[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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December 10, 2010 11:13:08 AM from Elemental Forums Elemental Forums

Changelog v 0.75

Ok, I bumped it up a couple version because a lot had been done to the mod. I usually bump it up higher the more effort and thought I have to put into a patch.

- Updated all ability descriptions to give an explanation of what they do (how they scale)

- Changed name of Wound ability to Weaken.

- Tweaked the spawn rating and spawn likelihood for all recruitables as they needed to be seperated from one another a little bit.

- Added Swamp Tree Goodiehut

- Added Abandoned Temple goodiehut

- I was going to list each ability that was tweaked, or fixed, but I'd say a good 75% of them needed work. They should be working much better now.

- Made all self casting abilities a range of 0 with the target being freindly unit, as the self target ends up with some weird wonkiness after the ability has been activated.

 

I kind of wish this list was longer to show the effort put in, but if I had listed all the abilities worked on, this list would have been 3 times as long. Anyways, I hope you enjoy, and if you feel something is OP or UP, post it! (Also if something doesnt work as advertised).

 

I also want to thank Kenata for pointing out a lot of my stupid errors, and helping me to get the abilities working better. If you don't already, you should go get his Updated Weapons mod here : http://www.wincustomize.com/explore/elemental_war_of_magic/13/ 

 


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December 10, 2010 1:05:04 PM from Elemental Forums Elemental Forums

Wow, between the patches and your updated mods I've been completely spoiled this week (not to mention not been able to complete a full game  ).    

Your mod is becoming essential as far as I'm concerned.   Great job!

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December 10, 2010 1:21:57 PM from Elemental Forums Elemental Forums

Quoting Murteas,
Wow, between the patches and your updated mods I've been completely spoiled this week (not to mention not been able to complete a full game  ).    

Your mod is becoming essential as far as I'm concerned.   Great job!

 

Thanks man, I'm glad you enjoy it. Any comments/suggestions? More importantly, got any ideas for quests? I'm better at getting them to work than coming up with the "story" for it.

 

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December 10, 2010 2:35:11 PM from Elemental Forums Elemental Forums

Well, you asked for it

 


Here are a few ideas:

 

- Ambush quests, where the description is "normal" (something like escorting a NPC somewhere or looking for something) but when you get to the destination you are ambushed by the quest giver (and some monsters).

 

- Revenge quests, where a NPC will join you because he needs your help taking revenge against some enemies from the past. As a reward, perhaps he could join you?

 

-Defending the quest giver from a spawned monster group(s) - I don't really know if this one is feasible because I doubt you can make several monster groups behave like you want which would mean a bit different than usual :-/

 

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December 10, 2010 2:37:11 PM from Elemental Forums Elemental Forums

I'd really like to see random event type of quests.   I know there are tags that can trigger based on population numbers or amount of gold, food, etc.   I was thinking that as soon as you get a level 2 city you could have a quest pop up that a local lord wants you to rescue their son/daughter (opposite gender as sov), and have it become a quest where you rescue them from some bandits, but you have choices (1. you could side with the bandits and gain them on your side, but lose money/diplomatic points/charisma because you let the son/daughter die 2.  You could kill all of them and take the son/daughters magic armor/ring/weapon, but generate a new npc enemy (the father of the slaughtered child)  3. rescue them by killing the bandits  4.  rescue them by paying off the bandits (creating a roving bandit army).   Then as a result you could choose your reward - 1. gold from the Lord, 2. son/daughter join your faction  3. sword/armor 4.????

 

I think this type of quest is doable now, but would be pretty involved.   I think you could do several quests in a similiar vein where you have several options of how to handle the situation, and the results differ depending on how you handle it.

 

I've also wanted to create an arena quest - i.e. essentially you have a new goodie hut type called arena.  You go there and fight a level appropriate group.   As a result you get a strength/dexterity/ or constitution bonus (your choice).   It could be a repeatable hut, but maybe make it a hero only fight, or make it give money only or maybe just increase prestige temporarily?

 

I'd like to see more quests that could be bad (I like your traps and other goodie huts like that), I don't think they should ever be fatal, but at least they could unleash a wandering monster in the area (maybe you could use that to attack your enemy by letting it roam in his lands)

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December 10, 2010 2:51:16 PM from Elemental Forums Elemental Forums

You guys have given me some good ideas, thank you.

