[eMOD] Bugfix Mod 4.0 for Elemental 1.09e

 

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

 

For those that used previous versions of the bugfix mod:

Note that you can no longer place mods in the mods folder in your install directory.

 

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.

 

HF109_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.

HF109_spell_Sprint.xml && HF109_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.

HF109_unittype_Sentinel.xml - Warlord bonus unit Sentinel unit would start with 1 combatspeed. Fixed.

HF109_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).

HF109_race_Pariden.xml - Removed Pariden's +50% food bonus. Pariden faction now gets a new ability called Advanced Farming (+15% rations) - to make up for neither of the faction's bonuses working.

HF109_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.

HF109_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.

HF109_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.

HF109_abilitybonusDeathWorship.xml - Fixed Resoln faction "Death Worship". All units gain 15% health. This WILL affect custom races with the ability.

HF109_item_cloaks.xml - Traveler's Cloak and Journeyman's Cloak now available for all. Increased material cost on Journeyman's cloak to 15.

HF109_item_bootfix.xml && HF109_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.

HF109_goodiehut_noinfluence.xml - Reduces the influence markers around certain goodiehuts.

HF109_mechanic_Bowfix.xml - makes bows and catapults hit for a more random amount of damage (thanks harpo99999 and Capn Darwin and impinc and Velmaric)

HF109_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)

4.0 - https://www.wincustomize.com/explore/elemental_war_of_magic/8/download 

Extract the folder to the folder found at C:\Users\yourusername\My Documents\My games\Elemental\Mods\

You should end up with a structure like this: C:\Users\yourusername\My Documents\My games\Elemental\Mods\Bugfixmod\

 

 

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.

 

10,871 views 12 replies
Reply #1 Top

These are the mods that weren't fixed between 1.08c and 1.09.

Some cloaks were fixed, some weren't.

Also I am aware that HF109_item_legendaryplatecuirass.xml contains a fix that a dev claimed isn't broken. I disagree. A breastplate that costs elementium should not be worse than something you can get for gildar and materials.

Reply #2 Top

Thanks, as always, Heavenfall.

Reply #3 Top

The thing is, there is not such item as legendary forearms. So whole set has less pieces then ordinary armors.

If anything, defense of legendary breastplate needs to be increased to compensate, instead adding ability to mix that armor with some other forearms.

 

P.S.

My impression was that bow stuff was fixed with 1.09. Any indication it's not that way?

 

P.P.S.

I noticed that all AIR tactical spells don't have ValueOwner="CastingUnit" for when calculating extra shard damage, nor when calculating bonus from intelligence. All other spells that use them have it.

Could someone check if such bonus is bugged (from shard and intelligence), as per similar thing from 1.00-1.07 versions?

Similarly, Good Luck also doesn't specify whose [UnitStat_Intelligence] is used for scaling the effect. From caster? From target?

Reply #5 Top

The rangeattack core file still suggests it will hit very hard. But I haven't actually tried it.

I'll get to the spells in a few days. Finishing the elf race mod.

Reply #6 Top

I did few random tests with archers and all seemed to work in normal parameters (as before 1.08).

Reply #7 Top

In your HF109_goodiehut_noninfluence.xml, all the closing <GoodieHutType> tags read </GoodieHutTypes>.  The corrected file is below

 

Code: xml
  1. &lt;?xml version="1.0" encoding="ISO-8859-1" ?&gt;
  2. &lt;GoodieHutTypes&gt;
  3.     &lt;DataChecksum NoParse="1"&gt;
  4.         &lt;Ignore&gt;DispName&lt;/Ignore&gt;
  5.         &lt;Translate&gt;DispName,Description&lt;/Translate&gt;
  6.     &lt;/DataChecksum&gt;
  7.     &lt;GoodieHutType InternalName="LostHorse"&gt;
  8.         &lt;EnvironmentSpreadRadius&gt;1&lt;/EnvironmentSpreadRadius&gt;
  9.     &lt;/GoodieHutType&gt;
  10.     &lt;GoodieHutType InternalName="TerrorizedWorkshop"&gt;
  11.         &lt;EnvironmentSpreadRadius&gt;1&lt;/EnvironmentSpreadRadius&gt;
  12.     &lt;/GoodieHutType&gt;
  13.     &lt;GoodieHutType InternalName="Artifact_Dark_Spire"&gt;
  14.         &lt;EnvironmentSpreadRadius&gt;1&lt;/EnvironmentSpreadRadius&gt;
  15.     &lt;/GoodieHutType&gt;
  16.     
  17.     &lt;GoodieHutType InternalName="WitchHut"&gt;
  18.         &lt;EnvironmentSpreadRadius&gt;1&lt;/EnvironmentSpreadRadius&gt;
  19.     &lt;/GoodieHutType&gt;
  20.     &lt;GoodieHutType InternalName="TerrorizedVillage"&gt;
  21.         &lt;EnvironmentSpreadRadius&gt;1&lt;/EnvironmentSpreadRadius&gt;
  22.     &lt;/GoodieHutType&gt;
  23. &lt;/GoodieHutTypes&gt;

Reply #9 Top

The reason I've not done an update is I've not taken the time to test all the spells. Frankly, it's boring as hell. I welcome other modders to fix it, if you're up for it.

Reply #10 Top

I have just dl your bugfix mod.  I will pm you if i find anything "unusual,'  ok?

Reply #11 Top

Thank you for this Heavenfall. Some of the bugs you have fixed were rather bothering me.

Reply #12 Top

Just a follow-up, I'm not planning on doing a bugfix mod for elemental 1.1. There are still plenty of XML errors that cause bugs in-game, but fixes tend to break compatability with other mods and we now have more mods changing different aspects of the game. In addition, while the bugs are there, they aren't big or gamebreaking, most of the time.

For now, the Bugfix mod is discontinued.