledge of the cleaver to equip yourself, or your troops with.

 

Level 2 Quests:

     A Sage's Request: A basic quest to retrieve the sage's prized "scroll" from his old assistant. You have basically two ways to achieve this. There's a third option to just forget everything, but what fun is that?

     Long Forgotton Temple: This is actually a quest disguised as a goodiehut. You still get a goodie, but you must fight the archer to get it. (*Wuss penalty applied)

     Tomb Of Hagall: Depending on how you play this one, you can end up with 25 spellpoints, a 25% boost to research or prestige, or a 25% reduction to Gold or Food for 20 turns. You can always get the 25 spellpoints, but the 25% boost/reductions are given at random. It's basically 50/50 for good vs bad. 

     Return Of The Undead: Again, vagabonds are harrassed by the undead. Tougher fight, but you can gain their knowledge of dual claws (again for you, or your troops).

 

Level 3 Quests:

     Old Homestead: A family is being harrased by a pack of umberdroths. Don't underestimate them, as they are immune to spells.

     The Ranger's Stolen Boots: This one took me quite a while to do. It will probably take you a bit to complete it to. There are a couple of battles here which will cause some trouble. It also depends on how you decide to handle the situations. You also get to choose your reward.

     Undead Culmination: Those poor vagabonds. This is a pretty tough fight, make sure you have help, and something to heal . With this you will achieve the knowledge of the bone bow (it's pretty bad ass) which of course you, or your troops can use. The vagabonds also concede that they cannot live in the wild, and join you. (A resource is placed, like refugee camp, and they provide 150 population).

 

Level 4 Quests:

     Fresh Ruins: Investigate some freshly made ruins throughout the land. Quest battles get quite intense at this point culminating into a battle with a dragon. 

 

Heh, a fight with a dragon, and I haven't even created any level 5 quests yet.

 

 


 

 

GoodieHuts


Heavily Guarded Resources

The picture above is from two of the four heavily guarded resources. They are the four shards from the core game, although there is a small chance you don't end up with a shard, but not to worry, you will at least get some kind of resource for getting through those battles (they're not meant to be easy).

Those are the flashy ones. The rest are designed to be like the goodiehuts you normally see in the game. The amount of huts added is quite large, and there's a large amount of treasure in each hut (as in, there are many different treasure possibilities for each hut). Several new tiles were also inserted to enhance the variety.

Another thing to note: Not all goodiehuts are good! Some have traps in them, or have nothing at all.

The Artifact mod has been merged into this one. There are weapon caches throughout the 5 notable location levels which give some kind of magic weapon (hundreds of possibilities). Thanks go to Heavenfall and Kenata. For more info on artifact, you can check out the original thread here: http://forums.elementalgame.com/402428 

 

 


 

 

Monsters


 In order of appearance: Skeleton Captain, Zombie Captain, "The Head", Possessed Battle Axe

 

The Undead have made their way into the lands.

Skeletons have been seen wandering around. There's a regular Skeleton, skeleton captain, and a giant skeleton captain.

Then there are the pesky Zombies. That zombie captain can be a pest as he has a disease cloud special ability.

Floating monsters! Above you see "The Head", a diseased Wraith head. Some say he is undead. Others say he has a body, but because of an invisibility spell gone wrong, his head is the only visible thing left. While he wasn't always the best spellcaster in the land, he did manage to perfect the Fireball. It does 12 damage, and also has a 2 round burning effect as well.

Then you get the floating weapons. There's a club, a cursed shortsword, a possessed battle axe (Above), and the great scimitar of death.

 

 

 


 

Weapons

 

Artifact Mod which comes included in this mod adds in over 80 different weapon models. A few axes, a few spears, hammers, etc. Mainly there are a LOT of different swords here. Pretty much guaranteeing you getting a truly unique weapon!


