[eMOD] Artifact 5.8 for After the War 1.10

This mod now REQUIRES that you first install the After the War mod

This mod adds hundreds and hundreds of new items: weapons, armorpieces, cloaks, mounts, shields and so on. They have been automatically generated with random magical properties. These items are occasionally available from notable locations, but the best source is from dungeons.

 

Download: https://www.wincustomize.com/explore/elemental_war_of_magic/47/ 

Log in with your Stardock account if you are having trouble downloading the file.

 

Install: Extract all folders to documents\my games\elemental\mods\

Make sure "Use Mods" is turned ON in options

 

 

 

 


 

Changelist:

3.1.0

Added 1 high-level event, described in full in-game, titled 'Dstaurmim, the Undying'. If you do not wish to know the precise details of the event, do not scroll to the end of its description.

4.1.0

Added artifact mounts, inspired by the expandedmounts mod. Artifact mounts grants the rider an army-wide bonus of one stat (these bonuses do not work in cities). The power of this bonus, as well as other bonuses, increase with higher tier mounts. For now, mounts are found like armor and weapons, ie you just "find a notable location". I know it's a bit lame, especially with the tier 5 mounts; the dragons. What are the odds of stumbling across a living, tamed dragon? Hopefully in the future these can be provided in a better way.

4.2.0

Added a tier 3 event, titled 'Avos, the Bloodsmith'. This event can only occur for vanilla premade sovereigns once they pass level 4. Also fixed an issue where some twohanded weapons would sometimes be useable with a shield at the same time.

4.2.1

Heavy tweaking of spawn chances for the goodiehuts. Artifact huts are now significantly more rare. Also replaced the icon. Edit: Also reduced armor values, they should be like vanilla armor now. Artifact armor gives statbonuses, they should not give more defense than a normal item. Defense bonuses come from mounts primarily, and rarely weapons can also boost defense.

5.0 - Added dungeons

Tier 5 mounts can now only be found in dungeons, no more giant dragon mounts roaming the wild waiting to be reined in.

5.1

- Vastly reduced experience gained from dungeons (each slain group gives 1 experience) (this prevents farming low-tier dungeons for massive experience for trained units)
- Reduced visual size of darkling creature Slag monster
- Reduced combat strength of elemental creature Umberdroth
- Switched around some stats for creature weapons, creatures will now fight like their weapons "suggest" (twohanded weapons hit hard, shieldwearing units dodge ranged attacks and so on). Several weapons were given chances to deal double damage, or ignore armor
- Deeper levels in a dungeon have a very small chance of dropping items from a tier above (in 5.1 I checked the gen and there is at least one tier 4 dungeon out of 40 that has a tier 5 mount).

5.2

- Added champions you can rescue from dungeons (won't become active until you leave, works like an item you use to summon a sand golem)
- Added a fix for some text becoming extremely small and condensed sometimes.

5.3

- Fixed an issue where sometimes the rare chance to drop something from a tier above would result in nothing at all dropping.

5.4

- Added new armorpieces that can boost magic power of units

- fixed mounts so their bonuses are flat additive instead of multiplier bonuses (instead of "this mount boosts your army attack by 2%" you now get "Army-wide bonus to Dodge by 3."

5.5

Artifact: Fixed an issue where Ghost trolls were invisible
Artifact: Fixed an issue where dungeons gave the wrong tooltip information on the strategic map

5.6

Fixed counter-attack values on weapons.

5.7

Forgot to include the tactical maps for the dungeons in 5.5 and 5.6

5.8

Artifact: Slightly increased the chance of being ambushed while trying to leave a dungeon that hasn't been completely cleared.
Artifact: Dstaurmim can now spawn slightly earlier in a game (above 1000 player population)
Artifact: The Bloodsmith event now comes later in the game. It can still only happen to the pre-made sovereigns, not to custom sovereigns. It can now happen to ExpandedFactions pre-made sovereigns as well.
Artifact: Changed the wording after being defeated in a dungeon.

