Heavenfall Heavenfall

[eMOD/coreMOD] After the War 1.10 for E:wom 1.4

[eMOD/coreMOD] After the War 1.10 for E:wom 1.4


If you enjoy this mod, I suggest you check out ExpandedFactions and the Artifact mod. They are aimed at putting more content in the game.

 

After the War is intended to fix some smaller design issues and bugs in the final patch (1.4) of Elemental: War of magic. There is also a bit of balancing going on. The full changenotes can be read at the end of the post.


Download link

1.10 (  https://www.wincustomize.com/explore/elemental_war_of_magic/46/ )


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

How do I install this?

Download the .zip file and extract it straight into your install directory. If you need help finding it, open Impulse/GameStop client, rightclick Elemental and select "Open Application Folder".

The next time you start the game, it will take a minute or two and then proceed like normal. This extra loading time only occurs once.

How do I uninstall this?

Open Impulse and Shift-Rightclick your Elemental icon. Select Verify Installation. Run the verification, and when it is done, update the game like you would if there was a patch. Once the "update" has been downloaded and installed, this mod is uninstalled.


Major changes

Citychanges

Changes to cities: Tile limit (total X buildings) has been increased to 50. Cityhubs now hold 10 population instead of an increasing amount (capital cities - your first city - hold 14). Your capital city produces 1 food without any building. Every subsequent city founded consumes 1 food perpetually. If your capital city is lost, you can rebuild it. In 1.3 a new limit to the amount of repeatable buildings was introduced, where you could for example build 2 workshops in a level 2 city. These limits have been modified to the following (primarily based on food it takes to get there):
City level 1 = 1 of each repeatable building
City level 2 = 2 of each repeatable building
City level 3 = 3 of each repeatable building
City level 4 = 5 of each repeatable building
City level 5 = 10 of each repeatable building
Zone of control has been equalized for all cities. It is set to spread every 10 turns. Generally, for level 3 cities and above, players should get more Zone of control from their outposts, and much less from their capital city.
City level 1 = ZoC min1 max2 (capital cities start at 2 ZoC so the AI doesn't get left behind and build wrong)
City level 2 = ZoC min2 max3
City level 3 = ZoC min3 max4
City level 4 = ZoC min4 max6
City level 5 = ZoC min6 max9

Buildings that serve only to boost metal or food production by a percentage, now require a "basic production" of that resource in the city. A city without an iron mine or a ventri ore mine may not build a blacksmith, for example. For food production, only sources that are world resources count - Gardens, Skath pits, spells or the initial 1 food bonus to a capital city does not allow you to build the booster buildings in that city. Example on how being prevented from building looks: http://ii.snag.gy/Klmse.jpg

Spells

Spells are researched twice as fast, but researching spell level-ups take 50% longer. You can now research three level 1 spells in the same time it takes to research access to level 2 spells.

All spellbooks can now be researched from the tech tree. Books selectable from start have a 75% chance to appear when researching tech to unlock them. The summoning book has been removed.

Spells have been tweaked to scale better with the game. Spells now depend on a new unit statistic called Magic Power. This statistic can only be boosted by conquering more shrines, or building special improvements (see below), or researching a perpetual research called Refined Mana Channeling. Magic power controls the strength of various spells. All champions currently start with 100 magic power, which means spells are 100% efficient. The individual statistic Intelligence has three functions in the new system: First, to reduce the chances of getting your spells resisted. Second, to boost your own Magic Resistance. Third, spells require intelligence to be cast (somewhere between 10 and 20).

The full spell list can be found here: http://pastebin.com/raw.php?i=dGyvYjF4
A spell may say, for example, that it deals 3^ damage. This means that a champion with Magic Power 100 will deal exactly 3 damage. However, if he has magic power 150, the spell will deal 3*1.5=4.5 damage.

Magic Power can be boosted from different sources, these things can be researched in the Wizardry technology tree
- Each Shrine provides you with +15%
- New improvements Temple of Essence (kingdom) and Tower of Souls (empire) can be built once in any lvl 4+ city connected to a shard (after researching access). These improvements give another +10% Magic Power, but they also cost 1 mana per turn.
- New Improvements Tower of Ereog (kingdom) and Tower of Titans (empire) can be build in any lvl 5+ city (after researching access). These improvements, which can be built only once per faction, provide 25% bonus to Magic Power. These improvements drain 2 mana per turn.
- An infinite research, called Refined Mana Channeling, gives another 5% bonus. This technology has a 25% chance to appear.

Players may invest their level-up stat points for Champions in Magic Power. Note that the additional stat points are conntinously multiplied by all existing bonuses from shards and other improvements.

Environments

The 10% increase/reduction in offense/defense depending on what environment you were fighting in has been removed. Some factions now spread barren, desert or winter environments instead of fallen or kingdom.

Difficulties

Difficulties renamed and tweaked. Examples: A Normal (100%) AI plays just like the player. A Challenging (125%) enemy gains 25% to all his production values and unit hitpoints.

Research

All infinite technologies (things you can research over and over) now have a 25% chance to appear when researching a field. If what you want doesn't appear, you have to choose something else. At least 1 tech of some kind will always be available. Technologies that previously could be researched repeatedly for a 10% bonus to an area, now give 5% instead. The only exception to this is the technologies that reduce the price of Champions - that remains at 10%

Arcane armor (legendary plate armor) now has, as a prerequisite, the highest level of armor research from the Warfare trees (this is poorly shown by the UI). For Kingdoms, Arcane Armor now comes before Arcane Weapons instead of the other way around. (Note that for both Empires and Kingdoms, Arcane Weapons require the tech Arcane Armor, and therefore indirectly require the highest level of armor from the Warfare tree.)

Unit Quality

Unit quality type has been much reduced in power. Previously, it gave 0% / +50% / +100% / + 200% hitpoints at the different levels. Now, it gives 0% / +25% / +50% / +75%. In addition, units will regain extra health in strategic mode depending on their quality level; 0 / 1 / 2 / 3. Note that this allows units with quality training to regenerate health outside their own Zone of Control (which gives +1 health regen as well).