Some weapons are added as techs which can be found through quests (so you can equip your troops with them). The three added so far:

* Cleaver - This has the Bleeding Strike, and Windup abilities from Updated Weapons. 7 Attack.

 * Dual Claws - These dual claws have the Flurry, and Cleave abilities from Updated Weapons. 10 Att. 25% Counter attack multiplier. +2 Dodge.

 * Bone Bow - Modified PoisonShot ability. 20 Att. +5 Accuracy

 

These weapons below will be found in goodiehuts. This is the list of weapons going into version 1.1. 

 

 - * Short Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/ShortSword.jpg  

 - Rusty Short Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/RustyShortSword.jpg 

 - * Machete1 - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Machete1.jpg 

 - * Machete2 - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Machete2.jpg 

 - Steel Spear - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SteelSpear.jpg 

 - Heavy Spear - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HeavySpear.jpg 

 - War Axe - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/WarAxe.jpg 

 - * Silvian Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SilvianSword.jpg 

 - Sword Of Slaying - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SwordOfSlaying.jpg 

 - * Blade Of The Titans - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/BladeOfTheTitans.jpg 

 - * Silvian Great Blade - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SilvianGreatBlade.jpg

 

* - Models and artwork by 3DGrunge.

 

 

Shields

 

 These still need their attachments fixed, which will hopefully happen in the near future. These are also found via goodiehuts.


 - Shield (Still needs a unique name) http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Shield1.jpg 

 - Holy Shield http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HolyShield.jpg 

 - Heavy Spiked Shield http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HeavySpikedShield.jpg 

 

Headgear

 

Like the above, these are found via goodiehuts.

 

 - Blood Iron Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/BloodIronHelm.jpg 

 - Rusty Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/RustyHelm.jpg 

 - Tempered Iron Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/TemperedIronHelm.jpg

 - Bandit Mask +2 Charisma, 5% Chance of Double Damage *Note: This can be worn with other head gear such as: 

 - Bandit Hat +1 Defense +3 Dodge +1 Sight

 - Skull Mask +2 Defense +2 Dodge +5 Charisma Unlocks Frighten Ability

 - Wizard's Hat +3 Defense +10 Dodge +5 Intelligence


 

Armguards

 - Rusty Vambrances +4 Defense


 

Greaves

 - Cheap Heavy Greaves +6 Defense

 

 

Ability List

Quendar Abilities:

     Pinpoint - +35% accuracy + an additional 2% per DEX point above 14. Combat speed is halved. [Self/3 turns]

     Slippery - +5 dodge +1 additional per DEX over 12. Unit loses (DEX)% accuracy. [Self/3 turns]

     Swiftness - Boost of DEX/10 to combat speed, but lowers counter attack effectiveness by 30%. [Rangeof1/3 Turns]

     Distraction - Lower accuracy 25% +1% per DEX above 15. [EnemyUnit/3 Turns] [AOE2]

     Gale Winds - Lower combat speed by ( (DEX/9) * 10 )%. [EnemyUnit/3 Turns] [AOE1]

     Take Aim (Group) - +1% per DEX to Accuracy [Self/2turns] [AOE1]

     Prepare Dodge (Group) - +1% per DEX to Dodge [Self/2 turns] [AOE1]

     Marked Enemy - Target unit gets -3 to dodge (-1% per point of Dex) [EnemyUnit/3 turns] 

     Slowness - Debuffs DEX/10 to target unit's combat speed for 3 turns. [EnemyUnit/3 turns] 

     Blinding - Target unit's accuracy is decreased by 20% (+2 per DEX above 14). [EnemyUnit/3 turns]

     Marked Enemies - Target units gets -2 to dodge (-.5% per point of Dex) [EnemyUnit/3 turns] [AOE1]

     Great Focus - This buff grants a bonus to accuracy (DEX*3)/2 % for 3 turns.  [FriendlyUnit/3 turns] [AOE1]


 

Trog Abilities:

     Tend Wounds - Heal CON/3 HP. [Rangeof1]

     Weaken - Reduce attack by CON%. [EnemyUnit/lasts entire combat]

     Brave Sir Robin - Escape the battle at a sacrifice of DEX/3 HP. 

