Murteas Murteas

[eMOD] Murteas' Grimoire v0.40 - Updated with more spells [for 1.2]

[eMOD] Murteas' Grimoire v0.40 - Updated with more spells [for 1.2]

Grimoire

 

*******Please delete the old version of this mod before installing the new version to get the latest changes. *****

Download: https://www.wincustomize.com/explore/elemental_war_of_magic/17/download

 

Note:  Updated to the latest version from the community.  (MG_Beta_A2.zip)

I will not be actively maintaining this mod anymore, as I have no time at the moment.  I look forward to moving to FE modding later this summer if time permits.   If anyone wants to continue this mod, please feel free to do so.


Note:  delete any of the following MG - [Cantrips, Master Agrippa's Tome, Sovereign Talents, Spell Fixes]  from this mod to get rid of a part you don't like

Acknowledgements & Thanks

Modding is always a community driven effort.   I would only make this for myself if nobody showed any interest in it, but there have been a lot of downloads and I've had several people share ideas, time and resources to help.   I'd like to thank everyone who has contributed or used this mod.   

Contributers to the mod:  (graphics, ideas, testing, etc.):

M. Agrippa 

John_Hughes

oddrheia 

Magog_AoW



General inspiration and modding help:

Heavenfall 

impinc 

Kenata 

 

Additional Credits:

art used with permission by konekokasumi from deviantart.

 

Submods

Note: - If you would like the Shilleagh and the Dagger of Death to have abilities similiar to kenata's upgraded weapons mod check out this submod created by M. Agrippa:  https://www.wincustomize.com/explore/elemental_war_of_magic/27/

 

Adds additional spells to various spell books.

====================Cantrips (level 0)========================= 

Combat Book:

Level 0: Arcane Missile - Does Int/10 + 4 in damage (Tactical)

Enchantment Book:

Level 0: Gift of Fortune - This enchantment causes a small altar to appear with a random 'gift' from the gods of Fortune.

Terraforming Book:

Level 0: Clear Land - Removes all obstructions from a tile (ie forest), leaving an open tile behind. Cannot be used on resources, goodie huts, or quest locations. (Cannot be used when a unit is on the tile...I'm working on determining if their is a way around this)

Mobility Book:

Level 0: Leap - The channeler focuses for a moment before leaping into the air supported by a sudden burst of wind. +3 movement + 1 per Air Shard (Increases the movement total the round in which it is cast, but you can't use the movement until the next round - trying to determine how to fix this).

Level 1: Blink - One of the most used spells makes a comeback; this time with some limits.   Range of 5, Mana cost of 16, Intelligence Req of 20, and 20 turn cooldown.

Life Book:

Level 0: Shillelagh of Life - Give the caster a Holy staff that gives an additional 4 HP to its bearer.

Level 0: Guardian of the weak - Creates an immobile Guardian in a friendly city that can provide early defense.

Death Book:

Level 0: Blade of Death - Give the caster a dagger that unlocks the backstab ability in combat.

Level 0: Destroyer of the weak - Creates an immobile Guardian in a friendly city that can provide early defense.

=================== Master Agrippa's Tome (level 2) - Battlefield spells========================

Fire Book
Level 2: Flame  Burst - Damages a unit (scales with fire shards) and knocks them back 2 tiles  Blocks the tile for 2 turns as the magical fire burns out of control. (Tactical)
 

Water Book:
Level 2: Freezing Rain -  Frozen Rain falls in sheets out of the sky, coating everything in a layer of treacherous ice. Unit loses a turn, Accuracy -50%, Combat speed -3, Dodge -3 (-1/extra per water shard)
 

Earth Book:
Level 2: Grasping Vines -  Deals damage to a unit (scales with # of Earth Shards) as well as holding them for 2 turns.

Air Book
Level 2: Howling Wind: Decreases combat effectiveness (accuracy -33% and attack - scales with air shards) of enemy units.


============================================================================================
Version history:

v0.01 - Initial release.  Adds 3 spells that are immediately available if you have the appropriate spell book.

v0.20 -

  • Added Gift of Fortune as the enchantment level 0 spell.

v0.21 -

  • Added the new tile from M. Agrippa for the Altar for the fortune spell.   Really looks great in game!!
  • Adjusted the likelihood to receive different rewards from the fortune altar, should get a bit more variety now.

v0.30 -

  • Added new spells from Master Agrippa's Tome.  Battlefield spells tied to each of the elemental shards.
  • Adjusted the Guardian spells to be caster by only high int casters (sovereign), and changed the cooldown to 200 turns, removed the mana upkeep, and changed the initial mana cost to 20
  • Adjusted the arcane missile spell to scale with Int/10 + 4 damage instead of 33% of Intelligence to keep it in line with other spell's progressions.  Cost of 5 mana
  • Updated the Gift of Fortune to give a wider variety of results.  Increased the rewards, mana cost, intelligence requirement, and cooldown.
  • Updated the graphics & model textures for the summoned weapons.
  • Other tweaks and updates.
  • Added a few sovereign talents to allow you to start with a specific shard next to you
  • Added a few soveriegn talents to allow you to start with mana of a specific type even without a shard.
  • Added a sovereign history, shard collector, which gives you +1 mana/turn.

