[eMOD] Additional Spell Books v.0.18

Additional Spell Books v.0.18

 

Download:

 

Download here: https://www.wincustomize.com/explore/elemental_war_of_magic/34/

 

To install, simply unzip file directly into your username/MyDocuments/MyGames/Elemental/Mods folder.  It is best to remove any old versions of the mod already in the /Mods folder before unpacking the newest version.

 

Mod Compatibility:

 

This mod has not been tested with other mods loaded. It will definitely not work with Heavenfall's Expanded Factions mod or ImpInc's Distinct Factions mod as of now because these mods alter the tech tree (as does this one) making them incompatible. It ought to work happily with ImpInc's Adventure Content Pack and Kenata's Updated Weapons mods, but I will not presume that until tested.

 

If you use any other mods, be warned that this mod may not be compatible.

 

Help with this mod:

 

It is my goal for this mod to be a shared community project. Here are the areas where help is currently needed most:

 

  • Graphics

    • effects

    • icons

    • paintings

  • Play-testing

    • balance issues

    • bug-finding issues

 

I personally would rather spend my time coding XML as I am not very good with either Photoshop (GIMP) or 3d modeling although there a few icons here and there that I have made so far.

 

What this mod is all about:

 

This mod adds new spells and revisits the existing spells to make them a little bit more interesting than they are in the vanilla game. Also included are differentiated philosophies of spell-casting (aka schools in other fantasy settings) which are described below. A handful of new skills have been introduced which are provided for purely 'meta-magic' purposes. New spells will be implemented through additional spellbooks that are unlocked by techs which will simply be appended to the original tech trees for now.

Some Notes:

  • The unit stat prerequisites, mana costs, and effects modifiers have been chosen purely based on prior experience with the game, but have not been fully tested. Feedback in this area is extremely welcome.
  • The Charisma unit stat has been renamed to Presence (PRE). Presence retains it's original Charisma functions, but also plays a part in the casting of some spells, as well.
  • The max spell level has been changed to 9 for this mod.
  • There are plans for this mod to evolve, but right now the main focus must be on creating new spells with the new philosophies in mind.

 

Philosophies of Magic:

 

Elementalism:

 

Elementalism is the most fundamental form of magic known to this world. The shards, when properly channeled, allow the channeler to use their primary mana to call forth the elements to being. The spells are not 'cast,' per se, as it is extremely difficult to alter the basic properties of the elements evoked in this manner. That does not mean that the Elementalist cannot be powerful, but she will most certaily find it difficult to control her spells.

 

Sorcery:

 

Sorcery is pure force of personality. Sorcery works when channeled mana interacts with the will of another being to induce the desired effect. Sorcery spells tend to be buffs and/or debuffs. All Sorcery spells have mana costs and effects which are directly proportional to the caster's Presence. Since shards or other reagents are not necessary to cast Sorcery spells, mana costs tend to be significantly high when compared to other spell-casting philosophies.

 

This is not to be confused with the Empire tech tree of the same name. All factions may study the ways of Sorcery.

 

Wizardry:

 

TBD

 

Incantations:

 

TBD

 

Artifice:

 

TBD

 

Spell Books, Prerequisites, and Spell Lists added:

Entries listed in the following format:

Spell Book [unlock tech; prereq tech(s) kingdom / prereq tech(s) empire]

Spell_Enrty_1  (S / T)

Spell_Entry_2  (S / T)


 

Elemental Air [Book of Elemental Air; Shard Harvesting / Shard Harvesting]

 Trade Winds (S)

Summer Breeze (S)

Gale Force Winds (S)

Dust Devil (T)

Whisper (T)

Aid (T)

Intense Gust (T)

Tornado (S)

Evacuate (T)

 

Elemental Water [Book of Elemental Water; Shard Harvesting / Shard Harvesting]

Drown (T)

Purifying Mist (T)

Alleviating Shower (S)

Flood (S)

Percolate (T)

Geyser (T)

Fog (S)


Sorcery [Sorcery; Expert Spell Books / Advanced Spellcasting]

Constitution 1 (S)

Dexterity 1  (S)

Intelligence 1 (S)

Strength 1 (S)

 

Enhancement 1 [Book of Enhancement 1; Sorcery / Sorcery]

Accuracy 1 (S) 

Attack 1 (S)

Constitution 2 (S)

Combat Speed 1 (S)