     Sneak Attack - Does not provoke counter attacks for 2 turns. [Self]

     Smoke Bomb - Unit throws a smoke bomb, and moves 2 tiles away.

     Soul Stealer - Drains a minimum of (CON/6)+1 HP , maximum (CON/3)+5 which gets transfered to the caster. 

     Gas Cloud - Drain CON/3 HP. [EnemyUnit/3 turns]

     Rallying Cry - 25% Counter attack bonus. [FriendlyUnit/3 Turns] [AOE2] 

     Call To Defense - CON/9 to Defense, -3 attack, ( (CON/8) * 5 )% HP boost. [FriendlyUnit/3 turns] [AOE2]

     Rally Defense - Defense(1% per CON) counter multiplier(+1% per CON) accuracy(-30%+0.5% per CON) [Friendly/2 turns] [AOE1]

     Stun Group - 2% + 1% Per CON chance to lose turn [EnemyUnit/2 turns] [AOE1]

     Defense Drain - Unit drains enemy's defenses by CON/3 for 2 turns. [Self/2 turns] [AOE1]

         

 

Urxen Abilities:

    Concentrated Shot - +30% +1% per point of STR above 15 to attack. Lose counter attack for 1 turn. [Self]

    Defensive Stance - STR/8 boost to defense, str/8 reduction of attack. [Self/2 turns]

    Instant Rage - 150% boost to counter attacks, combat speed lowered by 2. [Self/2 turns]

    Sacrifice - Unit loses STR/4 HP, but gains STR/4 in attack. [Self/2 turns]

    Ground Stomp - Knockback targets STR/12 tiles, and lose turn. [EnemyUnit/1 turn] [AOE1]

    Insight Riot - add STR/4 to attack, lose STR/4 defense. [FriendlyUnit/2 turns] [AOE2]

    Rally Attack - Attack (1% per STR) defense(-20%+0.5%perSTR) [Friendly/2 turns] [AOE1]

    All Out Assault - Attack(1% per STR) Defense/dodge(-30%+0.5%perSTR) [AllFriendlies/2 turns] [All Friendly, very big AOE]

    Harrowing Howl - Defense lowered by ((STR*3)/2)%. [Self/2 turns] [AOE1]

 

Wraith Abilities:

    Mind Melt - INT lowered by INT/3. [EnemyUnit/3 turns]

    Magic Defense - Magic Resistance boosted by INT/4. [AnyFriendlyUnit/4 turns]

    BattleForm - Lose INT/4 magic resistance to gain INT/4 in attack. [Self/2 turns]

    Magic Boost - Gain 50% boost to INT, but movement is significantly more costly. [Self/2 turns]

    Invigorate - Boost attack by INT/10. [FriendlyUnitwithin2/4 turns] [AOE2]

    Paralyze - Lose turn. [EnemyUnit/2 turns] [AOE1]

    Mass Spell Defense - INT/3 boost to magic resistance. [FriendlyUnit/4 turns] [AOE1]

    Frighten Group - chance to lose turn(2% Per INT), counter(-1% Per INT) [Enemy/1 turn] [AOE1]

    Mass Immunity - Immune from spells (75 mana) [Friendly/4 turns] [AOE1]

    Air Awareness - Adds INT/4 to dodge against ranged attacks. [Friendly/3 turns] [AOE1]

    Death From Above -  Subtracts INT/5 from dodge against ranged attacks [Enemy/3 turns] [AOE1]

    Mend Group - Restore Health (1.0%PerInt) [Friendly] [AOE1]

 

* AOE mean area of effect. The number after it represents the radius. So, AOE1 means that the ability will effect units within a 1 tile radius (which is actually 9 total tiles).

