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[eMOD] Demons and Wizards (Updated for 1.8)

[eMOD] Demons and Wizards (Updated for 1.8)

 

Now updated for LH 1.8 compatibility.   Download here via Nexus.

Updated to version 1.8a, includes compatability with LH 1.8 as well as a number of bug fixes, enhancements and balance tweaks.  See here for the full change log.

http://demonsandwizards.wikidot.com/

 

Changelog

http://demonsandwizards.wikidot.com/main:changelog


Key Features

  • 4 new spellbooks (Nature, Shadow, Battle, Beast)
  • Enhanced summoning mechanics with over 80 different creature to summon
  • Religion mechanics including "Faith" resource, disciple units and divine spells
  • 3 new paths (Summoner, Priest and Ranger) and an overhauled Mage class
  • 15 new factions/races with unique blood types
  • 40 new champions


Credits

Heavenfall – For the BG Unitstats library, a few bits from Children of Storm, some ideas borrowed from the Goetia Mod, the Cacus Giant, lots of invaluable advice and assistance regarding modding FE/LH. Go checkout Children of Storm if you haven't already (http://childrenofstorm.wikidot.com/).

Davrovana - Faction, Sovereign, Champion backstories.
Nightmurderer03 - Lots of ideas, unit designs, beta testing and feedback.

ManiiNames, NaytchSG – beta testing the early versions.
jeffqyzt2 – Champion backstories.
parrottmath – Maul debuff mod and his outstanding contribution to FE/LH modding.
DsRaider - Some faction traits, some bits from AIPlus, inspiration from his various great mods.
Primal_Savage - For the ClotheLootFix and lots of help with LH modding along the way.
OliverFA_306, GfireflyE, Murteas, Brainjuggler, Naidrev, LordTheRon (and lots of others) - for providing ideas, feedback and discussion which is invaluable when working on this stuff.
fsemprini – For the Summoner Path selection graphic.
brich1212 - for the original Ranger path mod.

Stardock - for an awesome game

 

Screenshots

 

1,260,827 views 349 replies
Reply #126 Top

It's unanimous, motion passed!

Thanks gang.

Reply #127 Top

Are you still working on this great mod aBob? Don't want to push you but I'm really looking forward to some of your new features or has the 1.4 patch given you extra work?

Reply #128 Top

Quoting LordTheRon, reply 127
Are you still working on this great mod aBob? Don't want to push you but I'm really looking forward to some of your new features or has the 1.4 patch given you extra work?

Absolutely still working on it, next release with new spellbooks and COS compatibility is not far away.  I was waiting for 1.4 though also, so now that it's out i'll make the new D&W release compatible with 1.4.  

Will hopefully get a new version out within a week from now.

Reply #129 Top

Excellent.  Definitely looking forward to this, and with COS compatibility - WOW, that will be awesome!   

Reply #130 Top

Awesome! A new game next week with version 1.4, CoS and Demons and Wizards. wOOt! :drool:

Reply #131 Top

OK new version 0.5 now available.  Lots of new stuff in here most significantly 4 new spellbooks.  Download link is in the original post.  

This is compatible with LH 1.4 and should be mostly compatible with Children of Storm.  Note that COS has not been updated to 1.4 yet but most things should be functioning more or less ok.

Big thanks to all those who helped out with this version, particularly Nightmurderer03,  ManiiNames,  NaytchSG, jeffqyzt2 and fsemprini.

 

Full changelog for 0.5:

v0.5
-------------------------------------------------------------------------------------------------------
New Stuff
- 4 New spellbooks (Nature, Shadow, Battle, Beasts)
- 4 New world resources
- 25 New Champions
- Added Angel Summoning IV to the Summoner Path which summons Serpah Angel (Kingdom) or Death Demon (Empire)
- Added monster lairs for Sprites, Treekin Giant, Skewer Wasp, Shadow Demon, Nightwing, Shadow Weaver, Cave Hoarder, Huntsmen, Stone Guardian, Wild Boar, Rogue Hergon.
- Added random items Wolf Ring, Stalker Ring
- Children of Storm Compatability
- Summoning spells that are not stackable now state "Not stackable" at the end of the description.
- Included fsemprini's Summoner Path graphics

Fixes
- AI should no longer cast spells against targets that are immune (eg. fire damage spells at fire immune targets)
- Champion Briganat sound pack fixed (no longer sounds like a male)
- Archangel graphics fixed