Unit Training

Training time bonuses have been tweaked. Note that these scale unevenly in an additive manner. If you increase speed by 10% it takes 90% as long as it normally would to build a unit. If you increase speed by a total of 50% it takes 50% as long as it normally would to train a unit. This is the opposite of having a diminishing return, as each bonus is based on the original value rather than the smaller modified value (each additional bonus increases the final amount by a greater relative percentage than the bonus before). In addition, all the buildings that boosts training speed have been tweaked. These are the new stats. Generally, they require less upkeep but more citizens.
Kingdom:
Barracks: ~10% faster training time, city defenders gain 3 accuracy - 15 citizens, 2 gildar/turn upkeep, requires city level 2
Command Post: ~10% faster training time, city defenders gain 2 dodge - 20 citizens, 2 gildar/turn upkeep, requires city level 3
War College: ~10% faster training time, city defenders gain 3 magic resistance - 30 citizens, 3 upkeep, requires city level 5
Empire:
Garrison: ~15% faster training time, city defenders gain 3 accuracy and 1 dodge - 25 citizens, 3 gildar/turn upkeep, requires city level 2
Warrior Temple: ~15% faster training time, city defenders gain 3 magic resistance and 1 dodge - 50 citizens, 4 upkeep, requires city level 4

Unit Health scaling with levels

Health and how it scales has been changed for player-designed units. Units will now gain much less health from levelups.
New health scaling (old => new)
Level 1 = 21 => 23
Level 2 = 38 => 30
Level 3 = 55 => 38
Level 4 = 72 => 45
Level 5 = 89 => 53
With Experienced quality training (~+25% health)
Level 1 = 26 => 29
Level 2 = 47 => 38
Level 3 = 68 => 47
Level 4 = 90 => 57
Level 5 = 111 => 66
As before, all units gain +3 accuracy for each level after the first.

New World resource: Elementium Deposit

A new world resource has been worked into the game, Elementium Deposit. These are exceptionally rare sources of Elementium that mostly appear in deserts. Both factions can build Elementium churners on top of these deposits. One piece of Elementium will be produced every four turns. http://img215.imageshack.us/img215/8679/elementium.png

New World Resource: Ruins of a Hospital

A new world resource has been worked into the game, Ruins of a Hospital. A wide range of medical personell dedicated their lives to heal the sick and wounded at this hospital. If you assist them in rebuilding the burnt-down building, they will help you by healing your troops - but only if the building is inside your city walls. If the building is outside your city walls, there is no bonus at all. Regardless, the connected city gains +1 prestige.

New World Resource: Broken Magical Forge

A new world resource has been worked into the game, Broken Magical Forge. A relic from another time, this forge has magical properties. Any effort to make something in the forge always turn out the highest quality of produce. This allows the maker to save resources that would otherwise have gone to waste. If the forge is rebuilt and positioned inside city walls, the city can train units at 15% less resources. If the building is outside your city walls, there is no bonus at all.

