[eMOD] Bugfix Mod 3.2 for Elemental 1.08.037 and beta equivalent

 

[eMOD] means that the mod is considered "ready for use". More info here.

 

For those that used previous versions of the bugfix mod:

Delete all HF107_ files in your /Mods/ folder before starting a new game with the 1.08 patch.

Delete all HF106_ files in your /Mods/ folder before starting a new game with the 1.08 patch.

 

I wanted to learn the various intricacies of modding, so I set out to fix the bugs I could find in the game (that were modifiable). The idea is to create a mod that doesn't add anything, but still improves the quality of the current patch. It is not intended to unbalance things, but rather supply the intended function (as long as its reasonable!).

It is intended to be a "patch" between official patches.

I also wanted to provide the fixes in a modular format, so that if you don't like the fix I've done, you can just delete that particular file. I intend to add more fixes for problems as I find them - if you have your own fixes/problems with the game, please post a link and I will add/try to fix.

Since 2.0 this mod will also try to incorporate the spell graphics produced by Icecrown (see videos and thread here). By default these are turned on. If, for some insane reason I can't think of, you don't want to use these effects but stick with the standard stuff, I've included a .rar within the package below that contains a single file. Just extract that file into the /Mods/ folder after you've extracted all the other files.

HF108_unittype_FallenSoldier.xml - Empire factions (besides Kraxis) had access to a pre-designed peasant with 8 health points that did not level. This unit could be upgraded. Fix: Reduce to 5 health points, allow it to level.

HF108_spell_Sprint.xml && HF108_spell_Sprint2.xml - Sion unit had access to a Sprint ability that reduced movement cost by 50%. When cast twice, a sion unit could move anywhere on the map. Fix: Castable once per combat.

HF108_unittype_EmpireSovereignsAndSentinel.xml - Warlord bonus unit Sentinel unit would start with 1 combatspeed. Fixed.

HF108_improvements_EmpireTrainingBuildings.xml - An Empire city with all 3 training buildings built could train any unit in 1 turn. Reduced Warrior Temple bonus to 25%. Also added construction costs to all buildings (to mimick Kingdom costs). Garrison now requires city level 2 (two training buildings at level 1 was not reasonable).

HF108_unittype_ChampionRoyalty.xml && HF108_abilitybonusChampionRoyalty.xml - Very rarely champions would appear with the Royalty background, that did nothing. Fix: These NPCs will now provide their stationed town with a +33% prestige modifier.

HF108_item_bandoffortitude.xml - Item says it gives 2 health points, but only gives 1. Fixed to give 2.

HF108_race_Pariden.xml - Removed Pariden's +50% food bonus. Pariden faction now gets Road Warriors bonus, as well as a new ability called Advanced Farming (+10% rations) - to make up for neither of the faction's bonuses working.

HF108_item_legendaryplatecuirass.xml - This file fixes problems with both factions' versions of the legendary plate cuirass. The item was locked in to count as being used on forearms as well, preventing the use of any wrist gear. That, in turn, made the items laughable. Fixed to allow wrist gear.

HF108_item_helmsforthefallen.xml - For the fallen, Light Plate helm/Master Plate Helm/Master Heavy Plate helm; these helms would all apply an assortment of non-head-gear onto the character. I've removed all those models, so the helm now only applies a helm. This is how other helms work, and will make it easier to "design" your units.

HF108_race_Umber.xml - Umber faction flaw "Uneducated" wasn't functional. Fixed to affect all native cities (will NOT work for custom factions). Extra note: I had to declare a whole new set of cityhubs! Talk about a workaround.

HF108_race_Yithril.xml - Yithril faction flaw "Superstitious" wasn't functional. Fixed to affect all native cities (will NOT work for custom factions). Extra note: Another cityhub set.

HF108_abilitybonusDeathWorship.xml - Fixed Resoln faction "Death Worship". All units gain 15% health. This WILL affect custom races with the ability.