Balance
- Slight increase in cost for level 5 spellbook summons
- Increased mana cost and summon pool costs for Angels, Dragon, Shrill Lord
- Increased mana maintenance for all summons (most summons are now 1 mana maintenance rather than 0.5)
- Increased summon pool costs for group summons
- Added/modified minimum level requirements for various abilities in the Summoner Path
- Added Channeling IV ability to the Summoner Path
- Archangel slightly buffed (added Lightning Bolt and some extra combat abilities)
- Fallen Angel buffed (added BladeRush, Sweep, new Sidestep ability as well as Strength & Fast)
- Guardian Angel buffed (added Defender2, Revenge, and a new ability - Diamond Aura)
- Shadowbolt damage increased from 6 to 10
- Nature's Bounty no longer available from the Sorcery tech, it is a Nature level 1 spell
- Water Naja no longer poisoness but has a Quick Strike ability
- Summon Delin now lasts 5 turns (rather than 3), reduced cost from 500 to 400 mana
- Shard Bonding ability in the Mage Path now allows shard bond with more than one spell school but cost increased from 25 to 80 mana
- Angel of Retribution's Mace now does +1 tactical regen (in addition to the strategic +1 regen) to be consistant
- Death Demon has Move 3
- Included Parrotmath's Maul debuff mod
- A few other very minor balance tweaks

 

Reply #132 Top

Wow great work once again abob! Downloading as I type this.

Reply #133 Top

hey there Abob! 

 

Question, is your mod compatible with the necromancer revamped mod? 

 

Great thats its compatible with children of storm, but currently there mod hasn't been updated to work with the latest game update, so might have to switch it off for now. 

Reply #134 Top

Is it just me or are clay pits no longer showing up on randomly generated maps?

Ever since I uprgrade to v0.5, I never see them anymore  >_> (note: I don't use CoS, could that be the issue?).

 

Reply #135 Top

Quoting FoShizNat, reply 134

Is it just me or are clay pits no longer showing up on randomly generated maps?

Ever since I uprgrade to v0.5, I never see them anymore  (note: I don't use CoS, could that be the issue?).

 

 

I have them on my current map FE:LH 1.4/D&W v0.5, no COS.  I am running D&W and Parrotmath's snaking, militia armor and swamp tile mods.

Maybe there just aren't any near your starting location...

Reply #136 Top

That's what I was thinking at first, but I re-rolled like 5-6 other maps just to test walking around in all of them to see, and I could never find one again. Even on dense resources, it shouldn't take more than a few turns to find at least one on any given random gen map.

Reply #137 Top

If you want to check it, you could just use the executable command -cheat and then press ctrl+u to reveal the entire map and you can search for clay that way with the map revealed.

Reply #138 Top

Quoting parrottmath, reply 137

If you want to check it, you could just use the executable command -cheat and then press ctrl+u to reveal the entire map and you can search for clay that way with the map revealed.

 

K just tried a few more maps with shroud revealed to check for sure, and no clay pits anymore :(  strange...

If I revert back to previous version of D&W they come back

Reply #139 Top

Quoting FoShizNat, reply 138


Quoting parrottmath, reply 137
If you want to check it, you could just use the executable command -cheat and then press ctrl+u to reveal the entire map and you can search for clay that way with the map revealed.

 

K just tried a few more maps with shroud revealed to check for sure, and no clay pits anymore   strange...

If I revert back to previous version of D&W they come back

 

Hmm... I am playing the 0.5d beta but I think that is the release version of 0.5 D&W...

Reply #140 Top

FoShizNat - yeah you're right... something funny going on there, i'm checking it out thanks. 

Edit -> OK so they're working for me now.  I'm not sure why because I didn't really change anything.  What I did do though was turn off Mods (in the Options)... restart the game and check it was working (Clay Pits appeared)... then I turn mods back on, tried it again and it seemed to work just fine.

I'm getting Clay Pits on a Tiny map with D&W 0.5 running, all seems fine.

So although it seems strange maybe give that a go an let me know if it makes any difference?

Thanks.

Reply #141 Top

Quoting Maseren, reply 133
Question, is your mod compatible with the necromancer revamped mod? 

I've haven't played necromancer revamped mod but from what i've read it sounds really neat.  Unfortunately some components won't be compatible (the Necromantic Compendium) as clarified by Dhuran:

https://forums.elementalgame.com/444576/page/4

I want to add some extra Necromancy stuff to D&W in the future, when I get to that point I'll talk to Dhuran because I'm hoping he might be up for letting me use some of his stuff as the start point  :-"

 

Reply #142 Top

Awesome update.  I'll have to take it for a spin.  Thanks for all your hard work on this.  You've made the game even more enjoyable!

Reply #143 Top

Quoting abob101, reply 140

FoShizNat - yeah you're right... something funny going on there, i'm checking it out thanks. 

Edit -> OK so they're working for me now.  I'm not sure why because I didn't really change anything.  What I did do though was turn off Mods (in the Options)... restart the game and check it was working (Clay Pits appeared)... then I turn mods back on, tried it again and it seemed to work just fine.

I'm getting Clay Pits on a Tiny map with D&W 0.5 running, all seems fine.

So although it seems strange maybe give that a go an let me know if it makes any difference?

Thanks.

