[LH][eMod] Fervor - Two New Factions, with new sovereign professions, advantages, disadvantages.

Fervor - Hallasta and Piatra factions

Fervor Header


Current Release Version: 0.83 for Legendary Heroes 1.20

Fervor 0.83


Updated to include two new sovereign advantages and two new sovereign disadvantages.


Installation:

This mod is installed to your User/Documents/My Games/LegendaryHeroes/Mods directory.  There is a folder inside the .zip file.  As this mod uses only existing graphical resources, there is no need to do anything but extract the folder to your /Mods directory.  This mod will only work if Mods are enabled in Legendary Heroes.

Features:

Adds two new races, two new factions and bloodlines, two new faction disadvantages, two new faction advantages, four new hero disadvantages, four new hero advantages, two new professions.  Adds access to new spells for the Dark Rites trait, adds new buildings to towns and outposts for the Fervor trait.

Grandmaster Istan

Elected Grandmaster of the Order of the Phoenix Shield by the heads of the Chapter Houses five years ago, Istan has radically changed the direction of the city of New Hallas.  His order was once charged with protecting travelers across the dangerous Central Wastelands, but now they seek to take the offensive in the never-ending battle against the wastes.  Not content to sit behind the walls of towns and outposts, Istan sends his knight errants, lay priests, and militant orders ever further afield.  Hearkening back to a day before the Fallen, Istan seeks to instigate a great cleansing.

Crusader:

 Selectable profession. Starts with two Crusader Units (Can be upgraded normally). Unlocks the Convert spell, which will turn Men to your side. 40 mana.  Can be resisted.  (Note: the starting units are currently working for the Hallastan faction, but will not show up for custom sovereigns). This will not work on Bandits.  Choose Bandit Lord if you want to gather Bandits.

Hallastan Blood:

 +1 Attack, +10 Spell Resist. Unlocks the Smite racial ability.

--Smite:

 Deals 1 per level in fire damage, multiplied by the number of units.  Range of 3. 12 mana.

Resolute:

 Selectable sovereign trait (1 point). +3 Defense.

Fanatical:

 Selectable sovereign disadvantage (-1 point). +1 Initative, +5% global unrest.

A new power rises in the west.  Hearkening back to the glorious days before the Titans, Grandmaster Istan of the Order of the Phoenix Shield has declared a divine crusade to reclaim the world from the twisted creations of the Titans.  By invoking imagery of lost Hallas and the glorious rule of Ereog, the chaplain-inquisitors of New Hallas hope to galvanize their population to great effort and sacrifice.

Fervor:

 Selectable faction advantage (2 points).

Unlocks the Chapel/Church/Cathedral line of improvements, which replace the Inn/Festival/Theatre.  Empire faction support is included.  This line of improvements does not increase gildar but instead gives mana.  Also, each level musters a Crusader unit, who costs no maintenance and can be upgraded as normal (Crusaders start as a size one unit, but can be upgraded to size 3 for 100 gold).

Unlocks the Chapter House improvement for Outposts, which replaces the Consulate.  Empire faction support is included. Each Chapter House gives +5% gildar to the attached city, and musters a Crusader unit, but gives no growth bonus.

Unlocks Fireblessed Chain Armor and Fireblessed Plate Armor.  These each have +25% fire resist.

Unlocks Tempered Shortsword and Tempered Longsword.  These each have +1 fire damage over the normal versions.

Overzealous:

 Selectable faction disadvantage (-1 point). +5% global unrest, -1 fame every 10 turns.


Primarch Goran IX

Goran IX, the ninth in the current line of the Vakul, is named for Goran Vakul of ancient Kos Piatra.  It is almost certain that Goran himself is not descended from his namesake, but rather that his people took on the name of their former master as a title for the leader of the priesthood.  Goran rules erratically from his festering seat of power, nested in the ruins of a long-vanished empire.  Even though his mind is addled by the fumes of Khabat spores, he maintains a deep connection with dark elemental forces, and is a force to be reckoned with.

Priest:

 Selectable profession. +30% mana. This will only apply to mana from city production (the initial +4 mana will not be affected).

Piatran Blood:

 +100% Poison Resist, -50% Lightning Resist. Unlocks the Viper's Bite racial ability.

--Viper's Bite:

 Melee range ability that deals 2 poison damage per level of caster, multiplied by the number of units.  Does not cost mana. If the target dies as a result of this attack, gain 3 mana.