-------
Credits
-------
Tarn Adams, Toady one, developer of Dwarf Fortress and the word lists used to generate names (Used with permission)

3dgrunge, for some 3d models of weapons

Kenata, for the skill library

 

86,282 views 79 replies
Reply #1 Top

Uploaded 3.1.0 which added an event that can trigger above 1500 total population, titled Dstaurmim, the Undying.

The following text is also found when the event pops up:

edited out. Some prefer the surprise.

Reply #2 Top

heavenfall, it sounds like you're turning into EWOM into EFE before EFE even comes out... funny.

Reply #3 Top

Oh, I wouldn't go that far. But the gameworld could use a lot more life. Events are a great way to do that, I think.

Reply #4 Top

Uploaded 4.1.0, adding artifact mounts (see OP)

Reply #5 Top

Uploaded 4.2.0, see OP.

Reply #6 Top

4.2.1 up, see op.

Reply #7 Top

Working on producing a dungeon system. If anyone is interested in building tactical maps that are more "indoors", let me know.

- Dungeons function like quests, but they start the instant you visit one.

- Dungeons consist of a series of increasingly challenging encounters against monsters, the deeper you venture into the dungeon levels. Levels will reward you with an appropriate reward, such as resources or artifacts. The quality of the reward increases with the difficulty of the monsters. Weapons and mounts are more likely to be found deeper in a dungeon. Some levels may be empty of monsters, or rewards. After each battle, you can choose to go deeper, or head for the surface with whatever loot you have. The rewards are only collected once you safely leave the dungeon. But the monsters may not let you just walk out of their dungeon with their stuff...

- Once a battle has begun, there is no escape except death for you or them. Sovereigns and champions with Death Ward can still escape the jaws of death, but as a result your faction will suffer from infamy for leaving soldiers behind to die (-5% prestige and 10% higher cost to recruit champions). A sovereign or champion that escapes death in this manner will not bring any loot with him or her. If noone escapes, there is no penalty.

- Failing to clear an encounter will leave the dungeon in place on the map. You can return and continue the dungeon if you wish. But, if a sovereign or a champion with death ward escaped, the dungeon denizens will pack up and leave, taking all the loot with them.

- Successfully defeating a level will also grant you a token that may be used in one city to give a temporary bonus. Bonuses include reduced training or construction time, increased gildar income or additional prestige, guardians for your city, or similar bonuses. High-level tokens may provide permanent bonuses, and extremely rarely they may even provide permanent global bonuses.

- Beware, defeating the monsters in a dungeon can bring forth a wave of similar monsters seeking revenge across the kingdom.

- It is not unheard of to find champions or creatures imprisoned in the dungeons. Usually, they are more than eager to join up.

Reply #8 Top

Quoting Heavenfall, reply 7
Working on producing a dungeon system. If anyone is interested in building tactical maps that are more "indoors", let me know.




- Dungeons function like quests, but they start the instant you visit one.

- Dungeons consist of a series of increasingly challenging encounters against monsters, the deeper you venture into the dungeon levels. Levels will reward you with an appropriate reward, such as resources or artifacts. The quality of the reward increases with the difficulty of the monsters. Weapons and mounts are more likely to be found deeper in a dungeon. Some levels may be empty of monsters, or rewards. After each battle, you can choose to go deeper, or head for the surface with whatever loot you have. The rewards are only collected once you safely leave the dungeon. But the monsters may not let you just walk out of their dungeon with their stuff...

- Once a battle has begun, there is no escape except death for you or them. Sovereigns and champions with Death Ward can still escape the jaws of death, but as a result your faction will suffer from infamy for leaving soldiers behind to die (-5% prestige and 10% higher cost to recruit champions). A sovereign or champion that escapes death in this manner will not bring any loot with him or her. If noone escapes, there is no penalty.