Quoting Murteas,
 

I think this type of quest is doable now, but would be pretty involved.   I think you could do several quests in a similiar vein where you have several options of how to handle the situation, and the results differ depending on how you handle it.

 

Have you seen the ranger's boots quest? That one took me a while, and has several options, although you've given me a few new ideas for the different choices, thank you.

 

I'll be working on them over the next few days. I think the mod right now shouldn't need any major changes to it in the next few days so I have time to just work on the quests. But you never know, SD may decided to release another 4 patches

 

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December 10, 2010 4:04:28 PM from Elemental Forums Elemental Forums

Yes, your ranger's boot quest is exactly the type of quest I am talking about.     I wonder what the ai does with that type of quest, do you know?   Do they just choose at random?   In any case, I'd love a "marriage quest" at or near the beginning of the game, so we can gain equal footing with the AI opponents, since they start with a spouse.

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December 12, 2010 1:09:00 AM from Elemental Forums Elemental Forums

Changelog v 0.8

 

- Added Swamp Tomb [GoodieHut]

- Added Swamp Tree [GoodieHut]

- Added Frozen Tower [GoodieHut]

- Added Ice Altar [GoodieHut]

- Added Desert Pyramid [GoodieHut]

- Added Desert Tower [GoodieHut]

- Removed essence from all monsters except Sehagh

- Slight tweaking of spawn ratings for goodiehuts. 

- Removed image files for unit cards as these are automatically generated anyways. File size is now almost 2MB smaller even with the new stuff added.

 

With these goodiehuts added, the GoodieHut xml in this mod is larger than the core one's. I haven't counted it to see which has more actual locations, but either way, this should add quite a variety. I'll be tweaking the rewards/penalties over the coming releases. I also plan to add two more quests, then release version 0.85 (along with some tweaks to abilities, spawnratings, stats, goodiehut rewards/penalties, etc).

 


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December 12, 2010 1:15:17 AM from Elemental Forums Elemental Forums

Quoting Murteas,
Yes, your ranger's boot quest is exactly the type of quest I am talking about.     I wonder what the ai does with that type of quest, do you know?   Do they just choose at random?   In any case, I'd love a "marriage quest" at or near the beginning of the game, so we can gain equal footing with the AI opponents, since they start with a spouse.

 

Somehow I missed this post. As far as the AI, I don't know. I'm not sure the AI even does quests.

I like that marriage quest idea. I just had a funny idea. How about he offers you a choice of his 3/4 daughters? That way, I can have a "dud" in there to make things interesting. Although that may be too much, as you can't remarry. What do you think?

 

Small update on quest event triggers. I looked at the cityquestpop.xml. It "shows" how to do a quest based on city population. Only, I upped the chance on everything, and dropped the pop number to 4 for testing. Nothing. Apparently, either this tag isn't working, or it's not written properly. So, the only way to trigger quests that I know of is by location.

 

 

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December 12, 2010 2:53:22 PM from Elemental Forums Elemental Forums

impnic, I have not seen the  popcap quest since release, BUT it was working in the original betas.

harpo

 

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December 12, 2010 8:38:57 PM from Elemental Forums Elemental Forums

Quoting impinc,

Quoting Murteas, reply 57Yes, your ranger's boot quest is exactly the type of quest I am talking about.     I wonder what the ai does with that type of quest, do you know?   Do they just choose at random?   In any case, I'd love a "marriage quest" at or near the beginning of the game, so we can gain equal footing with the AI opponents, since they start with a spouse.

 

Somehow I missed this post. As far as the AI, I don't know. I'm not sure the AI even does quests.

I like that marriage quest idea. I just had a funny idea. How about he offers you a choice of his 3/4 daughters? That way, I can have a "dud" in there to make things interesting. Although that may be too much, as you can't remarry. What do you think?

 

Small update on quest event triggers. I looked at the cityquestpop.xml. It "shows" how to do a quest based on city population. Only, I upped the chance on everything, and dropped the pop number to 4 for testing. Nothing. Apparently, either this tag isn't working, or it's not written properly. So, the only way to trigger quests that I know of is by location.

 

 

 

Yeah, having a dud may be too much of a negative for some people.  For me, I love the randomness so I don't mind at all.  

As for the cityquestpop.xml,  same results as you.  I tried it so many different ways.  I wonder if we have to place in on the map some how, centered on a structure or goodie hut?   Frustrating.  I'm sure there is a way to do this, and it would add a lot of flavor to the game.

