[FE - Monster Modding Tool]

I would like to see FE have an easy to use monster modding tool, much like the tool for creating new buildings in EWOM.

  1. Template for selecting base monster
  2. Options to change color, size, skin patterns
  3. Option to change statistics; hit points, armor class, speed, attack traits, defensive traits
  4. Option to set encounter grouping and numbers of creatures in encounter
  5. Option to select magical powers if any
  6. Option to select General AI rules for encounters
  7. Option to set appearance rarity: Common (i.e. wolves), Uncommon, Rare, Very Rare, Unique
  8. Option to Save-As

Then I could easily take the base Spider (for example) and create;

a. Spider Swarm - a swarm of tiny spiders that has 50 hitpoints, AC1, Damage 0, but immobilizes the unit it attacks

b. Webcasting Spider - a larger spider that casts web

c. Poisonous Spider - That has a poisonous bit

d. Spell Spider - Spider that casts uses magic to slow its victims (unless they resist)

e. Demon Spider - A really large spider (size: 500%) with 300 hp, AC25, Damage 1-24, etc.

Likewise, one could use this tool to create several variations of a dragon: Blue, Silver, Gold, Red (fire breathing), Green, Black (acid spray), etc in various sizes - large, huge, collossal

6,084 views 4 replies
Reply #1 Top

A monster editor would seem to be an easy, simple addition to the game. I can't imagine that many assets would be required to create such a thing, and in a game as mod-friendly as Elemental, it would be a rather ingenious addition. Also, a monster editor could combine very well with the tile editor as components to a larger Quest Editor, if they ever make such a thing (fingers crossed).

I like the idea a lot! Good thinking, Edwin99!

Reply #2 Top

I have to wonder what the point is, it's a lot of effort to make that kind of tool for something you can just open the XML and do in there instead. The custom faction and custom sovereign tools are sort of like that, and they really turned out dull compared to what you can actually do.

I don't mean to disrespect someone else's idea, but they've already put a ton of effort into making the XML accessible. If it was between a monster modding tool, or 20 more fun spells in the game, I'd choose 20 spells every time. Edwin99, you have many good ideas but I think this one would be a waste.

Reply #3 Top

I haven't messed with monster files before, but if it can be done with adjustments to the base xml file a guide pointing out the key parts of the file to get a given effect (like range of values for scale) would work just as well. A graphic user interface would make monster customization easier on the average user but is something that I would put as low priority.  I think one of the mods has some new monsters in it- and I know heavenfall has created/ or is working on some custom units for the expanded factions.  You could check those files for reference.

You've made me curious though, and I may have to take a look myself.

Reply #4 Top

I agree with HF. Quests are much more cumbersome to make in xml, so there is merit for a mod tool for that, but it is probably something I would commission for a modder to make than an actual dev.

If this game is good enough, I'll even pay HF or someone a handsome sum to make it for us. We could start a collection.