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[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.

196,647 views 127 replies | Pinned
Reply #76 Top

It makes sense now.  When installing a mod, sometimes it just makes me feel uneasy when I have to move specific files out of the file structure like this, but understanding why it's done this way helped a lot.  Thank you. k1

Reply #77 Top

First I want to say just how great this mod is. It takes a somewhat boring and flat game and gives it a huge amount of depth. I did though run into one small problem. The AI has been spamming battle axes at me. Normally the dread fright ability isn't so bad if just one or two units in an army have it. Entire armies of axe wielders though  make it impossible to even fight a single battle.

Reply #78 Top

Hey Kenata,

War Staff:  this seems to have lost its +1 Move  at some point (just checked the 1.5 XML).  Is this intentional or an opps?  I personally liked that the War Staff gave an increase in movement, and would vote for its return.

 

Spell Sub Class Tag:  I noticed these, where did you find the info on how to use them / the list of possible ones?  They look to  have greatly improved the AI's ability to intelligently use the weapons, so its a positive.  Do you still need to add these to your lib file, some of the ACP hero's abilities seem to have gone a little wonky, not sure if this is now a required tag or not.

Reply #79 Top


War Staff:  this seems to have lost its +1 Move  at some point (just checked the 1.5 XML).  Is this intentional or an opps?  I personally liked that the War Staff gave an increase in movement, and would vote for its return.

 

Spell Sub Class Tag:  I noticed these, where did you find the info on how to use them / the list of possible ones?  They look to  have greatly improved the AI's ability to intelligently use the weapons, so its a positive.  Do you still need to add these to your lib file, some of the ACP hero's abilities seem to have gone a little wonky, not sure if this is now a required tag or not.

 

You are right. The war staff had its move bonus removed. I am not exactly sure when that happened, but it was a mistake. I will post an updated later today which fixes that.

As for Spell Sub Classes, Here is a list of the ones present in the current xmls:

-SubClass_Buff

-SubClass_Debuff

-SubClass_Damage

-SubClass_Heal

As for using this new tag, you need to place a tag <SpellSubClass>, which takes one of the above list as a value, somewhere in the base level of a spell def. In most of the spells, they place this tag right after the spell class, though a couple of spells place it as the first tag, before displayname. For most spells from a spell book you will probably want to add the AIPriority tags too, which look like:

Normal Spells:

Code: xml
  1.         &lt;AIData AIPersonality="AI_General"&gt;
  2.             &lt;AIPriority&gt;1&lt;/AIPriority&gt;
  3.         &lt;/AIData&gt;

Teleport Spells:

Code: xml
  1.         &lt;AIData AIPersonality="AI_General"&gt;
  2.             &lt;AITag&gt;Teleport&lt;/AITag&gt;
  3.             &lt;AIPriority&gt;1&lt;/AIPriority&gt;
  4.         &lt;/AIData&gt;

And just a note from Cari_Elf when I asked about this, when using varying priorities, higher = better.

Reply #80 Top

I am so going to enjoy this mod.

When I have time to play again...   :pout:

Reply #81 Top

Kenata,

First up, I'd like to express my admiration for your work and dedication. You've put a lot of work into coordinating and making up all these abilities, and I really like where you are going with it.  It really adds a lot of flavor to the game.


That said, I'm going to offer up some cirticism, hopefully you will find it constructive.

One of the big problems I have with this mod is that I feel isn't balanced.  So much so, that I'm starting to consider leaving it off.  I think the  variables are a bit too large.  The game becomes very unpredictable, something many of us mentioned to Stardock as a valid criticism.

I just had a bunch of guys roll into a town, and the soldiers there should have been able to take them fairly easily.  Instead, two of them one-shot my defending soldiers, ripping through their armor without even a chance to strike back.  Needless to say, the town was lost and frustration was had.  Instead of being a potentially  rough battle, it turned into a slaughter.

Additionally, hay-maker ability often allows you (or enemies) to one shot guys because the swing is so far.  A guy with 13 attack is pretty scary.  But when he auto-hits your guy at 26, he can once shot guys even well armored heroes. 

My biggest suggestion is to tone all your abilities down across the board.  It's too easy to stack up five guys with a decent ability and knock out a huge single target without them ever getting a chance to hit anyone.

Hope you find this helpful.

Thanks,

Ishantil

Reply #82 Top

One of the big problems I have with this mod is that I feel isn't balanced. So much so, that I'm starting to consider leaving it off. I think the variables are a bit too large. The game becomes very unpredictable, something many of us mentioned to Stardock as a valid criticism.

I just had a bunch of guys roll into a town, and the soldiers there should have been able to take them fairly easily. Instead, two of them one-shot my defending soldiers, ripping through their armor without even a chance to strike back. Needless to say, the town was lost and frustration was had. Instead of being a potentially rough battle, it turned into a slaughter.