Minor changes

-For the player, pioneers are now built in groups like normal units. More members in the unit means a larger starting population in the built city, but it is generally not worth it to build a unit larger than 4 since the city will grow organically anyway. The AI still builds solo pioneers.
-Cliffs can now be walked on, just like beaches
-Tweaked default sovereigns. Most notably, Kravox now starts the game with a pioneer.
-Libraries and Master Archivists now give 1.4 Tech Knowledge production, instead of 2.
-The following repeatable buildings were missing their limits, and this has been corrected: Master Archivist (empire), Lore Shop (empire), Library (kingdom).
-Monuments (empire) are now counted as repeatable buildings and are thus limited by the level of the city (still need city level 2 to build the first one). Monuments also require 1 gold upkeep instead of 2.
-Skath Pits (empire) and Gardens (kingdom) now produce 1 food instead of 2, to prevent infinite recursion of food. Gardens require 25 used population instead of 35 (skath pits are 25 by default).
-Changes to pioneers: New 3d model, a backpack. Pre-designed Fallen pioneers now come unarmed, putting their materials cost at the same as the one for kingdoms.
-Farms cost 0 materials and 25 gildar, instead of 5 materials (empire) or 2 materials (kingdom)
-Tower of Souls (empire) and Temple of Essence (kingdom) gives 2 mana instead of 3
-Emerald Palace (empire) gives 2 mana instead of 4
-Level up points for champions reduced from 5 to 4
-Sovereigns now become incapacitated for 10 turns after falling in combat, instead of the previous 5.
-Small tweaks to AI, will pursue gold and prestige less and generally build larger cities. Will almost always build buildings that boost metal production when applicable.
-Dynasty children now become adults at the age of 18.
-All weapons now include in their description whether they are one- or two-handed.
-Great Scimitar reduced to 40 attack instead of 50. Lord hammer now reduces combatspeed of wearer by 1 instead of 0. Claymore now reduces accuracy by 5 instead of increasing it by 6. Great Scimitar and Claymore now cost 9 metal, instead of 10 and 12 respectively. Reaper now gives 0 combatspeed bonus instead of 1 and 13 attack instead of 14.
-Legendary Plate Cuirass reduced from 18 to 10 defense. Added new bracers, Legendary Plate Armlets, that give 7 defense and no dodge reduction for the cost of 18 gold, 6 metal and 1 elementium.
-Medical Pack now grants a unit 1 hitpoints, instead of 5. Ward of Health grants a unit 2 hitpoints, instead of 3. Band of fortitude now costs 7 crystal, instead of 1. Amulet of Life can no longer be purchased or used when designing units. Ranger's Pack removed from game. Messenger's Pack removed from game. Scout's pack now gives 1 sight instead of 1 defense. Crystaline Stonelet gives 2 hitpoints instead of 3. Hatestones now reduce the Hitpoints of the user by 2, instead of 0.
-Fixed Cloaks being generally unavailable for Empires.
-Tweaked unit design window to show hidden values. Before: http://i.imgur.com/Ggqrs.jpg After: http://i.imgur.com/f7kl4.jpg
-Wargs and horses are now exclusive to each type of faction. A kingdom may never train warg units, even if it has the resource. An empire may never train horse units, even if it has the resource.
-Ventri ore mine reduced to 2 from 3 metal
-Mining Guild (kingdom) now gives 25% more metal, instead of 100% more metal. Blacksmiths (kingdom) increase metal production by 25%, instead of 50%. Smelter (empire) now increase metal production by 50%, instead of 25%.
-Catapults now come with 27 attack. Previously, kingdom catapults had 20 attack and empire catapults had 35.
-Removed the quest Moriah's Lost Spellbook
-Removed Kingdom techs: The_Ties_That_Bind_Amarian, Movement_Amarian. Advanced Tracking is now a one-time research.
-Removed Empire techs: Armies_Trogs, Teams_Trogs, Influencing_Trogs. Advanced Tracking is now a one-time research.
-Removed the researchable 25% hitpoint bonus for Kingdom. It was causing issues and Empire didn't have anything equivalent.
---------1.2
-Special fallen traveling boots added to cities, were previously missing
-Alzor's armor now wearable by anyone, replaced model
-Changed fallen capital city population limit from 20 to 15
-Longstrider boots removed from the game, champions that wore those now wear traveling boots (same bonus)
-AI more likely to build workshops and other material-producing facilities
-Fixed issue where fallen male sovereigns would be unable to buy armor if playing a kingdom faction
-Kingdom legendary gear now costs the same for non-fallen as it does for fallen in the shop
-Fixed what order items appear in the shop - armor sets now appear next to each other, and different item types are sorted according to their type (all cloaks next to each other, all shields next to each other and so on)
-Band of Endurance now allows wearer to regen 1 health per turn in combat, price raised to 200. Previously it added 1 strategic move, and cost 123 gildar. May be used for unit design, in which case it costs 3 crystal.
-Band of Roaming renamed Band of Vengeance, now adds 15% to counter-attacks from the wearer, price increased to 250. Previously it added 1 strategic move, and cost 51 gildar. May be used for unit design, in which case it costs 4 crystals.
-Cloak of Thwarting now wearable by everyone
-Yithril bow now gives 0 Combatspeed, instead of +2
-Added new city levelup bonus - materials production (same % as gildar, 5*new_citylevel
-Reduced Tech knowledge levelup bonus from 10*new_citylevel to 7*new_citylevel
-New Sovereign History: Weaponmaster. Attacks have a 10% chance to ignore all armor. Verga starts with this, instead of Vengeance (50% higher counter-attack damage, introduced in this mod).
-Removed old sovereign history Beastmaster (didn't work)
-Reduced time it takes to build Hedge Wall (kingdom) to 10 from 15, to match the Wooden Wall (empire). Fort (kingdom) now takes 15 turns to build instead of 20. Fortress (kingdom) now takes 20 turns to build instead of 25. Castle (empire, 2nd and last level) still takes 20 turns to build.
-New Faction bonus: Close Living. All housing room is increased by 10%. Yithril now starts with this bonus. Note that this means the capital city can reach level 2 without building any housing room.
-Increased citizens needed in studies and archivists from 3 to 5. Libraries and Master archivists remain unchanged at 5.
---------1.3
-Barter House now buildable once, instead of being treated like a repeatable building
-Fixed so horses/wargs should spawn the same
-All factions can now train male and female units (visual difference only). This is of particular interest to the non-human Empires, as they get access to two (visually) different types of armors.
-Removed free diplomatic capital from Fallen technologies
-Fixes from this mod that were incorrect: Empire smelter only gave 25% metal production boost, should be 50%. Kingdom Blacksmith gave 50%, should be 25%. Kingdom Mining Guild did not require a "basic metal production", also fixed.
-Scout's Pack is now available only after researching Superior Equipment (the same tech you get medical pack from)
-Updated the Unit Design List window, so the "costs" window is larger.
-Updated the Unit Training window, where you select which unit to trai, so the "costs" window is larger
-Medical pack now gives +1 hitpoint instead of +1constitution (worse scaling with level-ups).
-Beacon of Hope (kingdom) now gives 1 prestige instead of 10
---------1.4
-Farm (kingdom) now gives 5 food instead of 4, to match that of the Empire's. Orchards built on Fruit Groves have been reduced to 3 from 5 food for both factions.
-Inn (kingdom) now takes 8 turns to build instead of 10
-Tweaked appearances of Refugee Camps
-Cloaks and Accessories now give additional training time when included on units. All cloaks now provide at least 1 defense
-Scout's Cloak now costs 13 gold and 2 materials, instead of 25 gold and 5 materials. It now provides 1 extra sight, instead of 2
