[eMOD] Children of Storm v1.7a for LH 1.7

By on May 5, 2013 4:55:20 AM from Elemental Forums Elemental Forums

Heavenfall

Join Date 07/2008
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Children of Storm

A high fantasy mod pack for Fallen Enchantress: Legendary heroes by Heavenfall, with help from EviliroN and jeffqyzt2. Players are advised to not play with the Rivermod on Huge maps, as the game may have issues with memory then. If you are having issues with world resources, such as iron ore, not appearing in your game - delete the Rivermod folder and start a new game. This only affects a small number of players for unknown reasons.

 

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Wiki

 

 

And they forged counterfeits from our frame, creatures vile and

obscene, who hungered only for violent congress. These beasts they

loosed upon the land, where they multiplied, no matter how fierce

the Ishroi hunted them. And soon Men clamoured at our gates,

begging sanctuary, for they could not contend with the creatures.

"They wear your face," the penitents cried. "This calamity is your

issue." But we were wroth, and turned them away, saying,

"These are not our Sons. And you are not our Brothers."


from the Isûphiryas (Great Pit of Years)

R. Scott Bakker

 

 

 

Current version contains:

120+ new magical items
17 new events
12 new fantasy factions
34 new fantasy champions
18 new monsters and their lairs, and 5 of those are recruitable monsters
4 new types of rivers and lots of new stamps featuring arctic and burning lands terrain
.. and much more (items, traits, mounts to mention a few things)

Install instructions:
See Readme.txt in download

 

Kingdoms

   

   

 

Empires

   

     

 

Reliquary

   

 

Champions

 

Monsters

 

Rivers



   


Credits

Various people have helped with different bits. I have tried to include everyone who have made more than a "comment" in the past. If you feel your name is missing, contact me.


http://forums.elementalgame.com/user/5505675 Primal_Savage - Cloth fix library
http://forums.elementalgame.com/user/2990919 seanw3 - spitballing and feedback
http://forums.elementalgame.com/user/3155540 EviliroN - proof-reading and ideas
http://forums.elementalgame.com/user/3823385 jshores - tiles and ideas
http://forums.elementalgame.com/user/2394776 Aeron Astari - art for Reliquary items
http://forums.elementalgame.com/user/3364067 RavenX - skin for elves and zombies
http://forums.elementalgame.com/user/698520 Murteas - Quest Wizard, Logos for Elves, Living Stone, Gnomes, Frost Giants, Lizardmen
http://forums.elementalgame.com/user/4202839 fsemprini - Icons for Reliquary items


3d models attributions:

Bow of the forest - "reliquary_bowofforest.hkb" and "reliquary_bowoftheforest.png" by Gabriellanzer: http://www.blendswap.com/?author=3036

Pollaxe - "reliquary_hache.hkb" and "reliquary_hache_skin.dds" by Clarabox: http://www.blendswap.com/?author=2895

Ancient sword - "reliquary_ancientsword.hkb" and "reliquary_ancientsword_skin.dds" by Aquila: http://www.blendswap.com/?author=23194

Crossbow - crossbow.hkb and crossbowskin.png. Released by Lamoot: http://opengameart.org/content/low-poly-crossbow

3d models attributions released under Creative Commons Attribution Share Alike 3.0:

Venusians - mesh_venusian.hkb, venusian_skin2.dds, venusian_skinwings.dds by thecubber: http://opengameart.org/content/open-tempest-3d-venusian-model-textured

Kami - all files in /Kamiguard/ folder, all files with kamiguard_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/

Faerie - all files in /Kamiforet/ folder, all files with kamiforet_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/

Darkwasp - all files in /kitinvolant/ folder, all files with kitinvolant_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/

Gasques - all files in /Ryzom_Gasque/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Ryzomshields - all files in /Ryzomshield/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Ryzombracers - all files in /Ryzombracers/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Vampignon - all files in /Vampignon/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Electroalg - all files in /electroalg/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

RyzomCrustacean- all files in /RyzomCrustacean/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

RyzomGibbai - all files in /RyzomGibbai/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Ryzomshark - all files in /ryzomshark/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

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May 5, 2013 5:03:48 AM from Elemental Forums Elemental Forums

Since the focus of the Legendary Heroes expansion is to make heroes more interesting, my first order of business will be to bring the fantasy champions of Stormworld over to LH.

