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[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

 

 

312,824 views 247 replies | Pinned
Reply #151 Top

With 200 spell power you should be dealing double the damage you dealt at level 1.

A warrior and a mage are equally dependant on hitpoints, it is not something you can skip out on as a mage.

What do other people think? Is magic too weak (not worth getting), or too expensive (can barely use it)?

Reply #152 Top

Quoting Heavenfall, reply 151
With 200 spell power you should be dealing double the damage you dealt at level 1.

so there is another bug in the game i guess...

 

A warrior and a mage are equally dependant on hitpoints, it is not something you can skip out on as a mage. 

 

not really, a mage cast from distance, so unless you fight another ranged he is supposed to nuke the enemies b4 they get in contact

 

well game is not balanced so in 99% of cases you fear nothing and 1% you meet some very fast melee or some mage who 1 shot you, but you cant really build a character based on 1%

so mostly with a mage you are fine even naked, you send troops and melee fighters in and nuke from distance, no one will ever touch you

 

while with a fighter since there is retaliation you need a good pool of hp to absorb the dmg reflected, also having to go melee to hit means much more enemies can hit you back, thats why fighters need hp

 

 

What do other people think? Is magic too weak (not worth getting), or too expensive (can barely use it)?

 

anyway i did few more games, magic is quite strong in certain combination but its never going to be OP

i had a sovereign lvl 10+ both fighter and mage and the mage in the end could deal good dmg but couldnt substain it, mana end game is really problematic, aoe spells costs a lot and you cant boost the mana/season you get so you are always going to be confined someway

while the fighter lvl 12 i had could solo entire armies :D

(thnx to the end game books that are really op, getting 2 3 +8 str totally broke the game maybe you should remove them if you can in your mod

 

new items  in artifact mod are cool maybe id go more heavy on the mage ones, less hp/defense and more power!!!!

Reply #153 Top

Magic in EWOM with the ATW mod has a bit more character due to the ability to add level up points to spell power.   It differentiates the magic users a bit from one another.

In addition, its nice to see the AI using spells a lot more often.

Magic is mostly in balance due to the limited number of shards available.  That keeps it from being overwhelming.

The main remaining issue is the available spells - they are not that interesting and a number of them are of very little use.

Reply #154 Top

 yeah magic is really boring, but thats not something a mod can fix i think

 

90% of spells you cast are arrows

9% the aoe i cant recall the name

1% is the rest :D

 

magic system need a lot of work, you should add a couple of offensive low lvl spells to every school of magic so to balance the shards you randomly get early, then just rewrite all the high lvl spells that are not balanced at all to make mages scales better and get more in line with the game

 

 

Reply #155 Top

I REALLY like the magic power mechanic - it breathes new life into the game. Makes finding shrines more meaningful. But there is not enough mana in the game. We don't have the extra mana from greater shrines anymore, nor the tower of essence. Also, the building that replaces it that gives magic power, reduces mana by one. There needs to be a building or two to replace the mana that's been lost. On an unrelated note, I'm having a hard time  finding enough food resources and have been having to use pre-made maps that are overpowered with resources, which is no fun. Other than that, I'm really enjoying the changes you've made in all your mods.

One request - can you change the kingdom civic tree to be more like the empire so that houses come sooner? It seems ridiculous that you have to research level 3 buildings that you can't use before you get to housing. And why is it when you research the tech in Adventure for lost libraries in Kingdom, all you get is potion goodie huts but very little artifacts whereas in Empire, you get tons of artifacts and very little potion huts? It's so much easier to play as Empire. I guess that's a core game problem that can't be fixed.

Reply #156 Top

Quoting ddd888, reply 154



magic system need a lot of work, you should add a couple of offensive low lvl spells to every school of magic so to balance the shards you randomly get early, then just rewrite all the high lvl spells that are not balanced at all to make mages scales better and get more in line with the game

 

 

I'll consider adding some new spells to the mix.

Reply #157 Top

Quoting mywhiskey, reply 155


One request - can you change the kingdom civic tree to be more like the empire so that houses come sooner? It seems ridiculous that you have to research level 3 buildings that you can't use before you get to housing. And why is it when you research the tech in Adventure for lost libraries in Kingdom, all you get is potion goodie huts but very little artifacts whereas in Empire, you get tons of artifacts and very little potion huts? It's so much easier to play as Empire. I guess that's a core game problem that can't be fixed.

I'll delay the empire housing instead.

The adventure trees both have their down-sides and up-sides. The empire version is a single line where goodiehuts and world resources are mixed, the kingdom is branched between the two.

Reply #158 Top

Geez, I shouldn't have mentioned that!   Regarding the adventure techs, I realize that about the splits. I'm referring to when you research the exploration part of the kingdom tree (not the part that gives you resources, the one that starts out with the lost library), you get notable locations just like the empire tree, but you mainly get potion goodie huts and dungeons but artifacts are rare. If you research the same part of the empire tree that starts out with being able to build the lost library, you also get notable locations but few of them are potion goodie huts, (this is without the mod also) instead there are dungeons and loads of artifacts. When you research the next level in Empire (there are only 2 levels of this part of the tree), there aren't many artifacts, it's as if they are all given out at the first level - you are really swamped with artifacts. Sorry, I can't remember what the exact tree names are.

Reply #159 Top

I think you are a victim of the random number generator. There's no difference in what goodiehuts you get between the factions. The difference is from game to game.