-Soldier's Cloak now give +3 ranged dodge, instead of 0
-Band of Agility now costs 10 crystals, instead of 15
-Amulet of Warding now costs 5 crystals, instead of 3
-Ward of Defense now costs 8 crystals, instead of 3
-Vengeance coating now provides 2 attack, instead of 3. No longer costs any materials (previously 25), now costs 20 gold instead of 5
-Crystaline Stonelet no longer costs materials (previously 25) and gildar cost is now 25, previously 5
-Hate Stone now costs 5 materials, instead of 25. Gildar cost is now 30, instead of 10
-Crystal Mine (empire) is now buildable after researching Arcane Experiments, instead of Arcane Weapons (2 techs earlier), can be researched right after shard harvesting)
-Refugee Camp now provides 60 population storage instead of 100
-Empire lesser shrines were missing their 20 gold cost to build, foxed
-No shrines require population anymore, as the engine wasn't handling it properly (the cost was only applied if the building was inside city walls)
-World resources that require an upkeep in gildar after it has been built, now say so in the "hammer" tooltip when you are about to build the improvement
--------1.5
-Reduced frequency of some of the new world resources
-Added text to armor: "This armor will only fit Fallen males" and "This armor will only fit those smaller than Fallen males". This should avoid confusion why some armors can't be worn effectively when traded by champions.
-Added new armor that combines helmet and chestpiece, denoted by a large "*" icon. These are primarily to force the AI into wearing helmet - but may also be used by the player, of course. The cost is equal to the separate pieces when designing units, but they are slightly cheaper than the individual pieces when buying in the shop for champions (5-10%)
-Removed a few armor pieces of Patchwork from heroes, as they were very unstable
-Fixed refugee camp tooltip to accurately say 60 population instead of 100
-Iron ore mines now give 2 metal per turn, and ventri ore mines give 3 metal per turn
-Fixed tooltip on Touch of Entropy to accurately say 25^ instead of 30
-Reduced arcane arrow from 10^ to 8^ damage
-Tweaked the following buildings:
--Imperial Throne (empire): Now avaiable at city level 3. Reduces maintenance in city by 50%. Adds 2 prestige.
--Palace (kingdom): Now available at city level 3. Reduces maintenance in city by 50%. Adds 2 prestige.
--Theatre (kingdom): Reduces maintenance in city by 25%. No upkeep. Adds 3 magic resistance to anyone defending the town.
--Great Arena (kingdom): All cities have their prestige boosted by 25%. All controlled units gain +10% magic resistance. 3 upkeep.
--Town Hall (kingdom): Increases Tech, Materials and Gold production by 10% in the city
-Fixed tooltip for spell blast to accurately say "Target units within a radius of 1 take 8^ damage."
---------1.6
-Arcane arrow tooltip fixed
-Touch of Entropy can now never be resisted
-Fixed Fireball damage, it was roughly +200% too strong
-Removed negative combat speed modifier from Lord hammer, the weapon now only gives +40 attack and nothing else
-Claymore (kingdom) now gives +3 dodge and -3 accuracy and 40 attack, instead of -5 accuracy and 40 attack
-Great Scimitar (empire) now gives +3 dodge and -3 accuracy and 40 attack, instead of -3 dodge, -3 accuracy and 40 attack
-AI more likely to hoard metal until it can build units with high armor, instead of spending it all on weapons only
-Fixed a massive issue with AI cheating with pioneers (caused by this mod). The AI now appropriately pays exactly the same as the player does, instead of 75% less. If you had AI swarm the entire map with pioneers in 15 turns, that issue should be much reduced now.
-Iron Ore mines now give 1.5 metal, and Ventri metal mines give 2.5 metal
--------1.7
Lord hammer still had -1 combatspeed, this was removed
Remove Kingdom reference to archery range
Did lots of tweaking to make sure ExpandedFactions mod could integrate better
Embassy (kingdom) is now a once-per-city building and requires 15 used citizens instead of 0, and takes 8 turns to build instead of 3
Reduced Mining Guild (kingdom) to 3 gildar per turn upkeep from 6
Fixed an issue where Kingdoms would never ever train mounted warriors (still very low chance)
-------1.8
-The normal Karazzan is now available for Empires as well, after researching Dread Weapons. it was previously only available to Kingdom players.
-Players can now select no more than 3 stat points upon reaching a new level with a champion
-Renamed the "Annie" unit to "Dog"
-Fixed Fireball, it now deals 4^+1^/fire shard, instead of dealing 5^+1^/fire shard
-Elementium Churners now take 75 gold to build, instead of 250. The material cost of 25 remains the same
-Fixed one issue with the Heal spell, let me know if it still isn't working
-Unhidden the following stats for all units: Strategic and Tactical Health regeneration. Updated the champion Equip UI to make room for new stats shown
-Used a bunch of unitstat tooltips to talk about game mechanics
-Journeyman's Cloak now gives 1 strategic health regen, instead of 1 sight
-New Sovereign Background: Magician - Gains +5 Magic Power from the start. This talent was given to Procipinee, replacing her old background Royalty. Also to Karavox, replacing his old background Expander. 
-New Flaw: Dull mind - Unit starts the game with -10 magic Power. This flaw was given to Markinn, replacing his old flaw Ugly.
-Kul-al-Kulan now starts with Expander history instead of Warrior.
--------1.9
ATW: Removed spellcasting from a bunch of units that shouldn't have it. Spellcasting is for Sovereigns and Imbued Champions only.
ATW: All cities had the artificial limit of how many tiles your city can cover increased to 100, from 50
ATW: Wages have been reduced 50%. This should solve the imbalance that exists between gold and the other resources in the middle-game. Also, should make the AI harder to fight, as the AI gildar management is bad (it builds crap units until it can never afford to build good units - not anymore).
AWT: Fixed Wither spell to do what it says
ATW: Background changes to allow for new custom factions based on ExpandedFactions
ATW: All self-designed units had been set (by this mod) to give 5 experience points exactly, no matter size or strength. This was removed.
--------1.10
- Fireball redesigned. It now reads: "Target suffers damage modified by troopcount. Base damage is 16^ (+4^/fire shard). Each troopcount above/below 4 adds/removes 20% damage (3 men= -20%, 6 men= +40%)." changed previous calculation: "Enemy target suffers 4^ (+1^/fire shard) damage per unit member.". This is intended to slow down the scaling of the spell near the end-game.
- Sacrifice tooltip reworded - mana arrives at next turn. Now appropriately requires 20 intelligence instead of 34.
- Glyph of life now gives +20% health, instead of +20^ hitpoints. Now appropriately requires 16 intelligence instead of 28
- Summon Earth Elemental now appropriately requires 18 intelligence, instead of 29
- All shard shrines now provide 3 mana, instead of 2
- Sovereign automatically generates 2 mana per turn, instead of 1
- Players may now increase their mana generation further by a perpetual research in the wizardry/sorcery research tree. The new tech is called Attunement, and adds +5% to shrine mana generation. The research has a 25% chance to appear, and may be researched infinitely. The pre-requisite is the tech Expert Channelers.
- Removed the Empire tech "The Old Order". Empire players may now instantly research the "Order of Zaleth" technology.
- The Empire tech "Proper Living" has been moved down the tech tree. It was previously researchable from the start. It now requires that the Empire player first researches Learning, and Majesty now comes after Proper Living (instead of after Learning). Bartering and Learning is now researchable from the start (they previously required Proper Living). Compared to the Kingdom Houses, Proper Living is still more accessible as it requires 2 completed techs (previously 1) - Kingdom requires 3.