Defense 1 (S)

Dodge 1 (S)

Intelligence 2 (S)

Strength 2 (S)

Haste 1 (T)

Avoidance 1 (T)

Mend Wounds 1 (T)

Mend Wounds (S)

 

Manifestation 1 [Book of Manifestation 1; Book of Enhancement 2 / Book of Enhancement 2]

Arcane Punch 1 (T)

Arcane Pulse 1 (T)

Arcane Bolt 1 (T)

Arcane Burst 1 (T)

Arcane Blast 1 (T)

Push 1 (T)

Bind 1 (T)

Arcane Shield 1 (S)

Arcane Armor 1 (S)

Arcane Weapon 1 (S)

 

Manifestation 2 [Book of Manifestation 2; Book of Manifestation 1/ Book of Manifestation 1]

Arcane Punch 2 (T)

Arcane Pulse 2 (T)

Arcane Bolt 2 (T)

Arcane Burst 2 (T)

Arcane Blast 2 (T)

Push 2 (T)

Bind 2 (T)

Arcane Shield 2 (S)

Arcane Armor 2 (S)

Arcane Weapon 2 (S)

 

Manifestation 3 [Book of Manifestation 3; Book of Manifestation 2/ Book of Manifestation 2]

Arcane Punch 3 (T)

Arcane Pulse 3 (T)

Arcane Bolt 3 (T)

Arcane Burst 3 (T)

Arcane Blast 3 (T)

Push 3 (T)

Bind 3 (T)

Arcane Shield 3 (S)

Arcane Armor 3 (S)

Arcane Weapon 3 (S)

 

Enhancement 2 [Book of Enhancement 2; Book of Enhancement 1 / Book of Enhancement 1]

Accuracy 2 (S)

Attack 2 (S)

Combat Speed 2 (S)

Defense 2 (S)

Dodge 2 (S)

Haste 2 (T)

Avoidance 2 (T)

Movement 1 (S)

Sight 1 (S)

Dead Aim 1 (T)

Mend Wounds 2 (T)


Enhancement 3 [Book of Enhancement 3; Book of Enhancement 2 / Book of Enhancement 2]

Constitution 3 (S)

Dexterity 3 (S)

Intelligence 3 (S)

Strength 3 (S)

Movement 2 (S)

Sight 2 (S)

Hit Points 1 (S)

Dead Aim 2 (T)

Morale Boost 1 (T)

Adrenaline Rush 1 (T)

 

Command 1 [Book of Command 1; Book of Enhancement 3 / Book of Enhancement 3]

Forced March (S) 

Scouting (S)

Make Camp (S)

Warpath  (S)

Ambush  (S)

All Out Attack (T)

Tactical Retreat (T)

Regroup (T)

Discipline (T)

Guerilla Tactics (T)


Enhancement 4 [Book of Enhancement 4; Book of Enhancement 3 / Book of Enhancement 3]

Attack 3 (S)

Combat Speed 3 (S)

Defense 3 (S)

Dodge 3 (S)

Hit Points 2 (S)

Haste 3 (T)

Avoidance 3 (T)

Morale Boost 2 (T)

Adrenaline Rush 2 (T)

Presence 1 (S)

Mend Wounds 3 (T)

 

Enhancement 5 [Book of Enhancement 5; Book of Enhancement 4/ Book of Enhancement 4]

Hit Points 3 (S)

Presence 2 (S)

Dead Aim 3 (T)

Morale Boost 3 (T)

Adrenaline Rush 3 (T)

 

Update History:

v.0.18: hotfix. Inadvertantly when using this mod you would start the game with 1000 gildar and some extra research points, spell points, and gildar per turn.  This was not intended and has been removed.  Order is restored.

v.0.17: replaced vanilla Book of Water with Book of Elemental Water, which adds new spells as well as tweaking existing spells.  Some spells that exist in the original book but which are not included in the new book will be tweaked and moved to other books in the future.  Also performed a lot of under-the-hood maintenance, including fixing bad coding, calculation fixes and tweaks, and adding AIData code to every spell.  Seven new and/or tweaked spells for this update. (3.10.11)

v.0.16: replaced vanilla Book of Air with Book of Elemental Air, which adds new spells as well as tweaking existing spells.  Some spells that exist in the original book but which are not included in the new book will be tweaked and moved to other books in the future.  Nine new and/or tweaked spells for this update. (3.8.11)