 

 


If there's any other type of adventuring type thing you'd like see added, let me know any ideas.

 

Credits so far:

RavenX 

Kenata 

Murteas

Heavenfall 

John Hughes 

Oddrheia

FearZone

jmccrea


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November 2, 2010 10:58:59 AM from Elemental Forums Elemental Forums

I'm not quite sure what's causing that. It doesn't do it on mine from what I've seen. The bow that is in the quest shouldn't do THAT much damage. The formula is this : (Attack*.5) + (Dexterity*1) = DMG. Then min value is DMG * -.1, and max damage is DMG *-1.5. So I guess it could hit for quite a bit of damage if the attacker has a high dex. But, there's no way to get it. It has a tech prereq of "Nobowforyou!", so unless a race happens to have that tech, I don't see how everyone can get it. You can't even get it from the quest itself. I also don't see how mixing this with the elf mod would do anything either. But who knows? I don't have the elf mod installed, and I don't have the "issue" that you are having. Well, at least it made you change your stategy (which I think is crucial for this type of game, you shouldnt always be able to win with the same strategy).

 

As far as the monsters are concerned, I havent really looked around too much. I thought the world difficulty adjusted the monster spawn? <SpawnRating> is just the level at which the monster will start to show up. When you research certain techs (usually the ones for opening up notable locations and quests), your monster spawn rating will go up, thereby releasing stronger monsters. Think of spawnrating as more like a level. So, the higher spawn rating, the later in the game they will show up. Note also, you dont necessarily have to be the one to have researched that particular tech. I've noticed that when other AI's research those techs (at least the ones near you), you will see their stuff (newer notable locations, quests that you can't go to yet). Anyways, I'm rambling.

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November 16, 2010 11:20:17 AM from Elemental Forums Elemental Forums

I'm taking a break from Elemental. I posted something similar in my Dpctor Who mod thread. Bascially, I'm bored/burnt out of Elemental, so my drive to mod for it is nearly non-existant. I still have a few tiles from John Hughes to add into here, but I think I will hold off adding anything more until 1.1 comes out, as I'm sure alot of stuff will need to be changed. If anyone feels like they want to pick this up and run with it, go ahead. I haven't spent enough time on this mod. Hopefully 1.1 gets me back into Elemental. If that happens, I'll continue working on mods.

 

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November 16, 2010 8:53:42 PM from Elemental Forums Elemental Forums

Make sense to me bro.  I've just been playing around with the mods lately, and I bet most other people are chilling out while waiting for 1.1.  So, yeah, good idea to check out something else, take a little breather, then hope to see you back with better patches ahead.

 

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November 22, 2010 10:45:03 AM from Elemental Forums Elemental Forums

I was able to figure out why they haven't put fallen heroes in the game. It's because of their ModelTypes. For example, you are using <UnitModelType>QuendarMale</UnitModelType> and <UnitModelType>FallenMale</UnitModelType>. However... Kingdom does not have any gear for these champions. The gear is restricted to Empire only.

The standard, non-fallen champions have gear available both for kingdom and empire.

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November 22, 2010 11:32:16 AM from Elemental Forums Elemental Forums

Quoting Heavenfall,
I was able to figure out why they haven't put fallen heroes in the game. It's because of their ModelTypes. For example, you are using <UnitModelType>QuendarMale</UnitModelType> and <UnitModelType>FallenMale</UnitModelType>. However... Kingdom does not have any gear for these champions. The gear is restricted to Empire only.

The standard, non-fallen champions have gear available both for kingdom and empire.

 

Makes sense. Well, as to why there's no wandering fallen. BUT, this changes with this mod. I'll be working on this once I get v0.6 of the Dr Who mod out. I have about 4 tiles from John Hughes to put into GoodieHuts. I'm also going to be making the NPCs a little more valuable.