v0.31 -

  • Added oddrheia's graphics for spell icons and paintings.  
  • Fixed the guardian spells so that they actually do reflect the description in v0.30.   
  • Shortened some of the spell descriptions so the text isn't so small.

v0.32

  • Compatible with new beta (AI tags)
  • Blink added to the mobility spellbook
  • Guardian spells changed back to taking 10 mana to cast and using 1 mana a turn to maintain (actually can dispel them now).

v0.33

  • New effects added to the grasping vines spell 

More spells to come.   Feel free to make requests

 

Help needed with: making new particle effects, spell icons, spell paintings, ideas, balancing.

753,287 views 305 replies | Pinned
Reply #251 Top

So I talked with Cari on chat, and she said there is no way to set AP to 0.  :(   So I think we'll have to put sheltering hands on hold or change the immobilize portion of it (or change it to cast on self only which will work).    

 

John, I'll take a look at the spell.  I love carrots.  :)   Thanks!

Reply #252 Top

Cast on self, for now, seems a reasonable usage. Hate to see "code" stop a spell from getting in. Perhaps as a Self buff, the HP recovery could be quicker and shorter...

Reply #253 Top

Agree with John_ on the "cast on self" for a reasonable usage.  I think it is a given that a lot of the spells will need to be reworked as the game evolves (a la AI tags in 1.2 beta); creating high value content that can be edited to greatness later I still think is the best path.

 

Got sucked into negotiations and sales crap at work, had a mirror in the bathroom come loose from the wall and land at the top of the "Honey Dos", plus finally got my 3D printer near working :D .  Hope to have some time to play / mod this weekend.

Reply #254 Top

I am at a conference this week, and I haven't had a lot of time to play with the code.   I will get back to it as soon as I can.   So Cast on Self, and reduce to 2 turns or leave at 3, and still want 3 HP / turn?   +10 Def + 5 Resistance & lose turn during the spell's duration.

Reply #255 Top

@ Murteas: that sounds like a plan to me for Hands; I also think Ring of Fire is ready to roll with the tile John_ made.  Even if you cannot get the effect quit right, would be nice to have that in the next beta so we can test it for clipping on some models.  We are working on icy barricade...

Reply #258 Top

Tried to get deep into testing this weekend, but just got to the Fire spell book late last night (life happens).  Looking good so far...

Reply #259 Top

You'll notice I modified the fire spell to affect a radius, that is to make up for some of the stuff I had to drop.   Just FYI - Development will be slow again for a bit, as someone at work just quit and I am picking up his development work.  Fun, fun!  

Reply #260 Top

No worries on going slow, since we have 3 chapters worth of spells on the go in the beta currently.  Between Shard Scrolls, new Battlefield stuff, and Sean's I count that in the range of ~13 new spells in active dev.  If we can get these wrapped up and working by the time the SD devs have completed the great purging of the OOM's for 1.2, that would be golden happy dance time for me.

I also owe you an Icy Barricade tile.

 

Let me guess that the Fluff who decide to have you "pick up his dev work" is in no way, shape, or form capable of performing or understanding said work? 

 

Reply #261 Top

Finally got to see the Hands Spell. Same issue as always, it is not a Full tile and units can move out of the Hands. I will have another thought about it.

Works well though. Saved my ASS on 2 occasions. :)

Reply #262 Top

I'm still working on particles for Hands... But you know... rl work, kids, sick kids, sick me... etc.

I have a prototype ready, but my brain is too warm to work with the xml right now and test it in game.

Reply #263 Top

No worries, mod has slowed down to work on fixes and polish for the 3 chapters we have on the go currently.  You gents create cool new art at the pace that does not burn you out.    For inspiration check out the Dev Diary they posted, Fallen Enchantress is looking pretty freaking sweet.  The ability to create spells with model visible effects!

Reply #264 Top

Quoting Magog_AoW, reply 262
I'm still working on particles for Hands... But you know... rl work, kids, sick kids, sick me... etc.

I have a prototype ready, but my brain is too warm to work with the xml right now and test it in game.

Particles will be awesome, but without some way to LOCK the character in the center of the square, in the Hands, the player has no control of how it looks. An enemy attack pulls the character to the nearest edge of the Tile and that kinda spoils the effect. Vines covers the whole tile so it quasi circumvents that problem.