- Failing to clear an encounter will leave the dungeon in place on the map. You can return and continue the dungeon if you wish. But, if a sovereign or a champion with death ward escaped, the dungeon denizens will pack up and leave, taking all the loot with them.

- Successfully defeating a level will also grant you a token that may be used in one city to give a temporary bonus. Bonuses include reduced training or construction time, increased gildar income or additional prestige, guardians for your city, or similar bonuses. High-level tokens may provide permanent bonuses, and extremely rarely they may even provide permanent global bonuses.

- Beware, defeating the monsters in a dungeon can bring forth a wave of similar monsters seeking revenge across the kingdom.

- It is not unheard of to find champions or creatures imprisoned in the dungeons. Usually, they are more than eager to join up.


 

I remember Frogboy said there were dungeons planned for the original. What you have hear is a very clear, concise gameplay elements. This will be very impressive if you pull it off and based upon your past mods, i bet you will.

Reply #9 Top

I'm fairly confident I can make it work like this, although it will probably take a while to make all the content.

One of the beautiful things about this is that it doesn't necessarily have to be balanced player vs player. So sometimes you can end up in situations like this. (edit: meh, it's not very clear. But he's facing enemies from all sides.)

Reply #10 Top

Heavenfall, this is a really cool idea. Impinc and I looked into this before, and it is definitely doable. I made a couple of proof of concepts on the idea but didn't take it very far due to the large amount of work involved. In my mind, it is best if these encounters use several branches to keep them from getting old too quickly. In all honest, this use of the quest system is just a good idea as it can be used to give players entire encounters wherein the player can reflect on the entire events at one point

 

Reply #11 Top

Like the artifacts, I'm going to make a large amount of possibilities instead of branches. So each dungeon has only one path, but there are hundreds of dungeons. Without a visual representation of branches, it really doesn't add anything for the player. "Would you like to go left, right or down?" is pretty much the limit of such a system. And if the player chooses left, right or down doesn't matter, because it's going to be an encounter anyway.

Reply #12 Top

Onya Heavenfall! (Australian slang for "Good on you". ;-))  Keeping the great mod support up, even if the devs aren't!

Best regards,
Steven.

Reply #13 Top

"They have a cavetroll."

Also, I set it up so mounted enemies have a chance of "dropping" a mount if you kill them. Darklings on drakes would drop drakes, and so on.

Reply #14 Top

http://www.mediafire.com/?chkf20e5phco78a is a beta version of the dungeon system (~200 dungeons). I'd love some feedback on general balance.

Things I haven't had time to add: can't find champions or friendly creatures yet, and can't get ambushed trying to escape, and no enemies will spawn on the worldmap when you clear a dungeon, and the token is pretty much useless right now.

Things changed:
- Tier 5 mounts can't be found in notable locations any longer, they are only available from dungeons
- Salted pork will drop in dungeon encounters (sometimes) and it can be used instantly in the next encounter (unlike normal loot, which you can't use until you escape)

 

 

Reply #15 Top

Quoting Heavenfall, reply 11
Like the artifacts, I'm going to make a large amount of possibilities instead of branches. So each dungeon has only one path, but there are hundreds of dungeons. Without a visual representation of branches, it really doesn't add anything for the player. "Would you like to go left, right or down?" is pretty much the limit of such a system. And if the player chooses left, right or down doesn't matter, because it's going to be an encounter anyway

You are totally right. There is no good point trying to make zork style mazes using the quest system, however, my thought was more for something like a bandit encounter, which uses the same type of system. Imagine for a moment that you are told to go sort out a bandit camp. When you arrive, you have an initial encounter, but instead of being simply do you want to go to x or y location, you could have something like "do you go fight the bandit leader who is fleeing his camp or do you go save a group of innocent people who are about to be burned alive." While this type of quest is harder to put together automatically, they add a large amount of flavor to the experience.

Reply #16 Top

I think that sort of quest is simply beyond me. The quest system is very particular in its process, and to automate that sort of content is impossible for my skill level in coding. Heck, I'm not even sure I can add the ambush thing.

Reply #17 Top

I have found one bug that is probably causing issues for people. When you fight an encounter, you either need to make sure that every enemy on a map are killed EITHER from autoresolve OR on the tactical map. If you kill some in autoresolve and some in the tactical map, the quest will not progress.

Unfortunately, there is no work-around.

Edit: Also, idiot that I am, I forgot to pack the tactical maps I built. I don't know what maps you're getting, but they're not right.

Reply #18 Top

Dungeons


- Dungeons function like quests, but they start the instant you visit one. Be prepared!

- Dungeons consist of a series of increasingly challenging encounters against monsters, the deeper you venture into the dungeon levels. Levels will reward you with an appropriate reward, such as resources or artifacts. The quality of the reward increases with the difficulty of the monsters. Weapons and mounts are more likely to be found deeper in a dungeon. Some levels may be empty of monsters, or rewards. After each battle, you can choose to go deeper, or head for the surface with whatever loot you have. The rewards are only collected once you safely leave the dungeon (only champions can carry artifacts, but anyone can carry resources). But the monsters may not let you just walk out of their dungeon with their stuff...

- Once a battle has begun, there is no escape except death for you or them (the only exception is an ambush if you are trying to leave the dungeon - look for escape tiles, but keep in mind only champions can escape). Sovereigns and champions with Death Ward can still escape the jaws of death, but as a result your faction will suffer from infamy for leaving soldiers behind to die (10% higher cost to recruit champions). A sovereign or champion that escapes death in this manner will not bring any loot with him or her. If noone escapes, there is no penalty.

- Failing to clear an encounter will leave the dungeon in place on the map. You can return and continue the dungeon if you wish. But, if a sovereign or a champion with death ward escaped, the dungeon denizens will destroy the tunnels you ventured into, closing the dungeon forever to stop your return.

- Successfully defeating at least one level will also grant you a token that can be sold in a town.

- Beware, defeating the monsters in a dungeon can bring forth a wave of similar monsters seeking revenge across the kingdom.

- It is not unheard of to find champions imprisoned in the dungeons. Usually, they are more than eager to join up.

 

 

BUG WARNING: When you fight an encounter, you need to make sure that every enemy on a map are killed EITHER from autoresolve OR on the tactical map manually. If you kill some in autoresolve and some in the tactical map, the quest will break.

Reply #19 Top

Uploaded 5.0, which is the beta version of dungeons but with ambushes added, and revenge parties in the world. Deeper levels will have a significantly higher chance of dropping mounts. Tokens also give a pretty large amount of gildar when sold in cities (scales with dungeon tier).

 

Reply #20 Top

Pardon the "newb" questions, but it's been awhile I've installed anything new for Elemental.  Are we to place the "zzz_Artifact" folder directly into the mods directory?

 

I'm assuming we should delete the old Artifact folder (my older version of Artifact is currently installed in the "ACP" directory).

 

Lastly, I still have an UpdatedWeapons folder with "Murteas_Equipment_Upgraded.xml", "UpdatedWeapons.xml", and "updatedWeapons_Abilities.xml".  Does any of this interfere with Artifact 5.0, or should I keep these files for the originally desired effect?  Thanks.

Reply #21 Top

You can delete the artifact folder in ACp if you want to, but it doesn't really matter. Updated Weapons does not influence this mod in any way, its up to you if you want to play with those abilities on your units.

Install this mod like you would any other, extract the folders into your /mods/ folder.

Reply #22 Top

Uploaded 5.1, changelog first post

Reply #23 Top

Uploaded 5.2, changelog first post

Reply #24 Top

Dungeons?!  So Awesome...great work, Heavenfall!

Reply #25 Top

Damn straight... uploaded 5.3.