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December 12, 2010 8:57:39 PM from Elemental Forums Elemental Forums

Thanks for doing this mod impinc, lots of extra fun stuff in here.

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December 12, 2010 11:34:10 PM from Elemental Forums Elemental Forums

I'm glad you like it. Thanks for contributing, and thank you for all of your mods. I love the expanded factions. I haven't messed around with the mounts at all, mainly because I seem to always be starting games over from scratch (mainly due to playtesting the mods), so I don't see too many mounts too often. I wish the AI would use them, it would certainly add more flavor.

 

It looks like somewhere in this frenzy of seemingly never-ending patches that they put more recruitable NPCs in. Looks like I'll have to be adding more in myself. Which honestly, I wanted to do anyways, this just gave me a better reason for it. It always kind of bugged me that I didn't have at least 2 of each race for spawnratings 0-5. This also means I need more abilities. Sooo, in the next patch, I will be adding two more quests, and more NPC recruitables. I'm not sure if more abilities will make their way in or not, depends on how anxious I get to upload a new version.

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December 12, 2010 11:37:31 PM from Elemental Forums Elemental Forums

Quoting Murteas,



As for the cityquestpop.xml,  same results as you.  I tried it so many different ways.  I wonder if we have to place in on the map some how, centered on a structure or goodie hut?   Frustrating.  I'm sure there is a way to do this, and it would add a lot of flavor to the game.

 

I'm starting to think that they either shut that tag off, or changed it to something else. It's also possible that that XML is out of date, and not written properly. Since it doesn't pop up at all, it's not a game breaking thing to fix at the time.

 

I think after the holidays are over, we'll (as in the modding community) get a little more info/help from Stardock. The potential for this game is great, and the potential for modding is almost as great, we just need a little nudging, and guidance. 

 

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December 13, 2010 5:24:52 PM from Elemental Forums Elemental Forums

Changelog v0.85

- Added four more Wriath NPC recruitables

- Added four more Trogs NPC recruitables

- Added four more Urxen NPC recruitables

- Added four more Quendar NPC recruitables

- Adjusted stats for all NPCs to scale up the levels (48 Fallen NPC recruitables now. 12 of each race [6 women, 6 men] ).

- Edited all current abilites which deal with percentage modifiers. This wasn't working properly, so I've recoded it a different way to get the desired results.

- Moved Quest Units into their own file.

- Added four female, and four male units for quests.

- Added Smoke Bomb ability for Trog NPCs. 1 tile away teleport, doesnt provoke counterattacks for 3 turns.

- Added Soul Stealer ability for Trog NPCs. Removes (CON/6)+1 through (CON/3)+5 HP from both "caster" and enemy unit.

- Added Brave Sir Robin ability for Quendar NPCs. Escapes the battle (just the unit) at a loss of CON/3 HP.

- Added Sacrifice ability for Urxen NPCs. Sacrifice STR/4 HP for the same bonus to attack for 2 turns.

- Added quest "A Problem with Wolves". Two versions which are not reproduceable (one you gain a female NPC, the other a male NPC).

- Added BattleForm ability for Wraith NPCs. Suffer a INT/3 drop in INT for a INT/3 attack increase.

- Added Magic Boost ability for Wraith NPCs. Gain 50% INT for 2 rounds, while suffering an increased movement cost.

 - Sprinkled the 6 new abilities across all the NPCs. This may need to be tweaked later, but all the abilities are in there.

 

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December 14, 2010 12:34:25 AM from Elemental Forums Elemental Forums

Changelog v0.86

- Fixed description of Tend Wounds to say tend wounds instead of Distraction.

- Changed all NPC units with a spawnrating of 0 to 1. Apparently, with a spawnrating of 0, the NPC starts at level 0, and never levels up.

 

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December 14, 2010 11:54:37 AM from Elemental Forums Elemental Forums

Just wanted to let you know of an issue I had with the game. It is described here: http://forums.elementalgame.com/402298 (the autosaves were almost completely empty except goodiehuts). The reason I'm posting this is just to check if other users of the ACP mod are having similar issues. I don't think it's the mod, but since goodiehuts were the only thing to appear, I wanted to post here in case other uses of the ACP mod ran into the same issue.

