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.

 

41,821 views 67 replies +3 Loading…
Reply #51 Top

Hmm... don't all those quests with ZOC have spawned army (may be wrong?). Maybe, just maybe ZOC was there to prevent AI from botching your quest accidentally, by taking out those armies.

Reply #52 Top

Well influence wouldn't prevent them wandering all over it. Anyway, the horse quest didn't spawn any mobs.

Reply #53 Top

Quoting p22, reply 51
Hmm... don't all those quests with ZOC have spawned army (may be wrong?). Maybe, just maybe ZOC was there to prevent AI from botching your quest accidentally, by taking out those armies.
End of p22's quote

 

Most of them only have spawns in the instance/TacCom.

Reply #54 Top

This is the problem i foresee about setting ZOC to 0.

I've already had instances where these types of instances were very near an enemy's ZOC and they swallowed up close to all.

Had I not had a NAP or Alliance or was at war, then I would be screwed out of completing the quest if the instance had no ZOC.

 

What is the argument for eliminating it?

Reply #55 Top

I'm not eliminating it, just reducing it.

Reply #56 Top

Not all quests have that ZOC however. For example: Silver Flute, Noble's Daughter/Son, Goose Chase. Nothing protects these from being spawned in enemy zoc. Why should the others get different treatment. (In either direction.)

However, what happens when a quest of yours spawns next to an enemy resource that was built. Can you "Steal" the resource that was unlinked because now it's in your ZOC? That would seem like a reason to remove the ZOC itself.

(Just thinking out loud for ya.)

Reply #57 Top

Quoting EviliroN, reply 54
This is the problem i foresee about setting ZOC to 0.

I've already had instances where these types of instances were very near an enemy's ZOC and they swallowed up close to all.

Had I not had a NAP or Alliance or was at war, then I would be screwed out of completing the quest if the instance had no ZOC.

 

What is the argument for eliminating it?
End of EviliroN's quote

 

The reason they spawn in an enemy ZoC is because there's no checks, other then it's Radius modifier which is simply the range between 1 and the value in which the location can spawn in.

I personally have no problem with it spawning in an enemy ZoC, it forces diplomacy if you want to complete that Quest/Location.

The argument against removing these ZoCs are common sense. That there are no other Quests/Locations with them, they cause the land to change, that they yield a ZoC which allows you to pick up resources and teleport around, it's obviously not intended behavior.

If Heavenfall wants to include it nor not I don't really care, no skin off my nose either way, I offered them because I know they are bugs, and I found a way of removing the issue so I figured I'd share the discovery.

It's a known bug that will eventually officially be fixed anyway.

Reply #58 Top

Here's one for the current patch. Right now, Bows hit for 100% damage. That's because ranged attacks work like spells. In RangedAttackSpells, this is what's there for the damage multiplier:

Code: xml
  1. <GameModifier InternalName="ArrowDamage">
  2.       <ModType>Unit</ModType>
  3.       <Attribute>DefendableDamage</Attribute>
  4.       <!-- Use the unit's attack stat to determine damage done by the arrow -->
  5.       <Calculate InternalName = "Value" ValueOwner="CastingUnit">
  6.         <Expression><![CDATA[[UnitStat_Attack]*-1]]></Expression>
  7.       </Calculate>
  8.     </GameModifier>

 

Now, seeing as spells now have a min and max value, and this is not set here, it always hits for 100%. So, I just added the min/max lines:

Code: xml
  1. <GameModifier InternalName="ArrowDamage">
  2.       <ModType>Unit</ModType>
  3.       <Attribute>DefendableDamage</Attribute>
  4.       <!-- Use the unit's attack stat to determine damage done by the arrow -->
  5.       <Calculate InternalName = "Value" ValueOwner="CastingUnit">
  6.         <Expression><![CDATA[[UnitStat_Attack]*-1]]></Expression>
  7.       </Calculate>
  8.    <Calculate InternalName = "MinValue">
  9.   <Expression><![CDATA[[Value]*.2]]></Expression>
  10.    </Calculate>
  11.    <Calculate InternalName = "MaxValue">
  12.      <Expression><![CDATA[[Value]*1]]></Expression>
  13.    </Calculate>
  14.     </GameModifier>

You can mess around with the min/max values. I found that to work fairly well. I got a good range of damage. I suppose the min could be set to 0 (for misses). I'm not sure how these values are handled, so I dont know if misses are randomly calculated, or taken from the min/max value (0=missing).