To-do
update horse tile, warg tile so they're visible in 3d mode and don't just look like a forest - steal something from elves mod?
update basic goodiehuts to give a greater variety of stuff including armor

Special thankts to:
Gobstein - for helping out with tiles for the hospital and magical forge

 

 

312,818 views 247 replies | Pinned
Reply #51 Top

Quoting Heavenfall, reply 45
Crap, I forgot one thing. Arcane armor (legendary plate armor) will only be researchable after the highest level of armor from the Warfare tree. That change isn't in, will be in 1.4.

 

That's a good one, always found it strange that you could have enchanted legendary plate and yet being unable to make the normal kind. Course, its a shame you couldm't make a lesser enchanted plate. if the chainmail shirt is still in there, somewhere, hmmm.. maybe it might be worth bringing it back as such?

 

Still, there are many, many issues with the weapon options, and while that should be addressed in a mod itself, always found the lack of good polearms, honesly, swords are excelent one on one weapons, but formation fighting? maybe go roman with their gladius, but that is about it. Killing the rant here.

 

As for he issues with the Devs, asking shouldn't hurt, I think and one would hope they'd be mature about it.

Reply #52 Top

I thought the beacon of hope thing was weird, doesn't even match the tooltip of giving one prestige.  Getting 10 prestige after the first three tuns just seems broken.  Gobstein is indeed right in that the equivelent empire building only gives 1 prestige.

It's easy to change back to the 1 prestige it should(?) be.  Change the 10.0 to 1.0 in the following file:

Elemental\data\Language\Core Improvements\KingdomUniqueImprovements.xml

Code: xml
  1.   <!-- ******************** -->
  2.   <!-- ** Beacon of Hope ** -->
  3.   <!-- ******************** -->
  4.     <GameModifier>
  5.       <ModType>Resource</ModType>
  6.       <Attribute>Prestige</Attribute>
  7.       <Value>10.0</Value>
  8.       <PerTurn>1</PerTurn>
  9.     </GameModifier>

Reply #53 Top

Quoting Heavenfall!, reply 50
Moving on then.  If I upgrade the game to 1.4 will I be able to download & use your latest version?

Yup, just update and then install the mod.

 

@gobstein the armor isn't necessarily enchanted - it's just made of bits of Elementium. Sure, I could do some lower quality armor of Elementium as well, but who would build that? Unfortunately, there's not a whole lot that can be done with the weapons options, based on two facts. First, the stats they provide are hardcoded into the battle calculators, so I can't introduce say a new type of damage that has special properties. Second, the AI only chooses one type of weapon anyway, the one with the highest attack (if it has the resources).

 

@slik I forgot to put that in the notes, that change is already in 1.3 of the mod

 

Thanks guys for talking about issues in the game. Always good with a fresh pair of eyes.

In 1.4, empire's improvement to harvest crystals will be buildable much earlier

Also, I will go through the various equipment accessories available again, and lower the crystal costs slightly but make them give additional training turns instead when used on units. Cloaks will also get the same treatment - slightly less material costs, but they make units train longer. The reasoning is this; for these peasant heavy brains, using such extravagant magic equipment and cloaks - that can easily get in the way when fighting - require special training. You can't just hand it to some lowlife and he goes "oooooooooooooooOOOOOOUUUUUUUUUUUUUUHMM" and starts glowing.

 

How are you guys feeling about the metal in the game right now? If I had my way, I'd double it in frequency (or halve the metal it takes to train units with armor). It feels like a lot is dependant on metal when it comes to training units - and yet, it is almost completely unaccessible. Too sparse means the player doesn't have much choice in when or how to use it.

Another issue is the AI not using helmets. What I might do is create new armor selections based on chest armor that also include the helmet. That way, the AI would automatically get helmets included in their setup as selecting the chest armor is their second highest priority after weapon. But I'd have to clutter the UI somewhat - make two chest armor options for the user. See the screenshot. Is that acceptable, to make the AI start using headgear? http://i.imgur.com/onPW8.jpg Maybe a special icon would make it less obnoxious?

Reply #54 Top

It's been great running the current version!

 

Now that you fixed the Beacon of Hope, would you consider modifying the Inn as well? 10 turns is an awfully long time to wait for something of identical effect.

Reply #55 Top

Yes, I will move it to 8.

Reply #56 Top

Hmmm.. Metal, dunno I feel it should be somewhat rare, making the armors and arms more ah, worth it.

What I was noticing, though, was the material costs and production rates, specially given the minimum unit size, I think material poduction building should either be boosted or the material cost of units lowered.

 

Regarding weapons, I figured it was something like that, given how the AI goes minimum Armor, top of the line weapon. Still, that would need some serious tweaking of the AI and best left for FE. Another thing I noticed is that teh AI seems to go for random Sentry... a Lot. it does give a short term boost, but on the long run, it hurts them. maybe disable the sentry option from city level up? it would make for a more pleasant gameplay, I think

 

I alsosecond the lowering of the inn cost, maybe to 6? for a +1 prestige building, it is not that much, twice the cost of the beacon. The Merchant should have a similar treatment, I think.

Reply #57 Top

You can't compare the beacon to the inn though, the beacon is unique to your civilization and its goal is to make sure your first city isn't stuck in the dark ages forever. The inn can be built in any city.

I don't like disabling something the AI is using, its a fun option and it makes it so you can't just rush their city in the start with a sovereign. Disabling it won't make the AI create well-planned cities.

The material production has already been indirectly boosted because you now have the option of getting extra materials out of a city from level-ups.

Reply #58 Top

My original intention was for spells to scale with intelligence and shards. However, I no longer think this is a good approach. Instead, I wish to make spells scale ONLY with shards. The reason for this is if you want two things to boost something, you have to make their individual contribution very small so that it doesn't become overpowering.

When it works:
Let's say I have a spell called Fireball. It does 6 damage, and each Fire shard increases damage by +2. In addition, For every 4 intelligence above 10, it adds +1 damage.

When it doesn't work:
Now we have a spell called Grace of Air. It gives you 1 combatspeed, and each Air Shard increases the speed bonus by +1. In addition, for every 10 intelligence above 15 it increases the amount by +1.

Then you start a game and you find one air shard and you decide to make a caster build, so you start pumping intelligence. You also go looking for another air shard, which happens to be nearby. You quickly gain a spell that gives +4 combat speed. Then you build a single archer unit, and you win the game.

Similarly, imagine stoneskin. It gives you +3 defense. And another +1 for an earth shard. Then another +1 for every 10 intelligence above 12. So now you quickly have a spell that gives you +5 defense. Doesn't sound so bad? Let's imagine a leather-wearing unit with 9 defense and 15 attack fighting an enemy with 15 attack as well (quarterstaff). Instead of having ~50% of its DPS negated by armor, it will now have ~80% damage negated.

What I'd like to do instead. Spells are boosted by shards only. The only function of Intelligence is to get less resists from offensive spells. I believe this will make the game more interesting, and bring shards and spells back into the gameplay.