Reply #265 Top

Hey guys... bad news - I am going to have to step away from the modding scene for a bit to catch up with RL job and family stuff.    All the mod stuff is in the latest beta zip file.   I don't want to abandon the mod, but I know that I am not going to have time for it for a little while at least a few weeks.   I will try to check on progress and offer help as soon as I am able.    Sorry! :(

Reply #266 Top

Quoting John_Hughes, reply 264


Particles will be awesome, but without some way to LOCK the character in the center of the square, in the Hands, the player has no control of how it looks. An enemy attack pulls the character to the nearest edge of the Tile and that kinda spoils the effect. Vines covers the whole tile so it quasi circumvents that problem.

I know... :/

Is it possible to make a tile with many smaller hands sticking out of the ground all over the tile instead? Or maybe that will give it a too evil look...

Hey guys... bad news - I am going to have to step away from the modding scene for a bit to catch up with RL job and family stuff.    All the mod stuff is in the latest beta zip file.   I don't want to abandon the mod, but I know that I am not going to have time for it for a little while at least a few weeks.   I will try to check on progress and offer help as soon as I am able.    Sorry! :(

No probs, I think we all understand.

I'll keep making particles for the spells we have, then we'll see.

Reply #267 Top

Version 0.99 of Sheltering Hands.

 

Reply #268 Top

@ Murteas: No worries mate, go deal with RL.  I expect lots of the modding will slow down in anticipation of FE; we have plenty of stuff to work on until then in the exisitng in-dev chapters.  I will work on maintaining an up to date beta build and post it into the thread as assets are created and spell modifications emerge.  I have also become mightily distracted by the new 3D printer in my office, so my modding is going to slow as well.  

 

@Magog: That looks like a winner to me; the only feedback I have is to tighten up the blast radius and lower the height for all the bits of dirt at the end of the effect.  Maybe keep the blast radius to 1/4 a tile out instead of the 1/2 tile + it looks like it is going now?  The effect is really nice, but looks a little large for  a first level spell with all the goodness happening around the model.

 

Anyone who wants to submit art, tiles, effects, spells, etc please feel free to do so and I will continue to add them to the beta distribution as we move forward.

 

 

Reply #269 Top

Here's the xml for the hands 1.0. Lowered the height slightly and added some brown particles as well (I noticed that black particles on fallen land is invisible... surprise surprise.)

http://www.shell.linux.se/dsk2293/ewom/Sheltering_hands_1.xml

I need this added to the MG_BattlefieldSpells.xml:

            <SpellDefEffect>
            <EffectName>Sheltering_hands_1</EffectName>
            <LocalPosition>0,0,0</LocalPosition>
            <EffectScale>1</EffectScale>
            <EffectDelay>0.0</EffectDelay>
            <SnapToTerrain>1</SnapToTerrain>
        </SpellDefEffect>

Also, I noticed a bug in the xml for Howling winds (the cauldron sometimes out of the blue adds a useless effect with a length of 495 seconds, which if you don't remove it causes the game to lag for a few seconds after casting the spell). Please replace the old xml with this:

http://www.shell.linux.se/dsk2293/ewom/Howling_winds_10.xml

Reply #270 Top

Thanks Magog, I went ahead and rolled the changes up.  Also, great 404 page.  Any spell you want to call dibs on next?

I am not going to get a chance to test till tomorrow, so if anyone has a problem with the beta, please speak up.  There is also a rumor going around that 1.19e might have a stealth fix for the Self Targeting abilities tag, if anyone notices Sheltering Hands playing differently please speak up.

 

New BETA Agrippa 1

http://www.mediafire.com/file/l8i7jao9hkua5oy/MG_Beta_A1.zip

 

Cheers.

Reply #271 Top

I would like to try making a new particle for Arcane missile, if that's ok. It's used a lot and need to look better imo.

Freezing rain and Flame burst... Do any of these have tiles made for them?

Reply #272 Top

Hey MG modders!

I just wanted you all to know I have started publishing some of my own spells in a mod called Additional Spell Books, available here:

https://forums.elementalgame.com/405927

I'm doing this not to compete with MG, but ultimately to help it along.  If you find any of my creations useful, please feel free to use them in this mod.  I've been lurking in this thread for a while now, and appreciate all the work you have put into this mod.

Reply #273 Top

Looks great Magog. Thanks again. :) No worries Murteas. RL is #1 always dude.

Reply #274 Top

Magog: Arcane Missile is yours, looking forward to seeing what you are thinking.

Freezing Rain has a tile, for Flame burst we used some of the non connected objects floating around in the game.  If your feeling Fire, then check out the Ring of Fire spell in the beta.  It has its own John_Hughes tile, although no art yet (uses same medaillions and paintings as Sheltering Hands).  The tile is awesome, and could use an effect.  I am planning on doing a tile and spell for Icy Barricade early next week as well. 

Reply #275 Top

How about this: