kenata kenata

[eMOD] Updated Weapons 1.51 for 1.19

[eMOD] Updated Weapons 1.51 for 1.19

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.

196,607 views 127 replies | Pinned
Reply #26 Top

I was looking into doing a scroll this way once, but I never got it to work. However, this was a long time ago, and I haven't tried it in a while.

Reply #27 Top

I thought of an easier way to handle thrown weapons.

You'd purchase 'Thrown Dagger' in the shop. This would be an accessory (or whatever to get it to show up where the Tomes, Potions, etc. do now at the bottom of the screen). Then write up a spell effect 'thrown attack' for the item.

Then you'd click on the item, target your enemy and voila! Dagger disappears from inventory and said target may have a dagger stuck in him...

Not sure if you could equip an item set up in this way (so you could wield it). Things that make you go hmmmmmmmmm...

I think its an interesting idea, but for these purposes, I wanted to give the fang dagger a little ranged action which made sense. Its not exactly a super powerful attack, but it does give you some ability to soften a charge. As for creating an item like this, I think it would be more interesting to create a kind of spell scroll in general, but I am not exactly sure how it would work.

Reply #28 Top

I just did an update to this post to show compliance with 1.1. The current version (1.21) was created for 1.09u and there were no further weapon changes that effected this mod since then. Anyone using 1.21 can continue to use the mod, though all of you just now getting 1.1 should feel free to get 1.21. As always, I appreciate any and all feedback.

Reply #29 Top

Great work Kenata, I was reading through all the abilitys and the ones on the axe which push the enemy back could lead to some great tactics if we could add some modificatiosn to the battle maps. Set your army up 2 squares from a lava pit and then knock the enemy back into it sparta style.

Reply #30 Top

Great work Kenata, I was reading through all the abilitys and the ones on the axe which push the enemy back could lead to some great tactics if we could add some modificatiosn to the battle maps. Set your army up 2 squares from a lava pit and then knock the enemy back into it sparta style.

While there are currently no lava pits, I think if you look at the tactical maps you will see that the game does support different tiles to have different tactical modifiers. This may not have the same appeal as knock a guy into some lava, but you can still take advantage of the different tiles to give yourself an advantage.

Reply #31 Top

Quoting kenata, reply 30

While there are currently no lava pits, I think if you look at the tactical maps you will see that the game does support different tiles to have different tactical modifiers. This may not have the same appeal as knock a guy into some lava, but you can still take advantage of the different tiles to give yourself an advantage.

Indeed and I shall certainly be taking that advantage in my next play through :)

Reply #32 Top

Indeed and I shall certainly be taking that advantage in my next play through


Well its always exciting to see people playing the mod. I would love to hear what kind of strategies you use. Remember combined arms is pretty much the name of the game ;)

Reply #33 Top

Thanks kenata for this great mod, some things I noticed:

- Overall the abilities I testet were balanced, but:

- Power Up: Because of the bad AI in tactical combat this ability is a little op. My wife (a assasine) can oneshot everything with her longsword (turn 120 >100 damage for the first strike). She hides behind her meatshild (her husband :-). So no need for defence...

And its great that you work with heavenfall on the artifact mod, I know I will like it..

Reply #34 Top

I think this approach of adding special abilities to weapons really deepens the combat mechanic, and it would be a perfect way to add difference between races/factions styles of tactical play while largely maintaining balance via costing and baseline abilities.   As an example of this I have modded the Community Elf Mod ElvenWeaponry to give a different set of abilities than the standard equivalents, all based on Kenata's original Updated Weapons.  Below is what I came up with, and seems like flavorful fun from initial play testing, please let me know what you think:

 
Wakizashi "axe clone" Tech Level: 1
    Bleed: 2% per DEX attack penalty to target, 2 damage per turn for 3 turns
    Double Strike: Two hits for 30%-100% each

Elven Short Sword "dagger clone" Tech Level: 1
    Flurry: Three 40%-100% hits at 75%, 50%, 25% attack
    Slip Defense: Unit does not provoke counter attacks for 2 turns
            
Machete "broadsword_clone" Tech Level: 3
    Double Strike: Two hits for 30%-100% each
    Windup: 5% per STR attack bonus for 2 round, but unit can not counter for rest of turn
 
Huge Machete "longsword clone" Tech Level: 4
    Cleave: Hits all enemy targets surrounding the unit for 10%-50% attack
    Decapitate: 40%-100% attack using target's current health as attack power

Elven Naginata  "lordHammer clone" Tech Level: 5
    Blowback: 25%-75% attack that knocks unit back
    Bleeding Strike: 25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target

Elven Great Blade "claymore clone" Tech Level: 5
    Cleave: Hits all enemy targets surrounding the unit for 10%-50% attack
    Flurry: Three 40%-100% hits at 75%, 50%, 25% attack
    
Titan's Blade "claymore clone" Tech Level: 5
    Knockback: 75%-150% attack that knocks a unit back a square
    Power Up:  5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack

 

Disclaimer: All originating ideas, artwork, testing, accolades and such belong to the relevant modders. My only contribution is to have edited XML files for the purpose of mashing up two of my favorite mods.  I have tried to maintain balance while working within the flavor of the Elf faction.  If anyone is interested in the file please let me know.

