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 #276 Top

Just a quick drop in to say hi and see how things are going.   I like the effect for missile magog.    It'll be nice to get rid of the rainbow color test particle.  :)   I haven't had a chance to play in 1 1/2 weeks, if I get a chance I'll look at the self targeting stuff and see if anything got changed.   

 

Keep up the good work!

 

mqpiffle - Sounds great.   Anytime we can get more spells it is better!   

Reply #277 Top

@ Magog: That looks great, I like the shapes in the emitters, I think it reflects the new painting very well.  My only feedback is the color of the effect; currently it looks white and that has usually been associated with the Air element.  Could you make it more purple to line up with the painting?  Purple also has the advantage of not being strongly typed to any particular book or element other than a general sense of Arcane.

Reply #278 Top

Ok I will try to purplify it.

It is purple already actually but the intensity of the particles makes it look more white.

Reply #279 Top

Here's a more purple one. Not sure what I think... I'll let you guys decide.

 

Reply #280 Top

I think it looks really nice, I like the interplay of the white core with the purple outside effects. The purple trailers coming out of the back as it flies looks really nice.

My only feedback would be to try and increase the area of purple and relatively shrink the white core in the large ball form of the effect (appears in casters hand and occasionally as it flies).  And only do this if you feel like refining it again, otherwise I will happily integrate this into a beta. 

Great job again!

Reply #281 Top

Quoting M., reply 280
I think it looks really nice, I like the interplay of the white core with the purple outside effects. The purple trailers coming out of the back as it flies looks really nice.

My only feedback would be to try and increase the area of purple and relatively shrink the white core in the large ball form of the effect (appears in casters hand and occasionally as it flies).  And only do this if you feel like refining it again, otherwise I will happily integrate this into a beta. 

Great job again!

Thank you. I tried the increasing the purple just as you suggested before I came up with this version, but it didn't look good. The purple is very dark and the effect becomes nothing more than a purple blur.

So lets go with this one. Here's the xml.

Please add this in Murteas_StartingSpells.xml:

        <SpellCastEffectName>Arcane_missile_M7</SpellCastEffectName>
        <SpellCastEffectScale>1</SpellCastEffectScale>
        <SpellCastProjectile>1</SpellCastProjectile>
        <SpellCastProjectileSpeed>800</SpellCastProjectileSpeed>

Reply #282 Top

Howdy,  I am not dead yet, despite any appearance to the contrary.  Bout of nasty illness, business travel, personal projects and loosing interest waiting on 1.3 to drop are all to blame.  But I am back with a beta that includes Magog's awesome new missile graphics.

http://www.mediafire.com/file/1zsrfg8wt65s1of/MG_Beta_A2.zip

 

Hopefully when 1.2 is released Murteas will come by to update the OP. 

 

@ Magog_AoW: sorry this took so long, you have done awesome stuff and I apologize for a bout of internet duechiness.  Cheers everyone.

Reply #283 Top

No probs. I've been trying to open up the cauldron to work on some more stuff but I just can't find enough time and motivation.

1.3 might change that.

+1 Loading…
Reply #284 Top

Yea, I think lots of people's time and motivation is waiting on 1.3.  Hard to get excited working on improving something when you know a better one is coming  soon and might make your work a waste of time.  Less of a worry for your awesome art content, hard to get excited to spend the hours on code. 

 

X-Com: Enemy Unkown has also entered my life for the first time.  Just as well I did not play it when it was new, otherwise I might not have graduated highschool. 

Reply #285 Top

Had some inspiration. Poor Janusk froze his arse off though.

 

 

Reply #286 Top

Looks nice Magog, I like the mix of lines and  drops / flakes in the effect.  Do you think you could thicken up the amount of effect so it looks like there is more precipitation?  Idea is supposed to be bucketing down water to cover everything and everyone in the tile in ice.  I also thought adding some blues as highlights in the particles and lines could bring out the icy feel of it. 

Reply #287 Top

I believe you mean something like this:

Now it fits the water spellbook better.

I wonder if it is possible to mod that effect text into a smaller font. It's driving me nuts...

Reply #289 Top

Quoting EternalRequiem, reply 288
awesome that looks fantastic!