HF108_unittype_Icelord.xml - Adds Iceblast ability to the Icelord, and lowers the Icelord's attack from 61 to 37.

HF108_item_cloaks.xml - Added all cloaks to female kingdom and empire male/female units for design and shopping. Changed gold cost on Journeyman's cloak from 10 to 11 and made item add 1 turn to training time. Decreased cost of cloak of thwarting from 10 to 1 crystal, and increased defense benefit from 2 to 3, and increased gold cost from 1 to 5.

HF108_item_bootfix.xml && HF108_item_bootfix_cityhubfix.xml - Traveler's Boots and Longstrider Boots now available only from shop (not for designing units or sovereign customization). Traveler's boots available from all empire/kingdom cities for 200 gildar. Longstrider boots available after Magical Equipment has been researched, for 350 gildar.

HF108_item_fallenlightarmorarmlets.xml - Fixed light plate armlets so they are no longer a consumable item for certain male empire sovereigns/champions (hungry bastards).

HF108_goodiehut_noinfluence.xml - Reduces the influence markers around certain goodiehuts.

HF108_mechanic_Bowfix.xml - makes bows and catapults hit for a more random amount of damage (thanks harpo99999 and Capn Darwin and impinc and Velmaric)

HF108_nomorewisdom.xml - Unit stat ESSENCE was incorrectly referenced as wisdom on unit creation screen, and a rare item drop.

Known issues (from mod):
Pariden will still list "Influential" and "Civilized" faction bonuses
Warrior Temple will display that it provides "50% faster training (bugfix: 25%)"

End of quote

(you need only the latest version)

3.2 http://www.mediafire.com/?hwrr4rcrtp93v66

3.1b - http://www.mediafire.com/?iwp7ut1889gdamv (this version is for 1.08.037)

3.1 - http://www.mediafire.com/?gk52kbhdrhmibi2 (this version is for 1.08b, also known as multiplayer beta)

3.0b - http://www.mediafire.com/?p1na6vt8kwa9kt4 (this version only removes the ventri ore fix, it was causing additional mines to spawn)

3.0 - http://www.mediafire.com/?k0bh6q79xv9dwcy

Extract the files to your Elemental/Mods folder (to find that, open impulse and rightclick Elemental and choose "Open Application Folder". If you can't find a /Mods/ folder you might have to create it. Remember to turn on "Use mods" in the in-game options menu!

ATTENTION: These files will need to be removed when the game is patched. It is my intention to provide a new bugfix mod for each patch.

 

41,807 views 67 replies +3 Loading…
Reply #1 Top

These were all issues that didn't get fixed from 1.07 to 1.08.

Note that I've removed the mods that tampered with spells, since they've done significant updates in that area. I have NOT gone through and checked all the spells, I plan to do that in a later update. This also means that icecrown's effects are not included.

Reply #3 Top

Thanks... again. :)

Reply #4 Top

I'm going to do an update in a sec. The HF108_worldresource_VentriOre.xml appears to cause an excessive amount of ventri ore mines to spawn.

You should delete that file from your mod folder, for now.

Edit: posted 3.0b. It only removes the functions inside the bugged file.

Reply #5 Top

nice...

Anyway, I noticed in 1.07, that Ice Lord is missing one of its special abilities, due to error in name used for SelectedAbilityBonusOption tag. There may be more units with similar issue, but I haven't dug much then, since I figured 1.08 is already out.

 

my findings in this thread:

https://forums.elementalgame.com/396611

 

Also, you may want edit shortbow cost to be 3, instead of 30, since longbows now cost 4gp for units (intended change), and it seems developers forgot to tweak shortbows too (EDIT: not needed, tomorrow patch will move longbows back to 40 cost).

https://forums.elementalgame.com/396747

Reply #6 Top

Cool. I'll toss it in next release.

Reply #7 Top

Well done!

Reply #8 Top

So did the Friday update break this? I will assume it did and consider it a biohazard at the moment. hehe. We appreciate your work however. Guess I will go try the new friday updated version of the game.