http://i.imgur.com/5WvLOVu.png

Each race will feature a small unique tree of traits based on that race. These Gorgons (can't equip mounts, +1 move, Hypnotize ability - any enemy humanoid has 50%-5%*target level chance to lose the next turn and 3% chance to convert to the Gorgon's side, can be resisted) will have access to bonus traits:
+1 move (lvl 7)
+1 research and +15% research in stationed city (lvl 4)
+33 Poison resist (lvl 5)
Uncharmable - cannot ever be converted to an enemy's cause (lvl 7)

 

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May 5, 2013 6:16:28 AM from Elemental Forums Elemental Forums

Nice! Was very much hoping you would make this conversion. Looking forward to playing it. 

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May 5, 2013 7:21:04 AM from Elemental Forums Elemental Forums

Great news !

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May 5, 2013 2:23:12 PM from Elemental Forums Elemental Forums

Great name, too!

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May 5, 2013 3:54:06 PM from Elemental Forums Elemental Forums

nice!

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May 6, 2013 3:29:18 AM from Elemental Forums Elemental Forums


That's great news. Best of luck and lots of support for it

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May 6, 2013 9:46:50 AM from Elemental Forums Elemental Forums

Looking forward to this!

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May 6, 2013 3:26:36 PM from Elemental Forums Elemental Forums

Will definitely try this when it comes out.

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May 6, 2013 4:44:26 PM from Elemental Forums Elemental Forums

Excellent!    Looking forward to it.   

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May 6, 2013 8:55:11 PM from Elemental Forums Elemental Forums

Great news! 

Thanks Heavenfall!

 

 

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May 10, 2013 2:30:15 AM from Elemental Forums Elemental Forums

List of race-specific traits below. The - means it's first-row (requires only bloodline) and -- means it's second row and requires the one above it. First number is required level.

Angel - no mount, +1 Dodge per air shard, +1 Initiative per fire shard, +1 Spell Mastery per water shard and +1 Spell Resistance per earth shard in combat, Fly (low mana cost) - teleport unit to free square on map.
- 3 - +1 Move, +2 Initiative
-- 8 - if faction controls 3 life shards, gain +1 moves in tactical combat and +10 to cold/poison/fire resistance
- 6 - +1 Health regen strategic, +0.25 tactical health regen per level
-- 7 - +4 Divine attack (cannot be reduced)
- 6 - +0.2 fame per turn while stationed in a city. +0.5 faction prestige.

Centaur - no mount, +1 moves, Trample - normal attack with 20% extra damage against unmounted enemies. If enemy is killed, centaur unit is moved into target's square.
- 8 - +1 Move
-- 11 - Trample deals 50% extra damage instead of 20%
- 5 - +10 Dodge against any enemy with fewer Moves than this unit
- 6 - Any city this unit is stationed in produces horses and wargs 50% faster
-- 9 - +1 Air Shard power while unit is stationed in a city

Death Legion - Random Evolution buff at combat, Changing Strike - normal attack, target suffers a reduction of a stat family (either physical offense, physical defense or magical defense)
- 7 - increase power of Evolution buff by 33%
-- 11 - increase power of Evolution buff by another 33%
- 6 - Physical Evolution - gain random physical Evolution buff in combat
- 5 - Mental Evolution 1 - gain random magical Evolution buff in combat
- 11 - Mental Evolution 2 - gain another random magical Evolution buff in combat

Drota - no mount, +3 Poison attack, Poisonous Bite (attack dealing +1.5 poison attack per level)
- 3 - +1 Move, +2 Initiative
-- 7 - unlock Websling: target has (90% - target attack value) of losing next turn
- 6 - +66 poison resist
-- 11 - +34 Poison resist, +3 Poison attack
- 5 - Unlocks Webbed Walls spell - strategic spell cast on city. If city is attacked, all enemy units lose their first turn and have their moves reduced by 1 for 5 turns.

