Heavenfall Heavenfall

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

[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.

 

41,818 views 67 replies +3 Loading…
Reply #26 Top

I created a folder for mods here: C:\Program Files (x86)\Stardock Games\Elemental\Mods

I turned the mods on, restarted E:WoM and still same problems. Where do the mods specifically need to go? Do I have to do anything besides have the box for "Use Mods" being X-ed?

Reply #27 Top

Have you started a new game? ATM unfortunatley the xml gets updated only at game start...

 

Your mod folder path looks good, and you checked the "use mod" box, so that's the only thing coming to my mind...

Reply #28 Top

Quoting Velmaric, reply 24
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
End of Velmaric's quote

There was another hotfix? I don't see it in impulse.

Reply #29 Top

there was one right after 1.08b

 

Reply #30 Top

This is the stupidest shit I've ever seen. They just branched the game... I really hope this is a one-off thing, otherwise I'm just going to drop modding. What a bunch of idiots.
Edit: Alright, beta is beta. Fair is fair.

Reply #31 Top

Quoting divvu80, reply 27
Have you started a new game? ATM unfortunatley the xml gets updated only at game start...

 

Your mod folder path looks good, and you checked the "use mod" box, so that's the only thing coming to my mind...
End of divvu80's quote

Oh, needs to be a new game. Ty.

Reply #32 Top

Quoting Heavenfall, reply 30
This is the stupidest shit I've ever seen. They just branched the game... I really hope this is a one-off thing, otherwise I'm just going to drop modding. What a bunch of idiots.
Edit: Alright, beta is beta. Fair is fair.
End of Heavenfall's quote

 

wait, what?

Reply #33 Top

Here's the thing:

On Thursday we were all at the brand new 1.08 patch. If you had prerelease options in impulse checked you had 1.08b[b].092 which was simply 1.08 with multiplayer.

Then they hotfixed on Friday. I forget the version that put us at.

Saturday they did yet another hotfix to fix the hotfix. However they did not add this hotfix to the multiplayer version. The only way to get the fixed fixed fixed version was to uninstall, uncheck the pre release to get rid of the multiplayer beta, and reinstall. At this point you are now at the most brand new version of 1.08.037

They haven't made any journal posts about it, there is no changelog posted, and it's bassackwards.

Reply #34 Top

Quoting Heavenfall, reply 11
There we go,



HF108_mechanic_Bowfix.xml - fixes the broken bow mechanic (thanks harpo99999 and Capn Darwin)
Pulled the old file before anyone downloaded, so just get 3.1 and the bowfix is included.
End of Heavenfall's quote

 

That same bug "MineValue" exists for Catapult damage also.  You should fix that too.

 

Reply #35 Top

If you're running 3.1 of the bugfix mod, and using the updated version of elemental without using the beta version, just delete the HF108_mechanic_Bowfix.xml file. If you're using the multiplayer beta version, keep the file until tomorrow when it gets patched.

Reply #36 Top

Quoting Heavenfall, reply 35
If you're running 3.1 of the bugfix mod, and using the updated version of elemental without using the beta version, just delete the HF108_mechanic_Bowfix.xml file. If you're using the multiplayer beta version, keep the file until tomorrow when it gets patched.
End of Heavenfall's quote

What do you mean, "beta version"?

Reply #37 Top

Multiplayer version of the game is in beta, that is the version he means. It's downloaded from Impulse as beta version.

Reply #38 Top

Quoting Daynarr, reply 37
Multiplayer version of the game is in beta, that is the version he means. It's downloaded from Impulse as beta version.
End of Daynarr's quote

 

Oh, I'm not the slightest bit interested in multi-player.  FYI: That bug exists in the single-player version of the weapons file also.

 

Edit:  Just realized that bug was fixed in the latest patch.  Disregard.

Reply #40 Top

Here's a couple items for your mod if you are interested.

 

File: CoreGoodieHuts.xml

LostHorse
TerrorizedWorkshop
Artifact_Dark_Spire
WitchHut
TerrorizedVillage

They all have the following tags

<EnvironmentType>XXXXXXXXX</EnvironmentType>
<EnvironmentSpreadIntensity>X.X</EnvironmentSpreadIntensity>
<EnvironmentSpreadRadius>X</EnvironmentSpreadRadius>

Notably the last tag, adds the influence radius/Zone of Control to them as far as I can tell. Setting the Radius value to 0 removes the ZoC, and prevents the terrain from changing from it's default to the new value listed in EnvironmentType.

 

File: CoreAccessories.xml

Scout's cloak
----------------
Textual Error in the description, missing the word "by".

 

Scout's & Soldier's cloak
----------------
They have improper Tech requirements.