Thank you! :blush:

Here's the final version I think. I took the liberty of darkening the "slippery ice" graphics as well, I hope that is ok with everyone. It looks better when it's not so bright imo.

 

Reply #290 Top

That looks great Magog!  I really like what you did with matching the color space of the ice tile to the rest of the effect, and that increase in the downpour was exactly what I meant.  This one is done & ready to integrate, just post up the details when you have some time.

Reply #291 Top

Glad you like it. :)
Here's a zip with all the stuff:

http://www.shell.linux.se/dsk2293/ewom/freezing_rain_and_more.zip

I made some changes to Grasping vines and Sheltering hands.

For those interested, I figured out what "Enable depth bias" does and enabled it for these two effects. This option makes it possible to have effects on the same level as the ground without them being distorted or invisible, something I actually had problems with when I made the Grasping vines... For example, if you cast vines on a tile with a hill, half of the effect would have become invisible (under the hill). With depth bias enabled, the whole effect is shown regardless of the terrain.

Reply #292 Top

still waiting on the release of 1.2 and 1.3 before putting out a new version? or did I miss something lol

Reply #293 Top

@ Magog: Nice work sorting out the "Enable depth bias"; I will try and roll these into a beta and test them out today. 

@EternalRequiem: Murteas is the one who controls the OP, and he had to focus on RL for awhile.  We have been working on effects and other stuff, idea is when he wander back can just update the main thread (likely for 1.2).

 

Reply #294 Top

hmmm I just thought of spell, I'd love to see more spells that take the elemental shards into affect. Like spells that affect tactical battles but you cast them before hand before going into battle. Like how you cast the spell that gives life to the land if your Kingdom and thus gain a bonus or if you cast the Desolate spell which favors Empire.

Idea here is to make use of the elemental shards you have in possession, a lot of them I've seen don't have many pre-battle affections.

Example: if you have a Water Shard, you gain use of a spell called Torrential Downpour and can affect yes both armies on the field. How many armies have lost or won a battle due to weather? LOTS, far too many to count, the Torrential Downpour could affect a certain number of squares on the field, whether they be your lands, neutral lands or enemy lands. You see an army with siege engines heading towards your territory and want to plan ahead for the attack, so you cast this spell, what it does then is slow the enemy down and also makes them incur a defense penalty because they are bogged down by the rainy and muddy terrain.

It's just an idea but I think it would bring even more tactics into the game if such spells were implemented more.

Reply #295 Top

If you're still having trouble with the Sheltering Hands spell, is there any way to force the target to cast a spell (since casting a spell uses up all of the action points, and all you would need is some sort of dummy spell that does nothing, and your target would not take any actions this turn, and you already have the no action next turn part of it)?

Reply #296 Top

Ok, I've posted the latest beta I could find MG_Beta_A2.zip as version .40 of Murteas_Grimoire in the OP.    If there is a different version that I should be posting let me know.   

 

Thank you guys for continuing the great work.  I wish I could have had more time to mod and make this even better.   I really haven't dropped the game, I just haven't played any games for about 3 months,  I am hoping to play with 1.2 soon, and or get the 1.3 beta when it comes out.   However, getting the FE beta is much more likely later this month for me.

Reply #297 Top

Quoting joeball123, reply 295
If you're still having trouble with the Sheltering Hands spell, is there any way to force the target to cast a spell (since casting a spell uses up all of the action points, and all you would need is some sort of dummy spell that does nothing, and your target would not take any actions this turn, and you already have the no action next turn part of it)?

 

Unfortunately, no there is no way to force a spell to go off.   You can remove the movement, just not in the same round as the spell is cast.   Hopefully, with the changes in combat for FE, this will be a much more likely possibility.

Reply #298 Top

I seem to recall forcibly moving a target could cause it to lose its remaining AP, you may want to play around some with that.

Reply #299 Top

Interesting...that might be something that I could look at doing.   We would have to change the description of the spell and "justify" the movement somehow.

Reply #300 Top

Have 'Sheltering Hands' grab the champion and drag them back to safety (as in move the champion to an open tile next to the caster, killing two birds with one stone - it protects the champion from attack, and removes them from immediate danger)?