I thought that I had lost this but as I found an old backup (note to self: you may want to keep backups in dropbox or something in the future), I have decided to continue it. There is no set of features planned for a "1.0 version" as I just want some basic factions (mostly done, it's a matter of sovereign/faction traits, some clothing options, default units tweaks and putting back the default tech tree in the race config file) with added stuff that gives them a different style than the others.
The purpose of this thread is to share information about the content and from time to time (around FE 1.0?) post the files so people can canibalize anything they may want from the content I have mentioned (even if it's just icons).
There are no plans of making it modular, so I'll do whatever my skills allow me to achieve the results I want for the mod (that may not be too much ).
There are many main factions (not all of them added until the current ones are fleshed out or dropped). Most of them are just some kind of "themed humans".
Every main faction has subfactions (only a few added at the moment) that only differ in minor details: zone of control colour, Avatar (Sovereign) and sometimes also in Path and some special units/buildings. Their purpose, beyond possible scenarios (i.e. War of the Wolves, featuring a Greyfang civil war) is to have extra factions that follow the mod theme of the main ones in maps with plenty of enemy AIs. They are not a priority but it's nice to have in mind, I suppose.
Faction Crest // Avatar // Way // Path // General Magic Book // Faction Magic Book (if any)
Aettryneland was a human kingdom ruled by dark weaver noble houses that after The Shine resorted to some of the darkest magics to survive. As a result, all the living population turned into nightmares, the most common one being zombies. For them, everything is secondary to their mastery of the Attor magic.
Brand Själ Klan
After The Fall of the West, the Orcus forces split. The Brand Själ remained as the only Orcus force still in active war against the civilizations of the east.
Coeur de Glace
A spliter faction from Moyen-Uni after The Shine. Autodeclared heralds of the end of Everdream, the elves of Coeur de Glace live only to destroy every other form of life.
Corona de Veralux
Defenders of the faith in The Dreamer, the people of Veralux is sworn to protect Everdream from menaces that could lead to events like the one that ended with the Forgotten Empire.
Casa Real de Veralux
Kingdom of Greyfang
A kingdom of fierce and noble warriors, the kingdom has survived during centuries a constant war against the Orcus, the powerful Maere menace that destroyed the western civilization including the powerful Kiku Empire.
Royal House of Greyfang
Hellians are the only people that has some regular contact with dwarves and have benefited by their trade. Helle Königreich is also very famous because of their bond with the dragons and their dragon knights.
Their location beyond northern Aettryneland territory makes Lune D'Argent an almost total stranger for the rest of the civilized world but dark elf adventurers are not unheard of, and have a reputation of poison mastery and high magical resistance. According to the elves of Moyen-Uni though, the dark elves are agents of ancient dark powers.
The more ancient inhabitants of Everdream, the elves of Moyen-Uni do what they always do: survive and keep all the other inferior races away from their lands.
Knowledge is power and there is no one more eager to gather more knowledge than the people of Reino Arcano. Constantly risking war with Corona de Veralux, arcanians have spent centuries gathering as much knowledge and technology as possible from the giant desert that occupies now what long ago was the Forgotten Empire.
A splinter faction from Aettryneland after The Shine. Lead by the Blood Empress Alicia, a powerful Blood Weaver and warrior, the Empire uses its human population to feed their powerful vampire nobility.
Not a kingdom or empire, Tao is an organization mainly composed by the descendants of the western fallen Kiku Empire. Lead by the mysterious Otaku, Tao's real interests are unknown and it's famous for their strange and powerful weaver warriors.
- Not added yet.
- The Dark Elves enjoy some spell resistance as well as some posion resistance. The members of their nobility have greater resistances and some innate magical abilities.
- The Winter Elves have developed a partial immunity to cold.
- Although they look like Shade Folk, the long geographical distance and cultural differences makes them to consider themselves different from the Shade Folk. Especially since the Scarlet Empire's creation and the Shade Folk's enslavement.
- Former western human of unknown kind. Not added yet.
- As "undead", they are vulnerable to fire and immune to: cold, criticals and poison. In origin, before the ritual that transformed them, all of them were Shade Folk.
- They are vulnerable to cold and immune to fire.
Ways and Paths
Each faction has a Way and Path techs assigned to them. Those techs represent technological advacements and morality options of each faction.
Each faction has one Way technology. Each Way unlocks a series of techologies for its faction. No faction starts from scratch from a technological point of view but each one may start with some different ones.
There are three Paths: Good, Neutral and Evil. Each faction has one Path technology and their purpose is to unlock different types of buildings, units or talents.
Spells are unlocked through researching different spell books. All book types follow a theme for the spells they unlock and some are unique for some factions.
All those books unlock different spells that require the use of Mana, the magic essence from Maere. Examples: Blizzard, Counterspell, Fireball, Mana Blast.