Merciless:

 Selectable sovereign trait (1 point). +10% Spell Damage, +5 Spell Mastery.

Deranged:

 Selectable sovereign disadvantage (-1 point). -10% experience to the sovereign and any units in the army he commands.

Some say that the Piatran are a tainted offshoot of the Quendar race, and this might well be true.  In the far lands of the south, they inhabit the ruins of the ancient cities and temples of Piatra.  They have developed an innate resistance to poisons, and a paranoia bordering on xenophobia.  Those who dare enter their lands, and many of the bordering tribes, find themselves enthralled by dark magic.

Dark Rites:

 Selectable faction advantage (2 points).

Unlocks the spell Imprison, which immobilizes and deals 5 damage a turn for 5 turns. 20 mana.

Unlocks the spell Demonic Ally, which summons a level (3 + Death Shards + Summoning Bonus) Assassin Demon. Requires Death II to cast. This spell is unlocked at the Arcane Mastery technology.

Unlocks the spell Summon Death Demon, which summons a level (6 + Death Shards + Summoning Bonus) Death Demon.  Requires Death V to cast.  This spell is unlocked at the Black Quire technology. This spell is the reason the advantage costs two points.

Unlocks the spell Foul Ritual, which sacrifices a Champion to summon a new one in its place.  Can only be cast four times. 40 mana.

Paranoid Isolationists:

 Selectable faction disadvantage (-1 point).  -50% to value of trades.


Crusader

 

Additional Sovereign Advantages/Disadvantages:

Vicious:

5% increased chance of critical strike, +20% critical strike damage

Mobility:

+1 moves.  Only affects the Sovereign.

Lazy:

-1 Initiative

Careless:

-2 Defense


Future Plans:

-Heroes for each of the new races. [Done]

-Custom Graphics for the two new races.

-More custom units for the two new races.


Issues and Compatibility:

-This mod should be compatible with most mods, as it does not override anything.  If for some reason, a mod adds a building, item, or unit that has the same name as one I added, there will be a conflict (such as K_Chapel_01 tileset or "Chapel" building).

-The units of Hallasta will strongly resemble Altar - lorewise they are adjacent factions and made up of similar stock of men. The real reason the units will so strongly resemble Altar is that there's a bit of customisation left to do (see above).

-The units of Piatra will strongly resemble Magnar - lorewise they two races may or may not have had a similar origin or lineage. The real reason the units will so strongly resemble Magnar is that there's a bit of customisation left to do (see above).

-If you make a custom faction with the "Zealous" trait, you will not get your two starting Crusader units.  Everything else works fine.

 

Usage and Credits:

-Anyone may use this mod, components of this mod, or information from this mod for any reason at any time.  I do request that credit be given, and that I be informed of the usage (after the fact is completely fine).  If updates or bug-fixes are released, I would very much like to distribute the updated version to anyone who might be incorporating it.

-Thanks to the Stardock coders, your .xml is easy to follow.

-Much appreciation is given to DSRaider, who put out three fantastic factions in his Additional Faction Traits and Races mod.  A couple times I had issues, I was able to check his .xml for examples on how to set up custom factions. If you combine this mod with his, you could make some pretty fantastic custom factions.  Zealous, Faith, Scholar, Pacifists perhaps?

 

16,311 views 8 replies
Reply #1 Top

Balance changes I am considering:


Issues to be fixed in later version:

-Move the spawning of initial crusaders into the trait properly, to better build compatibility with custom factions.


Changelog:

 

0.83 (Released!)

-Fixed a bug with Fireblessed Plate Breastpiece

-Incorporated another small mod that I quickly wrote up for a friend. Two new sovereign advantages: Mobility (+1 Moves) and Vicious (+5% critical strike chance, +20% critical strike damage).  Two new sovereign disadvantages: Lazy (-1 Initative) and Careless (-2 Defense)

0.82

-Readjusted the Foul Seed to be "Foul Ritual" - a spell that sacrifices target champion to generate a new one.  This spell can be cast four times, and is intended to help the player get Death Mana to summon Assassin Demons.

0.81

-Fixed a major issue with the <GameItemType> tags for Chain and Plate armor.

-Crusaders spawn as a 'Party' (size 3) instead of a single unit.  Starting Crusaders are unaffected (still single units). Rebalanced gear of Crusaders (no leather at start).

-Moved the Outpost Chapter House to Cooperation technology (as the spawned Crusaders are now size 3 units).

-Removed horns from Piatran units.  Custom sovereigns may still have horns if desired.