Scalable strategic spells:
Enchantment:
Inspiration: +1 tech knowledge. In addition, each shard of any type boosts tech production by +5% in the city
Nature's Bounty: +1 food, +0.5 per water shard
Invisible workers: +1 material/turn, each shard of any type boosts metal production by 5% in the city
Enchanted Hammers: 10% faster build speed in city, another +4% for each any shard
Life:
Regeneration: +2 health/turn in strategic mode, each Earth Shard gives +1 tactical health regen
Fertility: +1 prestige, +0.5 prestige for each shard of any type
Glyph of Life: +20 health, +5 health per Air shard
Combat:
Arcane weapon: +3 attack, each any shard will give unit 2% chance to ignore armor on an attack
Earth:
Stoneskin: +3 defense, another +1 per earth shard
Fire:
Pillar of Flame: 2 damage, +4 fire per fire shard, 5 turn cooldown
Inferno: 10 damage to all units that enter the tile, another +5 per fire shard, lasts for 10 turns (10 turn cooldown)
Water:
Slow: For 3 seasons, enemy army loses 1 movement, +1 per water shard (6 turn cooldown)
Air:
Evade: +3 dodge +1 per air shard, now a continuous strategic enchantment

Scalable tactical spells:
Combat:
Arcane Arrow: 6 damage +1 per any shard
Spell blast: 3x3 square, all units inside take 3 damage +0.5 per any shard
Guardian Aura: Removed
Touch of Entropy: 25 damage +5 per any shard, can only be used once per fight
Mobility:
Wind Shield: +6 ranged dodge
Haste: +1 combatspeed for 3 turns
Greater Haste: For all friendly units: +1 combatspeed, lasts 1 turn
Earth:
Pull of the Earth: -1 combatspeed for 5 turns, -1 for each earth shard
Hail of Stones: 14+2 earthshard damage, for each point of dodge on enemy damage is reduced by -1
Air:
Storm: Random enemy suffers 5-8 damage, the range is increased by 1-3 for each air shard
Greater Evasion: Unit gains +5 dodge, +2 per air shard, for 2 enemy rounds
Fire:
Burning Hands: 1 range, 8+4 fire shard damage
Flaming Dart: 5 range, 5+2 fireshard damage
Fireball: 3+1 fireshard damage, damage is multiplied by enemy troopcount (a 4-man unit would suffer *4 damage)
Firestorm: 10+5 fireshard damage, 1 radius
Water:
Grip of Winter: Enemy unit loses 3+1watershard dodge, has a 20%+5% watershard chance to lose their next turn
Blizzard: 7+3 watershard damage, 1 radius
Greater Grip of Winter: Each enemy has a 20%+5% watershard chance to lose their next turn
Death:
Blindness: Enemy unit suffers -3 dodge. In addition, accuracy is reduced by 1 per any shard.
Wither: Target instantly suffers 30%+3% per shard of its remaining health in damage. All damage is recovered in 4 turns
Contagion: All enemies suffer -2 damage per turn. On turn of casting, each enemy unit has a +4% per any shard chance to lose their turn
Life:
Heal: +6 health, +1 per any shard
New spell: Greater heal: All friendly units recover 2 (+1 any shard) health per turn for 3 turns
New spell: Seep wound: Enemy target suffers damage based on its lost health. For each any shard, target takes damage equal to 20% of the health it has already lost

 

I'm also toying with the idea of giving free access to each elemental book, as soon as a player controls that shard. So a fire shard would give you free access to the spellbook of fire.

Reply #59 Top

Great mod, Heavenfall! You've made the game fun again. I do think metal needs some tweaking though. Now that the ventri mines have been decreased, it's even harder to equip the minimum units in metal. I think those should go back the way they were, and either add more metal mines or decrease the amount of metal needed. More resources on a dull map is always nice.

Reply #60 Top

You do have a point, call me bitter, but my AI enemies seem to have a lot of luck with those sentries, hence my complain.

 

I like your idea, though not all spells are Shard Dependent, those could get their bonus out of intelligence. of course, I assume you will be keeping intelligence as minimum requirements for some spells?

 

On to other topic been fiddling a bit and made a quick Hospital tile, only the complete one, though, if you think it is usable, I'll add the under construction and empty tile. I'll forward it to you via PM


 

Reply #61 Top

@"I like your idea, though not all spells are Shard Dependent, those could get their bonus out of intelligence. of course, I assume you will be keeping intelligence as minimum requirements for some spells?"

 

Yeah, that's the other benefit, of course. I will put every spell within reasonable reach - you should be able to cast everything with 20 intelilgence. Intelligence also gives you magic resistance (oh yeah, every hostile spell will now be resistable). So intelligence gives better spell penetration, more spells, and better magic resistance. It's interesting, but not a stat you pump every point into. Perfect.

Another reason that I don't want any spells dependant on intelligence is, once you start down that road the player will pour every stat into intelligence just to boost a certain spell. And the other reason; the AI doesn't know that, so it will be stuck with less than useful stuff.

 

I'm looking over the spell list again and I realize it won't be fun to play with. A 4-man unit has between 23 and 70 life. Damage spells need to scale better. If a spelll does 12 damage or 15 damage doesn't matter if the enemy unit has 70+ health. At the same time, spells can't have too strong numbers because then you can one- or two-shot fresh heroes.

The answer is to make more spells scale with the "enemy troopcount", ie how many members are in each unit.

 

Quoting mywhiskey, reply 59
Great mod, Heavenfall! You've made the game fun again. I do think metal needs some tweaking though. Now that the ventri mines have been decreased, it's even harder to equip the minimum units in metal. I think those should go back the way they were, and either add more metal mines or decrease the amount of metal needed. More resources on a dull map is always nice.

The game IS fun to play; it just needed that last 0.1% polish to finish.

 

 

 

Reply #62 Top

How about spells that look like this?

Fireball: Deals 3 damage, and another +2 damage per fire shard. Other shards add +1 damage. Damage is multiplied by troopcount. Spellcasters suffer damage for two.

 

So shards become a sort of "magic strength", even for other elements. That way a player can start with, say, a fire shard. He has a decent spell which can deal 5*4=20  damage to a 4-man unit. The game progresses; he finds 4 more shards, none fire. Now his spell deals 9*4=36 damage.