Elves - +20% of current direct magical attack. Meditate - lose turn, next turn mana cost is set to 50%
- 7 - reduce mana upkeep of any strategic spell on this unit by 50%
-- 11 - Improved meditatation: meditate reduces next turn's mana cost to 20% instead of 50%
- 7 - +5 Food per Grain in stationed city
-- 12 - +1 Material in stationed city if it has a Logging Camp (or any of its upgrades). +1 Grain in stationed city if it has a Pier (or any of its upgrades)
- 8 - Unit produces 2 mana per turn
-- 13 - Unit produces +1 Water shard power per turn (mutually exclusive)
-- 13 - Unit produces +1 Earth shard power per turn (mutually exclusive)
-- 13 - Unit produces +1 Air shard power per turn (mutually exclusive)
-- 13 - Unit produces +1 Life shard power per turn (mutually exclusive)

Frost Giant - only mounts warg/icebeast/primal bear, +50 cold resist, -33 Fire res, +15% hitpoints, Counter-attacks deal 50% less damage. Great swing - normal attack with Overpower attack
- 6 - Increases damage by Impale and Cleave with 10%
-- 11 - All attacks deal 25% AOE damage
- 4 - +50 Cold resistance, +2 Initiative
-- 12 - Can wear armor class one above their current limit (leather=>chainmail, chainmail=>plate)
- 6 - While stationed in any city, for each Water shard power produced in that city, produce +1 Grain

Gnome - Can wear armor class one above their current limit (leather=>chainmail, chainmail=>plate). Runesign - +50 Spell resist for unit for 1 turn
- 5 - +5 Defense while defending
-- 12 - reduce all physical damage taken by 10%
- 7 - While stationed in any city, city produces 10% more metal and crystal, and any gold mine produces 1 extra gildar
- 5 - Grudge against Centaur - gain 15% accuracy and spell mastery when attacking any Centaur
- 5 - Grudge against Death Legion - gain 15% accuracy and spell mastery when attacking any Death Legion
- 5 - Grudge against Drota - gain 15% accuracy and spell mastery when attacking any Drota
- 3 - Grudge against Elves - gain 25% accuracy and spell mastery when attacking any Elves
- 5 - Grudge against Fallen - gain 15% accuracy and spell mastery when attacking any Fallen
- 5 - Grudge against Frostgiant - gain 15% accuracy and spell mastery when attacking any Frostgiant
- 5 - Grudge against Golem - gain 15% accuracy and spell mastery when attacking any Golem
- 3 - Grudge against Greenskin - gain 25% accuracy and spell mastery when attacking any Greenskin
- 5 - Grudge against Living Stone - gain 15% accuracy and spell mastery when attacking any Living Stone
- 5 - Grudge against Lizardmen - gain 15% accuracy and spell mastery when attacking any Lizardmen
- 5 - Grudge against Undead - gain 15% accuracy and spell mastery when attacking any Undead
- 5 - Grudge against Twisted - gain 15% accuracy and spell mastery when attacking any Twisted

Golem - +10 Spell resist, +10 all resistances. Soulbreak - Strike target half damage, -10% Spell resist and current resistances (stacks).
- 5 - +2 Tactical Health regeneration, -10 Spell resist
-- 9 - Unit restored to 100% health each strategic turn
- 3 - +50% physical and magical damage against any target that is a Golem
-- 7 - +20% physical and magical damage against any Humanoid
-- 7 - +20% physical and magical damage against any Monster
- 8 - While stationed in any city, that city ignores half the effect of unrest on Gildar income

Greenskin: Goblin - -15% Hitpoints, +3 Initiative, +20% of current dodge. +5% physical attack for each unit in army above the count of 4 (army of 6 = +10%). No special ability.
Greenskin: Orc - +10% Hitpoints. +5% physical attack for each unit in army above the count of 4 (army of 6 = +10%). No special ability.
- 4 - +7 Spell Resist to army
-- 7 - Unit gains double benefit from any Swarm bonuses
- 6 - Unit has a 50% chance to avoid any critical hit, causing it to become a normal hit instead
- 11 - Slavedriver: Wages for all faction units reduced by 15%, all faction units suffer -10% to their current spell resist and another -10% if in the same army as this unit.