Reply #160 Top

ah about goodie huts imo you pushed them too much

 

loot in random caches is waaaay too good, you should like put tier X in dungeons/quests lvl X  and tier X-n in random loots, its a bit wierd to get a helm after a hard dungeon and a weapon top tier just from a weapon cache :D

 

 

Reply #161 Top

I've been thinking the same thing. Tier 5 mounts (dragons) are restricted to dungeons. I might do the same for tier 5 weapons. Will have to think of a way to give the AI loot though.

Reply #162 Top

ai never does dungeons?

uhmm

Reply #163 Top

AI doesn't do any quests at all

Reply #164 Top

well so there should be tons of other problems, how can enemy champs lvl up? just farming wandering mobs?

anyway if they dont spend research on adventure tree it "should" be balanced, they get much more techs in other trees...

 

giving free artifacts while ai focus research on all other trees isnt fair at all

 

 

maybe just test it how it performs, in the end who cares if ai has artifacts or not, its important the whole picture that ai doesnt lose too much grip cause of that

 

 

 

 

Reply #165 Top

I like the high mana costs, but I also amped up the mana sources to give it a bit more balance. 

As to spells, could Murteas' Grimoire be what people are wanting? It add alot of good magic to the game. Even if you end up making your own, its a good place to start since the animations are there. 

Reply #166 Top

This will be the basic setup for the spells

fire:  dot damage after
air: lightning, high random range
water: chance to freeze
earth: high damage, mitigated by armor

I'm not interested in adding anything the AI won't use.

I'll use IceCrown's effects, if you remember those. Highest quality I've seen.

Reply #167 Top

Quoting seanw3, reply 165
I like the high mana costs, but I also amped up the mana sources to give it a bit more balance. 

As to spells, could Murteas' Grimoire be what people are wanting? It add alot of good magic to the game. Even if you end up making your own, its a good place to start since the animations are there. 

 

yeah, cost wouldnt be a problem if some building/spell/tech would help

all magic tree is basically shit, half the techs are worthless, half the books are useless, why would you ever want to get buildings giving giving you arcane? in the time you research the tech and build the stuff you are already done with that

 

maybe there should be a conversion mana/spells research like in mom

that way  it would be someway balanced, early you mainly research and end game you mainly increase the mana pool to cast, if you want

Reply #168 Top

Quoting Heavenfall, reply 166
This will be the basic setup for the spells

fire:  dot damage after
air: lightning, high random range
water: chance to freeze
earth: high damage, mitigated by armor

 

if you feel like working a lot try putting a couple of early spells with low cost/prereq and a couple of end game spells, very powerful with a very high INT required(25 or even 30) so that only few mages can afford those

Reply #169 Top

This will certainly give some character to spellcasting. 

Reply #170 Top

Quoting ddd888, reply 168

Quoting Heavenfall, reply 166This will be the basic setup for the spells

fire:  dot damage after
air: lightning, high random range
water: chance to freeze
earth: high damage, mitigated by armor


 

if you feel like working a lot try putting a couple of early spells with low cost/prereq and a couple of end game spells, very powerful with a very high INT required(25 or even 30) so that only few mages can afford those

There will be one ranged missile, one AOE, one squadkiller like fireball, one melee like burning hands. for each element. each element will lack one type of spell. Some may be stronger in its type, ie lightning storm has a larger radius, or hurl boulder multiplies damage by 125% for each member in unit instead of 100%

Reply #171 Top

How much do the mod tools let you tweak spells?  For example, can you have spells require more than one shard to use, and have negative consequences for the caster (like being "winded," losing the following turn's movement).  Can you drain a % of heath rather than a fixed number? There are tons of ways to make spells meaningful and powerful without being OP--the issue is whether modding allow you creative options to balance them.  If it lets you do these things, I'd be happy to suggest an array of spells and effects to make the other books viable, then you can tweak them as you see fit if you put them in your mod.  (The trick is to make certain spells fit certain situations, so an end-game, high level mage has options to chose from rather than being a one-shot wonder, which is incredibly boring.)

PS--I think the non-elemental books are a good idea, but should be rare rather than given because of faction (dungeon loot?), and of course the spells tweaked accordingly.  Can you find individual spells rather than having entire books?  That would really spice up the treasure hunting for casters.

Reply #172 Top

The XML for spells is highly limited. Effects can only occur on one "target", so you can't have a spell that for example drains 5 intelligence from the caster and deals magic damage to the target. You also can't do a spell that deals damage to the target, and 25% of that damage to everyone surrounding the main target.

I can require more than one shard, yes. I can base damage off of % rather than variables, yes.

I'm not really looking for just ideas. If you want to learn how the XML works and create your own spells, I'd be glad to include them (after a bit of balancing from my end).

Keep in mind that everything should be usable by the AI - and the AI primarily uses summons, global enchantments for cities and units, and damage spells that aren't changing in value based on the target (for example, you won't ever see the AI use fireball intelligently).

At the end of the day, almost everything that can be done with spells, has been done with spells in the game. So if you want to learn it better and understand the possibilities and limitations, the best way is just to read the XML that currently exists for spells.

Reply #173 Top

The game doesn't allow me to add spells in the core xml, so that's out of the question. No more spells from this mod.

Reply #174 Top

too bad :(

well you can always change the existing ones right?

Reply #175 Top

Yes, but I'm more or less happy with where they are.

If anyone wants a complete spell overhaul, you can make that mod yourself.