Updated Weapons v1.51 ( for 1.19 )
Mod Description:
This mod updates all the basic unit weapons to give special abilities to the unit that equips them. Each weapon has a different set of special abilities and the idea behind the mod is to give each weapon a kind of combat role. Most weapons gain 2 special abilities, though a couple of the weapons only have one. This mod does not effect 3 basic weapons, being the crude bow, the Karrazan and its Elemental versionm for balance purposes.This mod also does not effect the special weapons found in CoreSpecialWeapons.xml, though with some coaxing I may add them in a future release. A current list of all effected weapons are as follows:
Gnarled Club:
- Club Smash: 100%-150% dmg and target can't counter for rest of turn
- Windup: 5% per STR attack bonus for 2 round, but unit can not counter for rest of turn
Staff:
- +1 Move
- Fortify Self: +2 defense per Troop, +5% (+1% per dex) bonus to defense and counter attack
- Rest: Heal 2hp per troop on self
War Staff:
- +1 Move
- Improved Fortify Self: +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack
- Rest: Heal 2hp per troop on self
Mace:
- Bruise 10%-50% attack, 1% per STR attack penalty to target
- Hay Maker 100%-200% attack, 3% per STR defense penalty to target
Warhammer:
- Armor Cracker: 10%-50% dmg and 5% (+1 per str) defense penalty to target
- Disorienting Smash Target loses turn and can not counter
Battle Hammer:
- Power Up 5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
- Knockback 75%-150% attack that knocks a unit back a square
Lord Hammer:
- Blowback 25%-75% attack that knocks unit back
- Skull Cracker 25%-100% attack, knocks a unit back a square, and causes target to lose next turn
Axe:
- Deep Gash 10%-25% attack / -3% per STR combat speed debuff.
- Bleeding Strike 25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target
Battle Axe:
- Dread Fright Target is forced to flee the battle
- Power Up 5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
Oak Spear:
- Pierce 50% attack in true dmg
- Improved Fortify Self: +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack
Boar Spear:
- Bleed: 2% per DEX attack penalty to target, 2 damage per turn for 3 turns
- Improved Fortify Self: +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack
Cedar Short Bow:
- Suppressive Fire: 2% per DEX attack penalty on target
Cedar Long Bow:
- Barrage: 10%-50% attack in a 3x3 area around an enemy unit
Dagger:
- Bleed: 2% per DEX attack penalty to target, 2 damage per turn for 3 turns
- Flurry Three 40%-100% hits at 75%, 50%, 25% attack
Short Sword:
- Pierce 50% attack in true dmg
- Bleeding Strike 25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target
Broadsword:
- Slip Defense: Unit jumps past defenders at range of 3.
- Double Strike Two hits for 30%-100% each
Long Sword:
- Power Up 5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
- Cleave Hits all enemy targets surrounding the unit for 10%-50% attack
Fang Dagger:
- Throwing Dagger 3 range 75% ranged attack
- Double Strike Two hits for 30%-100% each
Imperial Shortsword:
- Slip Defense: Unit does not provoke counter attacks for 2 turns
- Deep Gash 10%-50% attack using target's current health as attack power
Scimitar:
- Windup: 5% per STR attack bonus for 2 round, but unit can not counter for rest of turn
- Flurry Three 40%-100% hits at 75%, 50%, 25% attack
Scythe:
- Cleave Hits all enemy targets surrounding the unit for 10%-50% attack
- Bleeding Strike 25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target
Trog Scimitar:
- Power Up 5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
- Decapitate 40%-100% attack using target's current health as attack power
Great Scimitar:
- Double Strike Two hits for 30%-100% each
- Bleed: 2% per DEX attack penalty to target, 2 damage per turn for 3 turns
Claymore:
- Cleave Hits all enemy targets surrounding the unit for 10%-50% attack
- Knockback 75%-150% attack that knocks a unit back a square
Since these abilities are added in the same manner as other AI special abilities, the AI will use them. Feel free to leave any feedback as well as any bugs so I might address them for future releases.
Download and Installation:
To Download the mod, simply follow this link to the download site.
To install, simply place the folder found in the zip file into your my documents/my games/elemental/mod directory. If you are upgrading from a previous version, you will want to remove the directory before installing to ensure you have no undesired effects.
Special Note: Due to the way that Elemental currently handles weapon mods, the use of multiple weapon mods will result in undesired results. If there is another weapon mod which one would like to use with Updated Weapons, please PM me and I will see if I can make an acceptable hybrid so that one can use both.
Change Log:
1.51: - Fixed the war staff to reapply the missing move bonus ( Thanks M. Agrippa for pointing this out)
1.5: - Updated the abilities to include the new spell subclass tag
1.4: - Changed Slip defense to be a 3 range blink
- Changed Deep gash to be a combat speed debuff
- Swapped Decapitate for Dread Fright on Battle Axe
1.31: - More Bug fixes - Thanks to everyone submitting bugs!
1.3 - Fixed a bunch of bugs in the mod which caused some of the ability to not work as intended.
1.21 - Fixed a couple of tag issues
1.2 - Updated for 1.09u
- Made significant changes which are now listed above
1.15 - Updated for the hot fix patch, 1.09p
1.1: -Updated Weapons to use the 1.09o values. I am pretty sure it was just the bows that changed.
1.01: -Updated Fang Dagger to properly add its second ability, poison blade.
SubMods:
Elf Specific Updated Weapons:
This submod has recently been enveloped by the Expanded Factions mod of Heavenfall. In order to get the special abilities for the elven weapons, you will need to install this mod along side Expanded Factions. For a list of all abilities on the elven and angelic weapons, please look https://forums.elementalgame.com/400876/get;2925284
Murteas Updated Weapons:
This adds a few new weapons from the Murteas Grimoire and adds them to the ranks of the updated weapons. This adds a couple of new weapons which use the updated abilities. You can find the submod at https://www.wincustomize.com/explore/elemental_war_of_magic/27. Check out their mod, Murteas' Grimoire for more details, and just to get another kick ass mod.