Honestly, I could imagine there are balance issues. Yet, What would be most helpful to me is to know what as much about the battle as possible. Like how many defenders, how many attackers, the relative load outs, etc.

Reply #83 Top

As for Spell Sub Classes, Here is a list of the ones present in the current xmls:

-SubClass_Buff

-SubClass_Debuff

-SubClass_Damage

-SubClass_Heal

As for using this new tag, you need to place a tag , which takes one of the above list as a value, somewhere in the base level of a spell def. In most of the spells, they place this tag right after the spell class, though a couple of spells place it as the first tag, before displayname. For most spells from a spell book you will probably want to add the AIPriority tags too, which look like:

...

And just a note from Cari_Elf when I asked about this, when using varying priorities, higher = better.

Does the AI read the <SpellSubClass>? This was alluded to, but never answered.  Just curious.

Also, what is the maximum value for the AIPriority tag?

 

Thanks Kenata.

Reply #84 Top

Does the AI read the <SpellSubClass>? This was alluded to, but never answered. Just curious.

As far as I know, the Ai does take this subclass into account.

Also, what is the maximum value for the AIPriority tag?

I am not sure that there is one, in the strictest sense. Though I would imagine the upper bound is defined by whatever type is holding the value.

Reply #85 Top

YAY! So Updated Weapon has just hit 1000 downloads today. I want to thank everyone who has downloaded the mod for the support. I am currently considering go over the spells for a balance, though it would be nice if people could comment about what sorts of experiences they have had.

Reply #86 Top

To throw my 2 cents in:  I think that balancing of the abilities is highly dependent on the difficulty settings used.  All those extra hit points on Hard++ means that what would be a one shot on Average plays "right" at the settings most of the modders seem to be using.  I don't have a clever solution, but I think that might be a hard to pin down part of some people's balance issues.

 

That said, I think "Dread Fright" should be weakened a little bit by making it more resistible.  I am not sure how  to make this work in the  code, it just seems to work around 95% of the time.  Maybe tone it down to 75% to make the ability a little less uber?

 

EDIT: Also props for getting to sit down with the devs, even if Brad has trouble sorting out giving an ability to a weapon versus all units equipped with that weapon.  ;)  Seeing his reaction the first time the AI threw a knife at him would have been sweet.

Reply #87 Top

Quoting M., reply 86


That said, I think "Dread Fright" should be weakened a little bit by making it more resistible.  I am not sure how  to make this work in the  code, it just seems to work around 95% of the time.  Maybe tone it down to 75% to make the ability a little less uber?

 

 

Could we use Champion Level vs Enemy Level to balance it out? Is that possible? A level 1 guy should not have Dread Fright a level 10 hero so easily.. I think.

Reply #88 Top

That said, I think "Dread Fright" should be weakened a little bit by making it more resistible. I am not sure how to make this work in the code, it just seems to work around 95% of the time. Maybe tone it down to 75% to make the ability a little less uber?

After a conversation with Cari, I have come to understand that the modifier used for dread fright doesn't allow for any sort of additional variance. This is sad as I really do like this ability and think it has a lot of potential. However, I have thought long and hard about it, and realized that it is simply too OP since the AI loves to build battle axes. Therefore, I am going to change the battle axe again, to have something a bit more reasonable. I am thinking about giving it a 2 range throw axe ability which does a 10%-50% attack power hit. Thoughts?

Reply #89 Top

Quoting kenata, reply 88

Therefore, I am going to change the battle axe again, to have something a bit more reasonable. I am thinking about giving it a 2 range throw axe ability which does a 10%-50% attack power hit. Thoughts?

How about 10%-50% attack power with a 2% chance of assassination (double damage) trigger?

Reply #90 Top

2% chance of assassination (double damage) trigger

I'm fairly certain I can not simply activate assassination this way. However, I have been pushing for game modifiers to be probabilistically triggered. I love the idea of casting a spell and simply having it fizzle out for no good reason. The general idea would be to have a trigger change tag for a game modifier, that says when the spell is cast, you have some X percent chance of the modifier being applied at all. This way, I could have spells that had their normal modifiers as well as a kind of critical hit modifier. For instance, I could have a freeze spell which caused a unit to lose a turn, but also have a 1% chance to shatter the unit outright, killing it.

Reply #91 Top

If

Quoting kenata, reply 90

2% chance of assassination (double damage) trigger

I'm fairly certain I can not simply activate assassination this way. However, I have been pushing for game modifiers to be probabilistically triggered. I love the idea of casting a spell and simply having it fizzle out for no good reason. The general idea would be to have a trigger change tag for a game modifier, that says when the spell is cast, you have some X percent chance of the modifier being applied at all. This way, I could have spells that had their normal modifiers as well as a kind of critical hit modifier. For instance, I could have a freeze spell which caused a unit to lose a turn, but also have a 1% chance to shatter the unit outright, killing it.