Reply #35 Top

After playing with this more yesterday, I noticed a couple  of areas I think could be expanded / improved:

1) There are not as many Dex based abilities, most are Strength.  I think these would work best as defensive measures, particularly to have them fit with the Elves. Possible Examples:

> Blade Dance: 5% per DEX Dodge bonus for 1 rounds, cost 3 action pts

> Cut Arrow: 2% per Dex Armour bonus versus ranged attacks

2) Bows in general feel like they would benefit from having more options to speed up the combat.  I do not want to have to click on the same spider 5 times to line it up for my sovereign's kill shot.  I think this could directly benefit the main Updated Weapons mod.  So I was thinking of these special abilites:

> Stand and Fire: +1 Accuracy, fires 2 ranged attacks at target, costs 5 action points

> Volley: uses all remaining action points to make ranged attacks on target (I think this should be given to all bows)

3) Elf Flavour: I was thinking of giving the Longbow Pierce as a special ability for the Elves instead of Barrage.  Thoughts?

 

 

 

Reply #36 Top

REally really nice mod!  I enjoy all the xtra fun this adds!  thanks so much for making this!

Reply #37 Top

I just posted a major update to the mod to fix a bunch of really nasty bugs. This was affecting almost every buff and debuff making them not work as intended. The new update works much better and really makes the combat experience much better.

Going forward, I am currently creating a bunch of abilities for one of HeavenFall's mods, though I am thinking about adding some of them to this mod with stat requirements so that champions using weapons will have more options than normal units based upon their stats. My hope is to give champions a way of better scaling with their level.

Reply #39 Top

Updated the mod to address a couple of bugs. Fortify and improve fortify should now work much better.

Reply #40 Top

Could I make a request for some magical staves? Right now there is zero caster grade equipment in the game and I think it could really help out with magic.

Reply #41 Top

I have some magic staves I've been playing around with, if I find time I'll post them on here tomorrow. They all use the rest ability from Kenata's mod plus an extra ability depending on the staff element type (though I've not finished them all). I'll post them as is anyway as the core of them is complete. i.e. the basic attack is ranged (scaling off int) with a custom bolt effect for each element type. There is also a healing staff that can do some very minor healing to your units.

 

Hmmn night shift + laptop = finish staves off <_<

Reply #42 Top

Right now I am working on making a ludicrous number of additional abilities which use 4 of the major stats. I am adding rallies and frights which use Charisma, attacks and self buffs which use STR and DEX, and Elemental based abilities which use a combination of STR, DEX, and INT. The idea is to make abilities which take advantage of the full spectrum of possible abilities. Now, All of these abilities are being created for HeavenFall's Artifact's mod, though I will also make a mod library with them and the current updated weapons abilities so that any modder can use them for new monsters, items, or just for fun. That said, I have an idea for a magic staff which I will be playing around with, but it won't be done until after I finish all my abilities.

Reply #43 Top

Sounds awesome! Will any of of the Artifacts be books that teach you abilities? It should be possible to grant abilities from books the same way they can add attributes etc. Likewise you can make an ability/spell add an ability for a duration during tactical combat. Though the practical uses are a little limited. Would be good for an ability that is used once in combat but grants an ability that has no cool down for X turns, or grants all allies in an area the ability.

I was wanting to make an ability that changes the base attack of the weapon, but annoyingly, "UnlockRangedAction" doesn't seem to function in the same way as "UnlockCombatAbility", so only the first instance of it is counted and doesn't appear to be apply able during combat. Unless I have missed something.

Reply #44 Top

No, none of the artifacts will be books.

Reply #45 Top

Quoting kenata, reply 42
Right now I am working on making a ludicrous number of additional abilities which use 4 of the major stats. I am adding rallies and frights which use Charisma, attacks and self buffs which use STR and DEX, and Elemental based abilities which use a combination of STR, DEX, and INT. The idea is to make abilities which take advantage of the full spectrum of possible abilities. Now, All of these abilities are being created for HeavenFall's Artifact's mod, though I will also make a mod library with them and the current updated weapons abilities so that any modder can use them for new monsters, items, or just for fun. That said, I have an idea for a magic staff which I will be playing around with, but it won't be done until after I finish all my abilities.

 

that would be great.  I've already used your abilities from this mod as inspiration for spell effects.    Great Job!

Reply #46 Top

Earlier, this mod broke 350 downloads and is consistently one of the top downloaded Elemental mods every day. I really hope every knows that I am extremely happy for all the support for this mod!

+1 Loading…
Reply #47 Top

Just wanted to say I am really enjoying your mod. I have noticed that decapitate doesn't seem to be working. result of this attack is always 0. same when the AI uses it against me. I believe I have the newest mod update. Everything else is good.

 

Thanks for your hard work!

Reply #48 Top

Hey kenata,   just wanted to stop by with a short bug report.  Deep Gash doesn't seem to be doing any damage in my current game.   (Always 0), not sure if anyone else is seeing that.

Anyway, the mod is great.  Really enjoying it.  Thanks for sharing with us.    :thumbsup:

Reply #49 Top

^ I've found the identical glitch in my game as well, exclusively concerning Deep Gash.  It's consistently 0 for me as well.  Thought perhaps I was doing something wrong, but it doesn't appear that way.

 

I too, LOVE what this mod adds to the experience; from what I've seen, the additions you've made are very nicely balanced.  The more diversity/uniqueness of this game, the BETTER (especially involving weapons!).  Thank you Kenata.

Reply #50 Top

There seems to be some wackiness with the method I was using to emulate this. Before 1.1, deep gash and decapitate were both fairly powerful abilities. I will try and put together a change for these, though they will probably function differently in the new version.