But this makes bows a bit less ridiculous, and doesnt always hit for max damage.

Reply #59 Top

Actually that only works because in the current patch ranged attacks are still listed a strategic abilities, even though they are used on the tactical map.  If you tried the min/max operations with a tactical ability it would always show up as 0.  See the 'Restoration' spell for an example of a tactical power that isn't working.

This is part of the functionality they pulled out of the game with the Saturday night hotfix.  There was another bug that was causing a CTD if the min and max values were identical.  Shutting off the functionality removed the CTD, I assume until they put in a full fix for it.

Reply #60 Top

As promised, here's the new 3.2 bugfix mod after they fixed the beta tonight.

New from last version

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.

End of quote

Reply #61 Top

Awesome post!  Fixed some things from it for 1.09 (coming soon).

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.
End of quote

This has been fixed for 1.09.  There were several abilities that were originally only used for Sovereign abilities, but somewhere along the lines they started being used for NPCs in xml as well.  Since we originally only intended for these abilities to be used by sovs, the code was only applying such bonuses if the Sov had them.

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

This has been fixed for 1.09

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.
End of quote

At the time your posting, this may have been a bug, and might still be in your build, but without digging to see when it got changed, I can tell you that the current build, (which you'll have when we put up 1.09), has the Legendary Plate Cuirass being not only a breast plate, but also purposely coming with some matching Armlets.

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.
End of quote

You're right.  This is either leftover xml from when we used to have a full set equippable all at once, a bad xml merge, or (dare I say it) a sloppy copy paste job.  Maybe even a combination of some or all of the above.  At any rate, good find.  And this is fixed for 1.09.

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

At this point, I'm not making balancing changes, so the attack values you're suggesting will be what they are now in the non-modded version, but I did go to that other thread that went into detail about what was up with the IceLord.  The problem also existed for the Titan, which I don't see mentioned.  There was also a single NPC using the IceBlast which needed to be updated.  So yeah, you can expect this change in 1.09 as well.

Reply #62 Top

Thanks for pointing out the stamped bugs, CrazyC!

Reply #63 Top

Quoting Ishantil, reply 62
Thanks for pointing out the stamped bugs, CrazyC!
End of Ishantil's quote

no prob man.  Thanks for being patient. :beer:

Reply #64 Top

Heaven, what does the ventri ore file do? I always see it there but there is no explanation what it does.

Reply #65 Top

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

Oh, and I fixed this for 1.09 as well.

Reply #66 Top

Quoting BlackRainZ, reply 64
Heaven, what does the ventri ore file do? I always see it there but there is no explanation what it does.
End of BlackRainZ's quote

It does nothing at this time. It was originally intended to fix the hiergammemmon entry for the resource. However, changing it affected the spawn rate of ventri ore resource nodes, so I only include it now as a way to overwrite old copies of it.

@CrazyC0330 thanks for letting me know! I hope the legendary cuirass has a suitable armor value to it. In the current version, without the bugfix mod, you can reach higher armor values combining a normal breastplate with some bracers.

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Reply #67 Top

I noticed that you swapped in Road Masters for Pariden, but I was under the impression that Road Masters (or Road Warriors or whatever it's called) didn't actually do anything at present.  Was I mistaken?  And keep up the good work.  Not only is this a great mod, but it very clearly points out bugs for the devs to fix (which they're clearly doing).  Thanks!