How this would work is you can also research techs that unlock "shard bonuses". I'm not sure exactly how that would work, but they'd be there.

 

Another option is to have a tech you can research over and over, that perpetually increases all spell damage and effects by 10%. That's doable. A rare world resource, or a level 5 world-unique improvement could give you a further boost. So you get a "magic strength" stat, but it's not intelligence and you can't boost it from level-ups.

Fuuuck, this is difficult coming up with a working concept because I'm so limited by the engine.

 

Reply #63 Top

You might want to add some sort of ceiling to the shard power up, though.

Otherwise you might end up with the Firestorm spammer. Hmmm... maybe increase mana cost per additional shard?

 

You know, here I am yearning for the MOM mechanic of just being able to pump more mana into a spell for extra effect that would have solved the power scaling without ending over or under power (more or less)

Reply #64 Top

Another solution that is possible. I can mod the Elemental.exe file. As you know, some things are hardcoded. One of these things is the +3 accuracy per level that you gain. I was able to replace that with a custom unitstat, called Magic Power.

So we theoretically have a stat which can be used as magic power, and that increases with the caster's level - but the user can't put points into it. Units could of course start out at different levels, and it would also be possible to have items and potions that boost magic power.

There are two bad sides to this though. First, I remove the bonus to accuracy you gain from level-ups. This affects the entire game and every unit in it. Second... are people comfortable running a modded exe?

Reply #65 Top

I'm for anything that puts the "Magic" back into the forefront.  I play the game as a spellcaster, but there only a couple of things you can do & be effective.  For example, summoning an Earth Elemental as soon as possible is a must if you're not reseaching weapons & armor.  I think you're taking this game right where it needs to go!

Is there really a downside to running a modded exe?  We'll know pretty quickly if the game isn't stable.  Reversing to a previous version won't be too difficult.  Granted it might scare off some of the people, but if we test it out & can say it doesn't cause any issues I say go for it. 

Reply #66 Top

I've decided not to use the modded exe. There's a whole bunch of secondary issues, including legal. But mainly, people shouldn't avoid the mod because it looks suspicious.

Damn "intelligence"... even if I have something like... "for every 30 intelligence above 20, this spell does +0.1 damage" I STILL feel like I should be getting intelligence because it's the only thing boosting spell power.

Reply #67 Top

Well, you also have the relative shard rarity, which would leave the spell power, at least in the smaller maps, somewhat lacking. The all shards contribute helps, but it stills leaves you somewhat underpowered.

 

But the problem is, the real issue, at least from what I see is that you don't want folks concenrtating points in int.

Hmmmm... why don't you make spell res. partialy dependant in Dex? Dex is rather unused as it stands and with the bonus Acc. per level, it makes it a poor choise (as opposed as playing it safe and making a End. investment)

 

Speaking of stats, what is Cha doing now? it could be used to boost offense and defense in battles, you know, like the effects of a Harangue or some such.

Reply #68 Top

I don't have that kind of access, to change of magic resistance is calculated.

Charisma is doing the same thing as before, scores above 10 boost prestige in a stationed city.

 

Yeah, I think the option used is going to be the one where each shard boosts spells. Almost like the original essence in the game, but different.

 

In addition to giving shard bonuses, each shard would also give you a % boost to all spell damage. So you have one fire shrine, and a fireball which deals 4+1f/fireshard damage (multiplied by troopcount). Then, there's also a base value of spell power or magic power or whatever, which increases that final amount by 10% for each shrine of any kind you own. So the spell would actually be doing 20*1.10 damage against a 4-man unit with one fire shard.

But what's important is the scaling. With 4 shards, you'd be up to 20*1.40 but that's still nowhere near the aim which should be a multiplier of at least 2.5 end-game.

So the final solution is to use improvements that can be built in cities. For example, a Tower of Essence, which boosts all spell damage by 25% for all your units controlled. A player can thus focus on spell power, by researching appropriate technologies and building high-level towns. And shards remain important and interesting because their bonus is applied before the multiplier.

Edit: I'd have to pull some tricks out to make sure you couldn't get the same bonus twice from capturing towns the AI built, but I think the concept is solid.

Edit2: And there's still room for "talents" or flaws such as champions or factions being terrible at spell casting.

Reply #69 Top

Heavenfall,

 

First off, your mods have gone a long way to making the game enjoyable to play and I also appriciate the work SD has done to work the issues as well. That being said, let me run a few design rules we used in our RPG game we made and ones I was using with a number of spells I was adding into my game a while back to see if it helps any.

1. Spells broken up into levels with more powerful variants showing up as level increases is a good thing. Going flame touch, to fire dart, to flame blast, to fire ball, and to supernova over 5 or so levels helps set a pace for advancement.

2. Intelligence can be used for certain spells as an effect generator, but it is better servered as a requirement for a spell. Dumb casters should not be able to do Supernova. Intelligence can also be used to set or limit mana. Granted with the new pool that is no longer an easy thing to do.

3. Spell should come in two flavors and costs. First is static effect/damage. These spells like your fireball above would be expensive. I was using about 50% of the damage as cost. The second is variable (read random) damage. The cost here was 25% or so of the max damage. Those costs could be fixed to the basic spell amount of effect or be the final shard adjusted effect total. This also gives you the ability to basically double the number of spells by having a random and fixed damage version.

4. There are other options to weigh in on spells of course. Range and area of effect being the heavy hitters. Tactical versus strategic is another.

Anyhow, a great job picking up the 1.4 ball and running with it. I'm getting setup now to test it out. If I see anything I'll let you know.

Thanks for all of your hard work!

Reply #70 Top

I don't intend to do that kind of complete overhaul. My ambition for the spells is to make them scale with the pace of the game, so that magic becomes a viable option.

Reply #71 Top

My god man the beta will be out in less than a month!

Stop using all of your insane talent on the Alpha.

Reply #72 Top

I might argue that I have this "insane talent" BECAUSE I do mods such as this. Remember, the bugfix mod was the first mod I did. But no, I am suggesting that I am doing this to learn, which is simply not true.

It's the freedom to build worlds. There's nothing quite like it.

Reply #73 Top

This is my proposed spell balance (this applies primarily to damage spells, but some booster spells may be applicable as well, such as inspiration)

A 8% bonus means damage is increased by 8%. Two lesser shrines would give (8+8)=16% bonus.

