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[eMOD] Path Of The Paladin v1.0

[eMOD] Path Of The Paladin v1.0

PALADIN PATH v1.0 by D. Elliot Lamb

Part of Between Life and Death and XtraDeconstruct

 

 

Please submit feedback, bugs, and ideas!

DOWNLOAD FROM NEXUSMODS

 

Installation instructions: See the included README.txt

 

 

Credit:

GRAPHICS BY fsemprini and Soronarr

QUESTS TESTED with Elemental Quest Master by parrotmath

STOLE UNITSTAT IDEAS FROM Path Of The Ranger Mod

THANKS to Brad and Derek for making this game and still supporting modders!

 

COMPATIBILITY:

-Compatible with Children Of Storm, Demons & Wizards, XtraDeconstruct (as of .94), and most other mods.

 

Why not play as a Sorcerer, too?

110,257 views 73 replies
Reply #51 Top

v.93 will soon support the new LH 1.7 unitstat tags for sword bonuses, just because it's cleaner than the BattleAutoCastSpell method currently employed.

Reply #52 Top

I lied, support for new LH 1.7 unitstat comparisons will be v.94.

Moved the soul blade strike ability. I will likely remove the Paladin quests spells for now, as they are not working as I intended (They spawn on the map with other quests, cannot stop this grrr).

Coming very soon, once testing is done.

Reply #53 Top

I don't think the Sword Quest is working.  You get it after picking the Paladin Path but when you cast it doesn't appear to create a quest location, and I don't think anything happens later in the game either.

AFAIK any Quest in the core or mods folders counts as an available quest to appear on the map.  Maybe we could ask Stardock for a Quest tag that prevents it from being chosen to be placed on the map at start.

Reply #54 Top

Sword quest spawns a goodie hut called 'Ancient Battlfield.' You automatically get a broadsword there. It's a quest in the lore sense, not the game's .xml sense.

As for the quest for justice quests appearing on the map, yeah, I just can't figure out how to stop that. I'm going to change up the quest files and quest spells in paladin v.95 so that this is less incongruous.

Reply #55 Top

I've abandoned the idea of supporting LH 1.7 unitstats for this mod. I love that they've been implemented, but the new feature doesn't show up in the UI, it's only applied when an attack happens, behind the scenes. The Current AutoCast spell method at least updates the paladin's stats in battle, which I am assuming is more user-friendly for this mod.

The new 1.7 unitstats will likely be used in my upcoming PATH VS PATH mod.

Reply #56 Top

Quoting davrovana, reply 55

I've abandoned the idea of supporting LH 1.7 unitstats for this mod. I love that they've been implemented, but the new feature doesn't show up in the UI, it's only applied when an attack happens, behind the scenes. The Current AutoCast spell method at least updates the paladin's stats in battle, which I am assuming is more user-friendly for this mod.

Yep i'm undecided about this too... i've got some similar stuff in the new D&W, also did it using the autocast method... and same as you I think i'm going to leave it that way because it really sucks how the 1.7 unitstats approach doesn't show at all in the UI.  It's more work implementing it as an autocast, but at least it shows the effect.

Reply #57 Top

Quoting abob101, reply 56

It's more work implementing it as an autocast, but at least it shows the effect.

I also worry about using auto cast too frequently, the Amarians and dragons are already using them, and too many autocasts could be begging the game engine for bugs or dropped effects (autocast summons can freeze the battle). So far though the paladin autocast seems to work perfectly.

Reply #58 Top

Update to .95 incoming soon.

Gave the paladin +1 hit point per level.

Added new damage types for kingdom and empire paladins. Tweaked the 'magic' part of the tree to make it more balanced. Gave a new spell with 'Righteous Fury' ability.

.95 will include more paladin champions so that earning a paladin champion isn't so rare.

Reply #59 Top

I don't know why, but non-humanoids just make better paladins.

Almost done with .95 !

Reply #60 Top

.95 posted!

Reply #62 Top

Not sure why the .95 link crapped out, here is the file.

Having troubling updating the post for some reason.

Will fix it soon, and v1.0 is coming too!

Reply #64 Top

v1.0 is mostly balance and polishing changes. Honestly I've been playing my 'build' of 1.0 for a few games and I've forgotten all the changes...

Reply #65 Top

I have figured out the Tile Editor tool, some interesting little spells coming for 1.0!

Reply #66 Top

Awesome, should be good.

 

Quick question- do Paladin Champions show up in game, or do I have to assign my sovereign or a first level hero the Paladin class?   First time playing, just wondering...

Reply #67 Top

There are a few paladin champions available to show themselves at fame milestones. I only made eight so far, though, so you very well might play through without seeing any paladins. Make your sov or first champion a paladin if you want to be certain.

Or use henchmen. : )

Reply #68 Top

seems your still active, but have t ask lol. Wanted to Download and try this path (finaly got around to doing some modding after about 50 vanilla games lol) But the Dropbox download for Paladin .95 is apparently Broken or missing? the sorcerer one that's also your works, but the paladin wont let me lol.

Reply #69 Top

SnowRevol-

Laziness on my part. The NexusMods page is now in the link, now Dropbox can't ruin links with mischief. : )

Reply #71 Top

Updated to 1.0!

Reply #72 Top

Hey there, using XtraDeconstruct and ran into a bit of a problem. Primal_Savage suggested letting you know about it. It's the paladin mount quest, when I choose the last option "I am a detached spirit" it doesn't always  spawn the new location to get your mount. He thought you might know about it already, but wanted to be sure.

 

Thanks.

Reply #73 Top

Hey, commented on the X.D. board. looking into the issue.