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December 15, 2010 1:57:05 AM from Elemental Forums Elemental Forums

Ok, so I've played through a couple games with 1.1, and things seem good to go. Nothing major has changed since 1.09w, so version 0.86 should be good to go for 1.1. Tomorrow I'll do a big sweep of the goodiehut file (as SD did this in the last patch or two). I'll also be adding in more magic rings/amulets.

 

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December 15, 2010 11:08:13 AM from Elemental Forums Elemental Forums

Hooray.   Assuming my internet can be more stable today.  I'll be trying this out with a new game of 1.1.   Great job as always!

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December 15, 2010 12:09:54 PM from Elemental Forums Elemental Forums

Changelog v0.87

 

- Changed all levello and levelhi tags in goodiehuts (I believe this dictate when the huts get spawned, so i made it so that none show up before you can actually go there).

- Changed all goodiehut rarity to 0. I'm not sure why, but I noticed all the goodiehuts in the core file have a rarity of 0. We'll see what effect this has.

- Added Band of Essence. Ring which generates 1 mana per turn when worn. This is can be found in a goodiehut.

- Added Amulet Of Intelligence. Pretty obvious here. 

- Added Band of Accuracy. Self explanatory.

- Added Amulet Of Evasion. Adds dodge.

- All of the added items can only be found in goodiehuts. I may have to add them in quite a few times for them to show up, but we'll see how thins turn out for now.

- General tweaks of the XMLs along with fixing mistakes here and there that I didn't document. (Such as wrong text description of a treasure, like saying you get gildar when in actuality you received materials).

 

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December 15, 2010 4:07:55 PM from Elemental Forums Elemental Forums

Released v0.88 to fix the rarity for goodiehuts. Apparently, only the core goodiehuts can be rarity 0. *shrug* None of the added huts showed up with a rarity of 0, so i raised them all back up.

 

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December 15, 2010 8:47:03 PM from Elemental Forums Elemental Forums

First of all - thanks for this mod !

I am playing ACP v0.88 with a new game of v1.1.  I have come across 3 "dropped pouches" and all 3 have had a -5 trap in them.  I'm not sure if this is just bad luck.

Also - the new NPCs - do they have custom background stories?  The first one i ran into had the standard "miner" background.

Thanks again!

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December 15, 2010 9:49:20 PM from Elemental Forums Elemental Forums

Quoting ganeedi,
First of all - thanks for this mod !

I am playing ACP v0.88 with a new game of v1.1.  I have come across 3 "dropped pouches" and all 3 have had a -5 trap in them.  I'm not sure if this is just bad luck.

Also - the new NPCs - do they have custom background stories?  The first one i ran into had the standard "miner" background.

Thanks again!

 

I'm glad you're enjoying the mod. I think you just had bad luck with the dropped pouches. I can see 3 being bad if you also had 3-6 being good. But let me know if it happens alot. The treasure system is setup on a randomizer of sorts. Each goodiehut can give you any number of items, each item has a liklihood of showing up.

As for the NPCs, no, they don't. Well, I think I may have put a couple backgrounds in, but with 48 NPCs, I just don't have the creative juices to come up with that many stories. If you have any ideas, or anyone else wants to add to it, let me know.

I've added a couple of quotes here and there, and will most likely keep chipping away at it. Some of the icons/medallions for the abilities are overused, or don't make sense. Now that I've got close to the amount of NPCs in there that I wanted, I can start refining.

 

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December 16, 2010 9:57:11 PM from Elemental Forums Elemental Forums

Changelog v0.9

 

- Fixed Pinpoint to the correct percentage (it was giving 135% instead of 35).

- Fixed modifier for the slippery ability

- Fixed a couple of other percent modifiers which weren't working properly.

- Fixed mana trap (since the change to magic, there was a slight adjustment to how to reduce mana).

- Fixed battleform ability. (Also changed from a drop in INT to a drop in magic resist)

- Changed the internalname for Sacrifice (seeing as there is already a spell with that name)

- Added level 4 quest "Fresh Ruins". This has a couple of tough battles, be prepared.

- General tweaking of abilities, and goodiehuts.

 

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December 17, 2010 12:35:33 PM from Elemental Forums Elemental Forums

I tried this mod and I really like it. Combined with Kenta's Weapon mod and Heavefall's Expanded Factions mod, it really makes for a very enjoyable game. I do have one question though. Is the % of traps on goodie huts dependent on world difficulty? I had 4 traps in a row on ridiculous (almost killed Janusk lol).

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