 

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November 23, 2010 3:15:27 PM from Elemental Forums Elemental Forums

Changelog moved to first reply in thread.

 

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November 24, 2010 1:07:15 PM from Elemental Forums Elemental Forums

Just starting a new game with this, I'll let you know how it goes.   Great job.   Thanks for sharing this.

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November 29, 2010 5:00:26 PM from Elemental Forums Elemental Forums

New version 0.6 update. Changelog in first reply of this thread.

 

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December 1, 2010 11:30:46 AM from Elemental Forums Elemental Forums

Updated to version 0.61. Mainly cleaned up code, and fixed an issue with a couple of the abilities.

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December 2, 2010 3:31:49 PM from Elemental Forums Elemental Forums

I'm enjoying the mod so far just a couple if issues, both related to the sage quest location

 

*slight spoiler*

Firstly the word 'search' is spelt wrong when the quest for the scroll is given.

Secondly i purchased the scroll and was given a rat/scroll. Upon returning to the sage nothing happened, no text or anything. Either it doesn't work properly or I am missing something.

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December 2, 2010 3:54:48 PM from Elemental Forums Elemental Forums

Quoting Lonemessiah,
I'm enjoying the mod so far just a couple if issues, both related to the sage quest location

 

*slight spoiler*

Firstly the word 'search' is spelt wrong when the quest for the scroll is given.

Secondly i purchased the scroll and was given a rat/scroll. Upon returning to the sage nothing happened, no text or anything. Either it doesn't work properly or I am missing something.

 

I'm glad you enjoy the mod.

Fixed the misspelling.

However, I'm not sure what's up with the second problem. I just tested it on a test map and it worked fine. Are you running the beta? If you are, this worries me, as we shouldn't be getting different results.

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December 2, 2010 4:07:22 PM from Elemental Forums Elemental Forums

I am running the beta. I paid of the scholar and returned to the sage's house, but nothing happened. This was with my spouse (it was her that got the quest originally too). Only other mods i have running are the expanded factions and the elves.

 

edit:- one more thing to add which may be the problem. I moved from quest level 2 to quest level 3 during the quest, so maybe the Sage's Estate wasn't recognizing me from that, it is a long shot though.

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December 2, 2010 4:35:26 PM from Elemental Forums Elemental Forums

I don't know what to say. This makes no sense. I have those mods installed as well (along with the undead, updated weapons, and dr who). Again, it works for me when running on a test map. I assume you've also got the latest version of ACP as well. The only other thing I can think of is you said your spouse triggered the quest. When you go back to the sage, make sure it's her party. In other words, make sure that it there are others with her, that she is the first one listed (where the little circle icons are on the bottom right).

 

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December 2, 2010 4:51:28 PM from Elemental Forums Elemental Forums

I shall test again tomorrow. Unfortunately i don't have a save game available from that game (She later died and no save game from before). Maybe I was just doing something wrong.

 

edit:- actually i think she may have summoned a familiar during the quest too, as i wasn't sure whether they'd be a fight. Maybe that moved her down the list.

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December 3, 2010 8:40:21 AM from Elemental Forums Elemental Forums

Update on my issue

Quest works fine with anyone else. Looks like it might be a problem with the game though as I had the same issue with the 'kill the rats' quest. Again it was my spouse and again she couldn't finish it.

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December 4, 2010 3:10:03 AM from Elemental Forums Elemental Forums

With the release of 1.09p, I will be releasing a new version of ACP. Right now, it appears everything is fine, but things have been changed a bit, and I like to update with new releases of Elemental.

 

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December 4, 2010 12:53:10 PM from Elemental Forums Elemental Forums

Released v0.65, changelog in first reply.

 

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December 5, 2010 2:19:19 AM from Elemental Forums Elemental Forums

Updated to release version 0.66 to fix a crash problem.