This book contains spells that use Attor, a corrupted form of Mana. Examples: Blight, Cloak of Fear, Corruption, Steal Spirit.
This book contains spells that use Blood, a singular form of Attor. Examples: Blood Curse, Domination, Healing Blood.
This book contains spells that use Chi, some kind of magic essence unrelated to Maere. Example: Meditation.
This book contains spells that use Faith, some kind of singular form of Mana. Examples: Lay on hands, Paragon.
Magic, research and abilities
As everything else, it's a work in progress but currently it's based in having all the spells from the game included in book technologies. Each type of magic has as many books are spell levels and research one of the books, unlocks the spells corresponding to that level. (considering to reduce the number of books though) Example:
To use the spells, the characters (Sovereign/Champions) must have the proper ability much like in FE. The thing is, there are no Elemental abilities here so I need some in tune with what I want to use:
The problem is that all Mana based spells require only one skill, which means that all the regular weavers (mages) can use all type of spells as long as they are researched. And I'm not sure that is much "fun". The solution I was thinking on is about to add other skills to use some of the books, like a War skill to use the spells from the Books of War.
Also, I'm considering having Faith to work without books and just unlock spells by increasing the Faith trait. And maybe some special Faith spells unlocked by researching something that is not a book. Mostly because of Faith's nature.
Another three problems are: spells that autounlocked like the initial ones, FE Champions and the tech tree itself. The initial spells would require messing with core stuff, I suppose. FE Champions would require to... er... mod them out? (is that even possible?) I would like Champions that are themed to the mod in any case. The tech tree stuff still need to check it more and see the possibilities/needs of the factions.
Some of the races has racial abilities (via faction skill or trainable ones).
Dark elves get a faction trait that gives them enhanced spell and poison resistance. In unit creation they also get an ability that represents their nobility and that adds extra spell resistance and some spell like abilities (obscuring spell and flame dart... but this one seems to insist on doing only 1 damage point).
The people from Aettryneland all have the faction trait of Zombie, which makes them vulnerable to fire but immune to cold, criticals and poison.
The people of the Scarlet Empire are normal humans but it's possible to train units with the Vampiric Nightmare ability, which right now works like the Zombie trait with the addition of 1 Blood point to produce and 1 Blood point of maintenance. So three vampires cost 3 Blood to produce and nine cost 9 Blood.
Contrary to what I initially expected, the maintenance for three or for nine is just 1 Blood. Not really sure if a cost based in the current number of units is better as I'm still deciding about stuff related to the Scarlet Empire but not sure if a Calculate could make it work. Still so much to learn...
Funny thing is that the Blood Empress also has a maintenance cost of 1 Blood. Fortunately for her the game doesn't disband units if there is no Blood, it just goes into the negative zone. Considering that the AI seems to fall into negatives with the mana very often, I suppose it's the expected behaviour. Though I'd prefer if stuff were to fall apart if you don't have the resource for it instead of getting into negatives.
I would like to have the research trees to unlock spells, skills and special stuff. Depending on the faction there could be some traditional research for some of the stuff.
No Artic terrain I can use for my factions as their favored terrain????? Come on! Aettryneland doesn't really care about the type of their land but the Winter Elves would sue for it. Maybe I can get some files from my WoM installation folders.
Magic items for regular troops must be there. I'm glad that we are to see some more in 0.78 but I certainly want the factions to be able to invest in expensive units with powerful and varied equipment (Veralux Paladins would be nothing without their blessed swords!).
I want all the offensive spells to be resistable, which would make Dark Elves' high spell resistance a nice problem for their enemies. At the same time, I don't want Chi Magic to be resistable at all due to its different nature (which would give Tao an edge against Dark Elves). The immunity of some races to some elements also can be fun to play with: Aetryneland's zombies being immune to cold guarantees a headache for the Winter Elves (who love to use that kind of magic) while the zombies are vulnerable to fire magic... which is used by almost everybody else.
Dark Elves are not Drow. They do not ride spiders. Yes, their leader has white skin despite the dark skin of her race.
Dual wielding in, yay! (Veralux Paladins, here we go!) I wish I could restrict equipment to buildings in the city, so you cannot recruit units with it unless you have the proper building in that city but... doesn't seem to work. I can always use special units that cannot be replicated in regular creation method (would be nice for special abilities too) but I wouldn't want to abuse its use.
I'm quite eager to try some stuff like having the Blood Empress turning her Champions into vampires thanks to Blood Magic, maybe some spells that take some turns but create special magical weapons (closest thing I can think to Artifact Creation from MoM and supposing that it can be actually made) and some other ideas.
The different population growths is something I haven't checked yet and I wonder if I'll have to stick to different prestige rates. Having Aettryneland ("Zombie Land") without natural growth and only getting population by building structures (build X, get Y population) sounds nice... as long as the population can be somehow substracted if the structures are destroyed.
I really need more elven heads. Seriously. The pointy ears types. So limited right now...