Lesser shrine: 8% bonus
Shrine: 15% bonus
Greater shrine: 20% bonus
New Improvement: Temple of Essence: Can be built in any lvl4+ town connected to at least one shard. Increases magic power by 5%. Can be built more than once. High population requirement and upkeep.
New Improvement: Tower of Titans (Empire): Faction-unique improvement, requires level 5 city. Increases magic power by 20%. Costs 150 mana to build, 1 mana upkeep.
New Improvement: Tower of Ereog (Kingdom): Faction-unique improvement, requires level 5 city. Increases magic power by 20%. Costs 150 mana to build, 1 mana upkeep.

Two new techs would be introduced for both kingdom/empire, both following after researching greater shrines.

This gives us the following balance
Early game (1 lesser fire shrine)
(Fireball is intended as a squad-killer)
Fireball does 4+1/fireshard damage multiplied by troopcount =


16*1.08 (lesser shrines don't give shard bonuses) = 17.28


Mid-game (3 greater shrines, 2 temple of essences, 1 fire shard bonus)
20*1.7= 27

Mid-game (3 greater shrines, 2 temple of essence, 2 fire shard bonuses)
24*1.7 = 40.8


End-game (5 greater shrines, 4 temple of essence, 1 fire shard bonus, 1 tower of ereog)
20*2.45=49

End-game (5 greater shrines, 4 temple of essence, 3 fire shard bonus, 1 tower of ereog)
28*2.45=68.6


Seems about right to me. This is a player that invests in wizardry instead of other technologies.  He uses up tech research, and citizen, and gold upkeep, to gain these advantages. His heroes are trained for high intelligence, which means they get access to the spells, and they will rarely be resisted. He is still dependant on mana, so his power is by no means infinite.

The system is also designed so the AI can gain these bonuses, since they are passive.

 

Reply #74 Top

One thing, if capturing an Empire Shirne with Kingdom or viceversa, the game doesn't let you build a Temple of Escence, most of the time its ok to demolish and rebuild, if they are connected, otherwise, well, not sure if there is a way of destroying it outside of console commands

 

Anyway, the numbers seem to make sense, at least till some playtesting,

Reply #75 Top

New stuff, not much to say really, almost everything can get boosted by magic power. Note new spell: Silence which removes ability to cast spells from a target for 1 turn. Also, Wither doesn't get full benefit, only half, from magic power since it's already a highly scalable spell. Tweaked a couple of numbers, and so on.

Scalable strategic spells:
Enchantment:
Inspiration: +1 tech knowledge. Scales with Magic Power
Nature's Bounty: +1 food, Scales with Magic Power
Invisible workers: +1 material/turn, Scales with Magic Power
Enchanted Hammers: 15% faster build speed in city. Scales with magic power
Life:
Regeneration: +2 health/turn in strategic mode, +1 health/turn in tactical. Both scale with magic power
Fertility: +1 prestige. Scales with magic power
Glyph of Life: +20 health. Scales with magic power
Combat:
Arcane weapon: +2 attack. Scales with magic power
Earth:
Stoneskin: +2 defense, +0.5 per earth shard. Scales with magic power
Fire:
Pillar of Flame: 4 damage, +2 fire per fire shard. 5 turn cooldown. Scales with magic power
Inferno: 10 damage to all units that enter the tile, another +5 per fire shard, lasts for 10 turns (10 turn cooldown). Scales with magic power
Water:
Slow: For 3 seasons, enemy army loses 1 movement, +1 per water shard (6 turn cooldown)
Air:
Evade: +3 dodge, +1 per air shard, spell is now a continuous strategic enchantment. Scales with magic power

Scalable tactical spells:
Combat:
Arcane Arrow: 8 damage. Very low mana cost. Scales with magic power
Spell blast: 3x3 square, all units inside take 8 damage. Mana cost = Arcane arrow * 8. Scales with magic power
New spell: Silence: Target may not cast spells for 1 turn. Only castable once per combat
Guardian Aura: Removed
Touch of Entropy: 25 damage. Can only be used once per fight per caster. Scales with magic power
Mobility:
Wind Shield: +6 ranged dodge. Scales with magic power
Haste: +1 combatspeed for 3 turns
Greater Haste: For all friendly units: +1 combatspeed, lasts 1 turn
Earth:
Pull of the Earth: -1 combatspeed for 5 turns, -1 for each earth shard
Hail of Stones: Renamed Boulder. 14+3 earthshard damage, damage dealt is physical and is reduced by enemy armor. Scales with magic power
Air:
Storm: Random enemy suffers 9-11 damage, the range is increased by 2-4 for each air shard. Scales with magic power
Greater Evasion: Unit gains +5 dodge, +2 per air shard, for 2 enemy rounds. Scales with magic power
Fire:
Burning Hands: 1 range, 16+4 fire shard damage. Scales with magic power
Flaming Dart: 5 range, 14+2 per fireshard damage. Scales with magic power
Fireball: 4+1 fireshard damage, damage is multiplied by enemy troopcount (a 4-man unit would suffer *4 damage). Scales with magic power
Firestorm: 11+3 fireshard damage, 1 radius. Very high mana cost. Scales with magic power
Water:
Grip of Winter: Enemy unit loses 3+1watershard dodge, has a 20%+5% watershard chance to lose their next turn. Both effects scale with magic power
Blizzard: 7+3 watershard damage, 1 radius. Scales with magic power
Greater Grip of Winter: Each enemy has a 10%+5% watershard chance to lose their next turn. Scales with magic power
Death:
Blindness: Enemy unit suffers -3 dodge. In addition, accuracy is reduced by 1 per any shard. Scales with magic power
Wither: Target instantly suffers 25% of its remaining health in damage. All damage is recovered in 4 turns. Scales with half magic power
Contagion: All enemies suffer -3 damage per turn. All enemies have a 10% chance to lose their next turn. Both effects scale with magic power.
Life:
Heal: +6 health +5% of currently missing hitpoints. Scales with magic power
New spell: Greater heal: All friendly units recover 3% of their maximum hitpoints per turn for 3 turns. Scales with magic power
New spell: Seep wound: Enemy suffers damage equal to 50% of the hitpoints it has already lost. Scales with magic power