-Added a Level 1/3/5/7/9 Hero for each new race (10 new heroes).  All Piatran heroes have at least Death I magic.

-Added the Foul Seed item to Dark Rites.  This kills target champion, summoning a new Piatran champion in its place.  This new champion has Death II magic, and starts at level 3.

-Moved Demonic Ally spell to Sorcery

-Adjusted the description of Paranoid Isolationists to better match in-game effects.

-Slightly increased the cost of Thralls, as they are not quite as weak as Slaves.

-Piatran Thralls have a sickly green-brown skintone.

-Increased the amount of Mana generated by the Priest trait to +30%.

-Fixed several minor grammatical errors

0.80

-Initial Release

Reply #2 Top

Looks nice.

Added to the LH Mods list!

;)

Reply #3 Top

Looks fantastic! I personally like the idea of sacrificing the human/fallen heroes to gain the loyalty of another of the crazy-lizzard guys, but that is just a personal prefference.

 

As a side note, I am working (slowly but surely) in a city-model basen on the ideas of swamp and ruins. I wanted it in order to substitute the Empire buildings for Krax (their buildings seem a little too barbaric) and perhaps some custom factions. Nevertheless, I think it would be perfect for your lizzards. If you are looking to give them some unique looks, I could give you the models and/or we could work together. Maybe I can even send some screens... Let me know if you're interested!

Reply #4 Top

Looks cool. I'm happy my stuff is useful.

Reply #5 Top

Quoting Bigorra, reply 3

Looks fantastic! I personally like the idea of sacrificing the human/fallen heroes to gain the loyalty of another of the crazy-lizzard guys, but that is just a personal prefference.

 

As a side note, I am working (slowly but surely) in a city-model basen on the ideas of swamp and ruins. I wanted it in order to substitute the Empire buildings for Krax (their buildings seem a little too barbaric) and perhaps some custom factions. Nevertheless, I think it would be perfect for your lizzards. If you are looking to give them some unique looks, I could give you the models and/or we could work together. Maybe I can even send some screens... Let me know if you're interested!

 

I'm definitely going with the sacrifice route.  That's the only thing holding back the next release actually.  As soon as I figure that out, it will be so! Currently, the first Champion that is sacrificed works out fine, creating a new hero for the player.  Unfortunately, if the spell is cast again on a second Champion, subsequent heroes spawned will not be selectable on the map (as in they exist, but the game does not properly recognize them as belonging to the player).  Oddly, they'll still charge -1 gildar in upkeep even though they do not show up in your unit list or income/maintenance screen.

I changed the spell to FIVE spells, and FIVE summonable champions, accessible through single-use consumable items (so the spells do not clog up the spell menu) hoping that it was the non-unique / cloned nature of the champion that was causing the issue.  On the plus side, now I have a range of different heroes with actual names and backgrounds - the items will even properly be given to custom sovereigns of that race.  Unfortunately, even though the first one works fine, any subsequent castings of different spells still do not work - I get the same issue with champions that cannot be selected.

Another option would be to link a quest to trigger off the casting of the spell, with a random hero from the list as a reward.

As for the swamp tiles, I'd love to see what you have so far! Swamp ruins sounds perfect for Piatra.  Also, Piatra have no unique buildings, so that should make it simpler to apply a new tileset.

 

Edit: Noticed a major issue with <GameItemType> and modifications to Chain and Plate armor.  I fixed that promptly, and as such also released the current changes.  Only one Foul Seed is available, and all Piatran sovereigns start with it - this will allow the player to sacrifice one champion to summon a single Death II replacement (this avoids the issues mentioned above, at the expense of only allowing the player to sacrifice a champion once per game).

Edit 2: I decided to go with the quest route, though it would only summon odd-leveled heroes.  I just linked it to normal hero mechanics, so basically it is a lottery system if you REALLY want death mana! The original post is updated.

Edit 3: 0.83 released, adds two sovereign disadvantages and advantages.  We can officially consider the mod "feature complete," as all that will be added is graphics and unit customization.  Next one I'm working on will be a forging/crafting mod that uses the spell and quest system.

Reply #6 Top

I do not have any picture inside Smite spell/ability icon, installed something wrong?

Reply #7 Top

It should be glowing/white with no central icon. I did not use a custom graphic for that one so there is no need to install files in any specific place.

Reply #8 Top


this looks very interesting, have you been working on it any more?   It looks like you were searching for art before