 

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December 5, 2010 11:13:40 AM from Elemental Forums Elemental Forums

Excellent.   Just ready to fire up a new game on 1.09p.  I finished one on vanilla, and am ready to try with mods.    Thanks for updating this!

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December 7, 2010 11:22:07 AM from Elemental Forums Elemental Forums

Version 0.67 released. Check out the changelog in the first reply of this thread.

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December 8, 2010 3:56:56 AM from Elemental Forums Elemental Forums

Great mod!

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December 8, 2010 11:41:53 AM from Elemental Forums Elemental Forums

Quoting King_Felix,
Great mod!

Thanks! It's appreciated.

 

Also, I've gone through things for 1.09q, and everything seems to be good. Now that the Elemental team is in lockdown, the patches are mainly focusing on stability. Which means updating mods is a lot easier without having to worry about major gameplay changes. Woot!

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December 9, 2010 3:49:26 PM from Elemental Forums Elemental Forums

Changelog v0.7

- Orkenan's INT adjusted to fit with other Wraith races (it was 10, should be higher as they are the "intelligent" race)

- This is the big one right now. I've rewritten the abilities so that they scale with the unit. This is how the abilities are categorized right now:

        Quendar Race [DEX Modifier]:

               Single Target Abilities                                                            Multi target Abilities

               Pinpoint (Increases accuracy, decreas combat speed)                         Distraction (Lessens accuracy) 

               Slippery (increases dodge, decreases accuracy)                                 Gale Winds (Lowers combat speed) 

               Swiftness (increases combat speed, lowers counter attack power)         Rally Cry (Raises counter attack) 

 

         Trogs [CON Modifier]:

               Tend Wounds (heal)                                                                       Gas Cloud (dmg per turn)

               Weaken (lowers att strength of enemy unit)                                      Call To Defense (+ def, - att, + HP)

               Sneak Attack (does not provoke counter attack)

 

         Urxen [STR Modifier]:

               Defensive Stance (+def -att)                                                           Ground Stomp (knocked back, lose 1 turn)

               Concentrated Effort (+att, loses counter attack)                                 Insight Riot (+att, -def)

               Instant Rage (counter attack bonus, - combat speed)           

 

         Wraith [INT Modifier]:

               Resistance (Spell Immunity)                                                            Invigorate (+att)

               Mind Melt (enemy -INT)                                                                   Paralyze (enemy loses 2 turns)

               Magic Defense (+magic resistance)                                                   Mass Spell Defense (+magic resistance)

 

Now, since the Quendars are a dex based race (at least the NPC recruitables in this mod), all those abilities are modified by the user's DEX stat. For the Trogs, they are more based on CON, Urxen are based off STR, and Wraiths are based on INT. SO, it gives you reason to pump up that stat, and the abilities will hopefully scale well throughout the game. I'm sure more balancing will be needed. I'll also most likely end up adding more in over time. As you can see, I was having a tough time with the Trogs/Urxen, in trying to make them unique to each other. If anyone has any ideas for different, new abilities, let me know!

These are works in progress. Some may be OP, some may be UP. Let me know what you think.

 

Note: Version 0.75 will be released tomorrow once I've had a chance to go through and make sure there are no bugs/crashing. As no major gameplay mechanics have changed, I don't see why there should be, but I want to test more first. Also, a lot of the above abilities had wonkiness to them, or just don't work the way they should. All abilities have been given a once through to correct lots of stupid errors. A big thank you to Kenata for pointing out a bunch of them.

 

By the way, the updated weapons mod along with this really makes for some interesting tactical battles. You can end up with a hero who has 2-5 abilities (depending on the acp abilities, and which weapon they hold with the updated weapons mod).

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December 9, 2010 4:12:14 PM from Elemental Forums Elemental Forums

impnic, for the rename of 'wound', how about 'weaken'

harpo

 

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December 9, 2010 6:19:32 PM from Elemental Forums Elemental Forums

Sounds good, it'll be changed in the next release. Thanks!

 

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