 

Hey, abob thanks for looking into it. I tried toggling on/off mods like you did, but still no good...

On another note, what exactly do the Shadow/Nature/Beast/Battle nodes look like? Would it be possible to get a screenshot and are they super rare? I haven't seen any of those yet either throughout my testing.

Edit: In fact clay pits, the new special resources, or those +3 power shards resources don't spawn anymore even on the custom maps that come with the game (e.g. The Crucible etc...), let alone on random gen maps. Only time I can see them is on the pre-set scenarios (Relias, Fallen Enchantress, Morgan).

I've already tried changing up map settings like size, difficulty, resource density, terrain types, etc... to see if for whatever reason that might make a difference

Thus i began wondering if the clay pit / special resource location issues are related in any way to the integrity of my mod installation, although I just tried deleting completely and resintalling D&W 0.5 but that didn't help either.

Any other suggestions for debugging?

Reply #144 Top

@FoShizNat - yep no prob lets try and figure out what going on.

First if you haven't already... maybe in your options under the HUD Information section turn on the checkbox to display icons over resources in the strategic view (the checkbox next to the pickaxe).  That will show a red padlock or a orange pickaxe over Resources depending on whether you have the technology that allows use of a particular resource.  It just makes it a bit easier to spot resources on the strategic map, because the red padlock really stands out.

When you're generating random maps to test this... try Medium size, everything on the default setting, and 4 opponents.  That should be enough to give you all resources.

The 4 custom resources in this mod are set to have 0.5 per player for each resource.  So if you have 4 players there should be 2 of each resource.  Clay Pits are not based on number of players but are fairly common (as you suggested) and you should get at least one pretty much every time on a medium map with default settings.  I'd expect at least 4 as a guess.

Enable cheats so you can uncover the map.  Sounds like you've already done that.

Can you confirm that you have copied the file JB_CustomShardsNewBooks_Core.xml from the install zip to the CORE -> data -> English directory as per the install instructions ?

Install Steps:

1) Extract all the folders to your LegendaryHeroes Mods folder, normally Documents/My Games/LegendaryHeroes/Mods
2) Locate the file “JB_CustomShardsNewBooks_Core.xml” (should be in Documents/My Games/LegendaryHeroes/Mods/Demons and Wizards) and move it to your Legendary Heroes\data\English folder... this folder location will be something like C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English depending on where you have your steam game files located.
3) Make sure that you turn on "Use Mods" in the in-game Options menu

If you've done all that and you can't see any of the 4 new resources, try downloading this file:

https://dl.dropboxusercontent.com/u/100348448/JB_CustomShardsNewBooks_Core.xml

Drop it into CORE -> data -> English, overwriting the file that came in the mod zip.  This debug version changes the CLOTH MAP icon for the 4 new resources to a yellow question mark icon.  It makes the new resources very obvious on the cloth map.  

Save that file, generate a new map, use Ctrl-U to reveal the map then zoom out to cloth mode and look around.  There should be 8 yellow question marks on the map if you chose 4 players.

If they're not there then something is really wrong.

The other thing for you to test.... have you turned off Mods and checked to see if the Clay Pits are appearing ok on random maps?

 

Let me know how you go with this.

 

Reply #145 Top

Quoting Murteas, reply 142
Awesome update.  I'll have to take it for a spin.  Thanks for all your hard work on this.  You've made the game even more enjoyable!

Thanks Murteas, hope you enjoy it.  

:thumbsup:

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Reply #146 Top

Been playing quite a lot since you released the latest update Abob101. I've had tons of fun and think your additions are absolutely brilliant. Many thanks again for sharing this and for your continued work on this project.

One thing I did notice though is how hard it was to find the "right" mana shards. I sort of wish there was a way to convert one node to another, much like the Death Worship trait gives you the option to create death shards. Then again I got to admit that particular civilization trait is a lot more powerful with your mod installed.

 

Reply #147 Top

Thanks abob for your brilliant work here.

Reply #149 Top

Excellent mod abob! Looking forward to seeing more updates.

Reply #150 Top

@abob, hey thanks again for helping me check things out. I've tried everything you suggested in your last post but still not a single clay pit or shadow/beast/nature/battle shards to be found:

- Tried the re-rolling default map settings several times with the display icons over the strategic map

- Tried your debug version with the question mark icons

- I've followed the mod installation instructions exactly as written (plus deleted, re-downloaded, and installed again D&W 0.5)

- The only other mod I run is ProfessionsPlus, but i don't see that causing a problem. Nonetheless i've tried removing that, if for whatever reason that might be causing a conflict

- I have all the DLC content that has come out to date and it's all working fine

***Clay pits DO show up when i disable mods, so it's definetely some strange issue with the latest version of the mod. What makes it more weird is that everything else about the mod seems to be working fine - spells, animations, traits, new units etc...

So bizzare....hope i can get it running eventually cause all the content in this mod is so amazing X|