<> Rise of the Tanar'ri 1.0a
* Ivon Kalalang (ikalalang@gmail.com)
"Darkness lingers in the many layers of the Abyss, where nightmarish creatures toil and torment countless lost souls. The darkest incarnations of evil mortals and villianous outerplanes creatures form the Tanar'ri. The sins of mortals manifest themselves in the Tanar'ri, each demon a horror reflecting the worst any creature can imagine. Now the Tanar'ri enter Elemental with plans to enslave and conquer all."
Desc:
Tanar'ri are a new playable race inspired by a mix of influences most notably the Frost Giants from the CoS mod by Heavenfall. Tanar'ri are a unique playable race with several strengths and weaknesses. Rise of the Tanar'ri introduces several different weapons, gameplay mechanics, spells, and abilities.
Strengths:
* Each Fire Shard connected to a city will also grant +0.5 Grain and +0.5 Material
* Tanar'ri gain +1 Attack, Defense, Accuracy per level and +1 Moves
* Tanar'ri gain +5 HPs per level
* Tanar'ri are immune to Fire, Poison, and being knocked prone
* Tanar'ri have 15% Physical damage resistance
* Tanar'ri gain special abilities from their special racial items
* Tanar'ri have a unique henchman type unit called Balor with special abilities unique to Balors
* Tanar'ri can convert any shard into a Fire shard
Weaknesses:
* Tanar'ri take double the amount of damage from Cold attacks
* Tanar'ri cannot recruit champions at all except through quests
* Tanar'ri can not group, recieve 300% increase time in labor, crystal, training production
* Tanar'ri can not equip any weapons, armor, or cloaks of any kind except items specifically made for Tanar'ri
* Tanar'ri gain experience at a slower rate compared to other races. (-20% increased rate)
* Tanar'ri have poor diplomacy and trade values
* Regular Tanar'ri cost 5 mana and 5 population to make, Balors cost 25 mana and 50 population to make
* Most special Tanar'ri Balor abilities came with stiff costs
SPECIAL NOTES - HOW TO PLAY:
At Sovereign equipment screen, make sure to equip a weapon that is either an agile claw, hulking claw, or a grimoire. None of these items will cost your sovereign any creation points, they are basically part of his 'skin'. Also don't forget to equip a demon soul. Without these items your sovereign will be much weaker.
Sovereign weapons are also equippable by Balors, and can be given during the design element. There are five basic Balors that have differing abilities based on their demon spell sphere. Sovereign weapons give the user different abilities that are unlocked every 5 levels.
Because Tanar'ri do not get champions until Balors, and because Balors do not go beyond 3rd sphere, you will be at a distinct disadvantage when it comes to multiple leaders. However Balors have some incredibly powerful abilities like auras and their spell spheres are stronger versions with costs than their Elemental counterparts.
Tanar'ri also get imps that can not be designed. The imp servants function as pioneers while the regular imps can be used as scouts. Imps also protect their cities instead of regular Tanar'ri.
There are many other notable little surprises throughout the mod.
Bugs - Other stuff:
* The mod has a tendency to crash in later turns. There seems to be an issue with animation of an equipped sovereign weapon when attacking a unit, using auto resolve on the cloth map. This can be worked around by choosing battle - then auto resolving in battle. This will be fixed soon, not sure if it's a cause of a bad auto save from a crash or just poor animation pack definitions on my part!
* The claws, books, and skins for the mobs currently have no in-game model graphics, only icons. They also have very little cost, and that will be balanced in a later version.
* I also have been kind of stuck on this mod for a bit, and I can't accurately play test it without external input. Any input would be greatly appreciated.
* This mod is an alpha, and will eventually add different artwork, modeling, and balancing. All suggestions please send to ikalalang@gmail.com or leave a message here. If you'd like to help me out in any way in terms of artwork, unit design, etc. Come my way! Thanks! Enjoy the mod!
Screenshots:

Tanar'ri fighting.

Tanar'ri Sovereign

Sovereign customization
Install instructions:
1. To install the Rise of the Tanar'ri mod, extract all the folders to %User%/Documents/My Games/LegendaryHeroes/Mods
2. Make sure that you turn on "Use Mods" in the in-game Options menu.
Get at:
Fallen Enchantress Nexus: http://fallenenchantress.nexusmods.com/mods/1869/?
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Change Log
* Version 1.0a
Initial alpha release