Living Stone - +2 Fire attack, +33 Fire resist, -33 Cold resist, -1 Initiative. Flame Tongue (attack that deals 2 + 2 per level fire attack )
- 4 - +3 Defense
-- 11 - +3 Defense
- 6 - +50 Fire resist
-- 12 - +17 Fire resist, +33 Cold resist
- 7 - If stationed in any city, city produces +25% metal
-- 12 - If Stationed in any city, city produces +25% metal

Lizardman - Cleave attacks deal 15% more damage. Revenge - strike Elemental unit for double damage.
- 6 - +3 Initiative
-- 12 - -2 Initiative, +0.5 Defense per level
- 6 - Ancient magic: While stationed in any city that city produces another +2 Mana per turn for each Death Shard power in that city
-- 12 - Blood magic: -2 Faction Prestige, +1 Death Shard power while stationed in a city, city reduces its growth by 50%. The bonus power activates the bonus from the Ancient magic trait.

Shadows - +20 dodge against ranged. Shadowbreak - target suffers -15% accuracy against any Shadow - permanent injury.
- 5 - +2 Moves first turn in combat
-- 11 - Always acts first in combat (even before anyone with similar bonus)
- 6 - +10 Dodge, +10 Dodge against ranged. -25 Fire resist
- 8 -  Agent of Shadows: For every caravan that completes a journey, gain +1 Fame
-- 12 - Shadow Puppeteer: Unrest in stationed city is reduced to 0.

Undead - +50 Poison resist, -5 Fire/Cold/Lightning resistance. Immune to Fear (caused by certain high-level enemies). Dark harvest (no mana cost) - normal attack on enemy. If enemy is killed, gain mana equal to enemy's level.
- 5 - +5 health when an opponent is killed
-- 11 - +1 hitpoint for each attack dealt
- 7 - +5 fire/cold/lightning resistance, +25 poison resistance
- 6 - -15% Growth in stationed city, +10% production in stationed city
-- 9 - -10% Growth in stationed city, +1 mana per city level


---------- higher tier champs

Demonshrill* - no mount, +1 Move, +50 Fire resistance. Firedart - fire a 6+2 per level fire attack on any target
- 3 - +1 Move, +2 Initiative
-- 8 - +3 Poison attack, +2 Fire attack
- 7 - Spawn Broodling - spawns a tiny fire shrill, level == caster level.

Dragonkin* - no mounts, +1 Moves, +2 Defense, +2 attack. Doublestrike - attack twice at -30 Accuracy
- 7 - +1 Move, +2 Initiative
-- 12 - +5 Defense
- 6 - 50% chance to trigger Backswing on any missed melee hit (does not trigger if weapon provides Backswing)
-- 13 - Unit will Maul in combat. Player has no control over unit, it will not cast spells. Unit can no longer perform counterattacks.

Gorgon* - no mount, +1 moves, always goes first in tactical combat, Hypnotize (3 range) - target has 50% - 5% per target level of losing next turn
- 7 - +1 move, +2 Initiative
-- 11 - +1 move, +2 Initiative
- 5 - +50 poison resist
-- 8 - Uncharmable
- 5 - +1 Research, +1 Research to city if stationed in it
-- 9 - +1 Research to city if stationed in it, for each turn this unit is stationed in city, city permanently gains +0.01 research

Starfarer* - +10 Spell Mastery, -10% mana cost for tactical spells, half upkeep for any strategic buff spell. -20% Spell Resist for own army, including self. Nightmare Void - all enemy units suffer -20% Spell resist
- 5 - +7 Spell Mastery, +6 Spell Resist
-- 11 - unit no longer causes -20% spell resist for own army - but still suffers from it itself.
- 10 - +1 levels for summons (faction-wide)

Wolfman* - +5 Initiative, +1 Tactical health regeneration. Assassination - perform a guaranteed critical attack
- 2 - +1 Move, +1 Initiative
-- 9 - +1 Move, +1 Initiative
- 5 - +1 Tactical health regeneration, +1 Health regen each strategic turn
-- 12 - Unit fully healed each strategic turn, +1 Tactical health regeneration

 

Thoughts?

Edit: I explained it in an earlier thread, the goal here is to make each race more unique. Right now, an altar Path of the Warrior can  be developed exactly like a tarth Path of the Warrior. There's nothing really separating them beyond the skill and the bloodline bonus - they have access to the exact same traits. So, the goal with these traits is to give the player an opportunity to develop a Centaur path of the warrior differently from a Shadow path of the warrior and so on. They CAN end up the same anyway, but they don't have to.