 

It would be cool if that is possible. Personally I will take time to consider which unit to send for attack when facing such a foe.

Reply #92 Top

kenata,

I've read something you want add throwing weapons in your mod.

Do you have already add them in the last version, or is it to do ?

 

Last week I've made some effects for throwing daggers, shuriken and axes for my New Orde rmod. I want give the assassin classes such a throwing ability. If you have interest, I can send you the effects.

 

Reply #93 Top

Quoting Jounk33, reply 92


Do you have already add them in the last version, or is it to do ?


 

I added throwing daggers a while ago in a previous version, and in many ways the skill was a success. The idea currently on the table is to add a similar ability to the battle axe, but making it throwing axes instead of throwing daggers. However, I think the skill will end up being 2 range with 10-50% dmg and doing a small debuff of some kind.

Thanks for the offer of your effects, though I am still debating on whether or not to use a custom effect for this. The deal with UW is to keep the mod as light weight as possible by using as much core functionality as possible. This minimizes possible mod conflicts.

Reply #94 Top

Yea, Dread Fright is a great idea, sounds like its just hard to balance with current code limitations.  I really like the throwing axe idea as discussed. 

 

I can understand wanting to keep the mod as light as possible, but if Jounk33's effect file for axe throw is pure XML, that would stay very light.  The current effect for throwing dagger is cool, but something to differentiate the axe ability visually would be nice and I have seen nothing in the vanilla that would allow for this.

 

 

Reply #95 Top

Currently I use the graphics to the hammer for the effect of the ax.
but there is no problem to make
an ax graphic to use them as effect in the editor.
I know exactly, because I already use a self made built-in graphics for the particle editor.

 

 

In the editor only graphics (png) are accepted the original folders are included. I have not tested whether the effect uses the graphic when it is only in the mod folder. I would like see it tomorrow.

Reply #96 Top

Yea, Dread Fright is a great idea, sounds like its just hard to balance with current code limitations. I really like the throwing axe idea as discussed.



I can understand wanting to keep the mod as light as possible, but if Jounk33's effect file for axe throw is pure XML, that would stay very light. The current effect for throwing dagger is cool, but something to differentiate the axe ability visually would be nice and I have seen nothing in the vanilla that would allow for this.

Ok, Throwing Axe is going in. It will be a 10%-50% attack with a 1% per STR defense penalty for being knocked off guard. It will have a custom projectile effect that I am currently putting together.


As for the point about an xml file being light weight, this is true, but I guess I am wary about using effects from a mod which is incompatible with my own. Nothing personal to jounk33, as I am sure his mod is very good, but it might give the mistaken impression of compatibility. Plus the effect for this particular skill is literally only one emitter.

Reply #97 Top

Of course it is your decision what you want to use for your mod and what not. That's clear. But what have a single effect, that works, to do with incompatibiliy?

Reply #98 Top

Of course it is your decision what you want to use for your mod and what not. That's clear. But what have a single effect, that works, to do with incompatibiliy?

Its not about imcompatibility. Its about the perception of compatibility. Though either way, as I said, the particular effect is fairly easy to create so I just did it myself.

Reply #99 Top

Quoting kenata, reply 90

2% chance of assassination (double damage) trigger


I'm fairly certain I can not simply activate assassination this way. However, I have been pushing for game modifiers to be probabilistically triggered. I love the idea of casting a spell and simply having it fizzle out for no good reason. The general idea would be to have a trigger change tag for a game modifier, that says when the spell is cast, you have some X percent chance of the modifier being applied at all. This way, I could have spells that had their normal modifiers as well as a kind of critical hit modifier. For instance, I could have a freeze spell which caused a unit to lose a turn, but also have a 1% chance to shatter the unit outright, killing it.

I'm sorry if I misunderstand, but does altering a unit's UnitStat_Assassination stat not add a % chance that the strike do double damage?  Am I reading this code wrong?

<UnitStatType InternalName="UnitStat_Assassination">
        <DisplayName>Assassination</DisplayName>
        <DisplayNameShort>ASN</DisplayNameShort>
        <Description>Unit has a chance of dealing double damage.</Description>
        <Icon>Piercing_Stat_Icon.png</Icon>
        <Hidden>1</Hidden>
        <AffectPerLevelUpPoint>0.0</AffectPerLevelUpPoint>
        <Upgradeable>0</Upgradeable>
    </UnitStatType>

 

To me that looks like you are altering the probability of inflicting a double damage strike per attack.

Reply #100 Top

As far as I know, Assassination is liked to a normal attack and not a special ability. You can't just say roll assassination to see if the next effect is doubled or not.