Reply #10 Top

Uploaded 3.1

Removed the sovereign fixes from HF108_unittype_EmpireSovereignsAndSentinel.xml. Updated HF108_item_legendaryplatecuirass.xml and HF108_item_helmsforthefallen.xml to reflect new items in-game.

Also new file

HF108_unittype_Icelord.xml - Adds Iceblast ability to the Icelord, and lowers the Icelord's attack from 61 to 37.

End of quote

@Robert I couldn't make it work. I'll see if I can fix it for next release

Reply #11 Top

There we go,


HF108_mechanic_Bowfix.xml - fixes the broken bow mechanic (thanks harpo99999 and Capn Darwin)
End of quote

Pulled the old file before anyone downloaded, so just get 3.1 and the bowfix is included.

Reply #12 Top

Players should be aware that in 1.08b, all predesigned sovereigns received a free upgrade to 3 combat speed.

This did NOT apply to custom sovereigns. You will either need to re-make your sovereign, or update the file found in users/user_name/my documents/my games/elemtanl/units

+1 Loading…
Reply #14 Top

 





HF108_mechanic_Bowfix.xml - fixes the broken bow mechanic (thanks harpo99999 and Capn Darwin)
End of quote

You fixed the bows. Great work.

Reply #15 Top

No, I just stole the credit for the fix. :D

Reply #16 Top

Glad you could may them go. I was up until 3am trying various things and just through in the towel. B)

Reply #17 Top

In  HF108_mechanic_Bowfix.xml  the minvalue for catapults still reads "MineValue". Is that intentional?

CoreSpells_ABILITIES_Tactical.xml
     Rain of Stone is broken. No need to explain it. It's obvious.
     Fire Breath / DragonsInfernal / Avalanche   look fishy. Use the old expression so someone probably failed at cut&copy.
     Haven't encountered these in game, yet, so maybe the old format is still valid.

 

Reply #18 Top

Oh well who uses catapults anyway! I'll fix in next release.

I'm aware that the rain of stone and some of the non-spellbook spells are broken. However, It's a real big job to go through them all and change to appropriate min/max value and I just don't feel up to the task. It's one of those things very likely to get fixed very soon.

Reply #19 Top

Quoting Capn, reply 16
Glad you could may them go. I was up until 3am trying various things and just through in the towel.
End of Capn's quote

Come to think of it, anyone tried using old format for bows (just Value)? Maybe then they'll work correctly?

Reply #20 Top

Quoting Heavenfall, reply 18
It's a real big job to go through them all and change to appropriate min/max value and I just don't feel up to the task. It's one of those things very likely to get fixed very soon.
End of Heavenfall's quote

So the old format (Value) definitely does not work any more?  I haven't tinkered much with the spells, yet.

Reply #21 Top

If old format really doesn't work, that's just bad design, since it means that old pre-1.08 saves will have broken mechanic (XML values are stored in saved game, and don't change after start of the game).

Reply #22 Top

It's bugs like this and need to test modes that has had me hoping for an ability to refresh XML data on a saved game. Right now all you can do is start from scratch and level up to test and then do it all over again. It is a major impact to really having quick tests of changes.

B)  

Reply #23 Top

I've posted the XML fix for the unit special abilities in the support forum.  As far as I can tell those were the ones causing all the CTD crashes.

EDIT:  I've got a setup here that lets me test spells/abilities very quickly, as in around 3-4 minutes between test runs.  If you see a spell that doesn't look right or an ability that's still causing a crash let me know and I can take a look at it fast.

Reply #24 Top

After the last hotfix tonight, it looks like the HF108_mechanic_Bowfix.xml file needs to have the following tags changed to continue working:

<SpellType>Tactical</SpellType>

to

<SpellType>Strategic</SpellType>

for both bows and catapults

Reply #25 Top

For some reason my attempt is being denied? I'm using WinRAR and being told access is denied. : /

Edit:NVM. Was able to make a folder on my desktop, unzip the files there, and then copy and paste them to the mods directory i had to create.