<Prereq>
<Type>Tech</Type>
<Attribute>Equipment_Kingdom</Attribute>
<Value>0</Value>
</Prereq>
<Prereq>
<Type>Tech</Type>
<Attribute>Equipment_Amarian</Attribute>
<Value>0</Value>
</Prereq>

As opposed to

<Prereq>
<Type>Tech</Type>
<Attribute>Tools_Of_War_Trogs</Attribute>
<Value>0</Value>
</Prereq>
<Prereq>
<Type>Tech</Type>
<Attribute>Equipment_Amarian</Attribute>
<Value>0</Value>
</Prereq>

 

Files: CoreAccessories.xml

Traveling Boots
Journeyman's Boots
Traveler's cloak
Journeyman's Cloak

Are all items which are restricted to the Kingdom of Men race, they belong in the Campaign as far as I'm aware, but they bleed through to the sandbox.

In CoreAccessories.xml the followings tags are missing for these items:
<IsAvailableForSovereignCustomization>false</IsAvailableForSovereignCustomization>
<IsAvailableForUnitDesign>false</IsAvailableForUnitDesign>

Traveling Boots & Journeyman's Boots are available for Kingdom of Men sovereigns to purchase when making a custom sovereign, no other race have these items available.

Any sovereign based on the Kingdom of Men race, can purchase the above mentioned items in a Kingdom city.

File: K_CityHubs.xml

K_CityHubs.xml

Line 90 and 91
<UnlocksShopItem>TravelingBoots</UnlocksShopItem>
<UnlocksShopItem>Recruiting_Shirt</UnlocksShopItem>

Line 155 and 156

<UnlocksShopItem>TravelingBoots</UnlocksShopItem>
<UnlocksShopItem>Recruiting_Shirt</UnlocksShopItem>

They shouldn't be there as far as I can tell.
Reasoning being, that they aren't there for City Size 3-5, and they aren't there at all for Fallen cities at all. Again, a bleed through from the Campaign files.

 

Unresolved:

Despite the above mentioned changes, a Kingdom of Men Sovereign can still purchase Traveling Boot's from a city. I didn't manage to find the issue for that.

Reply #41 Top

I installed this mod after patching 1.08b and I noticed something. The Kazan sword and teh Eternium Kazan seem to be switched. They both have a 12 rating but the 212g one gives 2 combat speed and the 12K one just gives attack.  Did they get reversed? Is this a bug?  Also Lords Hammer is 12AT and claymore is 14. Not sure about thoese either.  Also, Female NPCs still can only get Soldirs and Thwarting Cloaks.

Reply #42 Top

The mod does not affect either of those swords/hammers. That's changes in the real game.

I'll have a quick look at the cloaks. I remember someone mentioning it in the last thread, but I ignored it.

 

As for the hammers, I think it's as intended. The sword costs more resources, and also adds a significant amount of training time.

Reply #43 Top

Despite the above mentioned changes, a Kingdom of Men Sovereign can still purchase Traveling Boot's from a city. I didn't manage to find the issue for that.
End of quote

I really doubt that traveler boots were supposed to be campaign only items, since many recruitable heroes have them as part of their default equipment. Also they have  a cost in sovereign creator, so why it would be set if they were not intended to be used in sandbox.

 

P.S.

There is good reason why fallen races can't use them, by the way. their 3d model doesn't fit on bulky fallen models (also a reason why empire races have armor techs that unlock 2 different model for armor and stuff). Of course, it still doesn't make sense why there are limited to single human faction.

Reply #44 Top

Quoting Novaburst, reply 40
Notably the last tag, adds the influence radius/Zone of Control to them as far as I can tell. Setting the Radius value to 0 removes the ZoC, and prevents the terrain from changing from it's default to the new value listed in EnvironmentType.
End of Novaburst's quote

Wasn't this done to prevent quest locations from being settled by enemies, which would make these quests uncompletable.

Reply #45 Top

Alright, for next release


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).

End of quote

Sound good?

I'm holding off on the release until they sort their branches out (hopefully tomorrow).

Edit: Novaburst, what is the actual problem in-game regarding those tiles? I don't see a problem, unfortunately. Edit2: I see it.

Edit3: So, will it break the quest if I remove the radius? I set it to 0, and I can still go to it, but if it disappears in hostile territory or something, there's not much point doing a fix just to break it another way.

Reply #46 Top

is the only thing you are talking about it changing the environment? is that a big deal?

or is it that you can claim resources in that radius?

 

Reply #47 Top

I don't know, I didn't even think about that. Anyway, I modded it down to only cover the tile itself, instead of a zone around it.

Reply #48 Top

I was the one who mentioned the cloaks on the female models.   :)

 

Keep up the good work, Heavenfall, you've done us all a great service.  And you as well, Novaburst. 

Reply #49 Top

The problem is their Zone of Control/Influence radius, it's obviously not intended, and it doesn't break the quests setting the radius to 0, I tested it.

Reply #50 Top

Yeah, but if it allows enemies to build cities on top of the tile (and break the quest), that's not good. I think 1 tile influence is not invasive.