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May 10, 2013 2:57:55 AM from Elemental Forums Elemental Forums

Quoting Heavenfall,
- 8 - While stationed in any city, that city ignores half the effect of unrest on Gildar income

I have a question about that particular trait.  Since currently gildar production and unrest are not related to each other, does this mean that the city in question will receive a flat +50% bonus to income, a 50% bonus to your city's total gildar production (40% production on low taxes becomes 90% gildar production), or something else?  Other than that, I really like the new traits you've got.

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May 10, 2013 3:05:37 AM from Elemental Forums Elemental Forums

Ups, it was meant to be research production, not gildar.

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May 13, 2013 9:08:16 AM from Elemental Forums Elemental Forums

I really like the road you're taking here Hf. It really adds extra uniqueness and takes it one step further than Stormworld which already gave the factions a unique feeling. Might need some balancing but I'd have to playtest for that. Greenskins eg on paper seem very strong now with the extra swarmbonus. They were already quite strong in FE.

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May 13, 2013 9:22:13 AM from Elemental Forums Elemental Forums

Some great ideas in there.. some interesting stuff for sure.  I see you have quite a few "when stationed in city" type effects.  Which i've never really used or seen much of but probably would work quite well given there tends to be a bit of a surplus of champions at times in LH.  Having abilities that are useful when they are taking a break in a nearby city (healing maybe) and adds a bit of an extra thing to think about on the strategic scale.  I like it.

On a side note, i'm curious if you are going to attempt to... or if you have already tried - to block some paths to races, given you had it in Stormworld.  I've had a good go at it and it flat out doesn't seem possible... was wondering if you might come up with something i'd overlooked

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May 13, 2013 10:48:15 AM from Elemental Forums Elemental Forums

Haven't found a way to do that. But I guess you could technically block all the traits of a path instead of the path. The player could choose the path, but it would be useless.

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May 13, 2013 10:52:20 AM from Elemental Forums Elemental Forums

That would sure screw the AI...! 

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May 13, 2013 11:04:28 AM from Elemental Forums Elemental Forums

You can use AIPriority to prevent the AI taking things.

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May 13, 2013 11:13:06 AM from Elemental Forums Elemental Forums

Ah of course.  Anyways back on track.. don't want to hijack your thread.  Looking forward to Children of Storm.  I didn't get around to actually playing Stormworld much in FE as I only picked it up late last year, but was always amazed but the amount of stuff you managed to cram in there (the Reliquary - wow!).

So good luck with it and I look forward to given the LH version a good go when you're done.

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May 13, 2013 11:36:39 AM from Elemental Forums Elemental Forums

Just an observation: it seems like all the racials are geared towards tactical combat.  Any thoughts of including any strategic racial abilities? 

For instance, maybe the Greenskin could be really prolific in expansion (pioneers cost 10 pop) and growth (+3 bonus), but horrible with unrest (+2% per city).  They wouldn't be builders and researchers so much, but their base (no traits) units could be really cheap, almost free.

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May 13, 2013 11:59:32 AM from Elemental Forums Elemental Forums

These are the hero traits for the trait trees. Specific factions will have their own traits and races will also have traits for unit design - like they did in Stormworld.

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May 13, 2013 9:19:50 PM from Elemental Forums Elemental Forums

When this is done, with your permission, I was considering merging this with some of my changes if that is okay with you. Not sure if that will even be a good idea but I would like to explore it given the chance.

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May 13, 2013 10:11:23 PM from Elemental Forums Elemental Forums

I found a way so that you can limit a sovereign to one path. It is a temporary way until they change the code, but it works. The only thing is the AI wont be able to choose a path, you will have to put in the code for each sovereign which path you want. However, created sovereigns could still choose like normal (unless edited in the code). Not sure if you are interested in that at all.

 

For example, if you want Relias to be a Warrior, you can make it so he is always that Path but he will never be able to choose any other path unless you change it in the coreunits file.

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May 14, 2013 2:02:15 AM from Elemental Forums Elemental Forums

That's going too far, in my opinion.

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May 14, 2013 5:57:49 AM from Elemental Forums Elemental Forums

BlackRainz, I realize my previous comment was poorly worded - it wasn't clear what reply I was responding to.

You are more than welcome to make an adaption of the mod to include with your own work. Just like Stormworld, Children of Storm will be released under a "free-for-all" license for as much of it as is possible.

However, I don't have any plans to give paths to my sovereigns to lock them in. I don't think it's a very gameplay-friendly approach.

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