v.0.15: fleshed out and adjusted Book of Manifestation, adding five new spells.  Also added Mend Wounds spell line to Book of Enhancement. (3.7.11)

v.014: mana cost, stat rq, and spell level tweaks to existing spells.  Some art and icons added / tweaked. (3.6.11)

v.0.13: added fledgling Book of Manifestation to the Sorcery tree, changed max spell level to 9 (3.5.11)

v.0.12: various tweaks to existsing spells including: stat reqs, mana costs, overall balance, revised spell books and associated techs / trees, added some icons / artwork (3.3.11)

v.0.11: removed vanilla artwork from X_Gfx folder (3.2.11)

v.0.1: initial post; sorcery, book of enhancement 1, book of enhancement 2, book of command 1 (3.1.11)

 

Big thanks and much appreciation:

 

The Stardock Team

Heavenfall

Kenata

ImpInc

Murteas

LightofAbraxis

M Agrippa

Gnilbert

Das123

all others who have shared their knowledge and inspiration about modding E:WoM on this forum

27,288 views 29 replies
Reply #1 Top

reserved

Reply #2 Top

I believe the X_gfx folder needs to be placed inside the mods/gfx/ folder to function. It seems you've included many of the core image files again, there's no need to do that.

Reply #3 Top

Yeah, I need to go through and pull out my custom files and remove the original art files.  I've just been focused on getting *something* out.

When I use the mod for testing the images seem to pull just fine from the folders the way I have them set up.  Please let me know if you find they don't work.

 

EDIT: v.0.11 uploaded, removed vanilla artwork from X_Gfx folder

Reply #4 Top

After some consideration, I realized I have set the required stats to cast some of the new spells way too high for the current system.  For version .12, these stat requirements will be adjusted, and there should also be another spell book included in that update.  ETA tonight or tomorrow.

Reply #5 Top

Looks good, let me know if you need any help (besides playtesting). I have a bunch of spell xml just gathering dust in my hard drive that you are welcome to look at for examples or just straight-up use.

Reply #6 Top

Quoting LightofAbraxas, reply 5
Looks good, let me know if you need any help (besides playtesting). I have a bunch of spell xml just gathering dust in my hard drive that you are welcome to look at for examples or just straight-up use.
End of LightofAbraxas's quote

 

Thanks, I would love to see what you have.  Right now I'm pretty well focused on the XML development of things.  If you have any graphics experience that would be a great boon.

Reply #7 Top

Updated to v.0.12

v.0.12: various tweaks to existsing spells including: stat reqs, mana costs, overall balance, revised spell books and associated techs / trees, added some icons / artwork

This update was mostly about cleaning up the code a bit so future coding would be easier. Also tweaked the spells a bit to make them more accessible, added a new naming structure, and reorganized the spell books and the tech trees.  I also added a few 'new' icons for some of the spells that were missing them. 

 

Enjoy!

Reply #8 Top

Hey Mqpiffle,

You know you should edit your posts on wincustomize for new updates instead of adding new ones. This will help keep the list of available mods a bit cleaner and ensure that people only access your most up to date mod works.

Reply #9 Top

Yeah I figured that out after I created a new post for v.0.11.  Hopefully that will be my last error in that regard.  I'll try to remove that version.  Thanks for the heads up.

Reply #10 Top

Yeah I figured that out after I created a new post for v.0.11. Hopefully that will be my last error in that regard. I'll try to remove that version. Thanks for the heads up.
End of quote

Awesome. Sorry if my previous post came off harsh, as I was not trying to point out an error.

Reply #11 Top

No it didn't...I completely agree with you and was a bit peeved at myself for not noticing it sooner.  It doesn't seem like I can remove the offending upload, either...

Reply #12 Top

Quoting mqpiffle, reply 11
No it didn't...I completely agree with you and was a bit peeved at myself for not noticing it sooner.  It doesn't seem like I can remove the offending upload, either...
End of mqpiffle's quote

Yeah I am not sure if you can remove them yourself. You can always try sending an email to support and ask them to remove it.

Reply #13 Top

I just put a link to the 'real' post in the notes.

Reply #14 Top

Updated to v.0.13

Added a new Spell Book (Manifestation) in the Sorcery vein which contains five new spells at this point.

Since Sorcery spellcasters do not channel their magic through the shards of the world, manifesting physical forms with their casting philosophy can be difficult at best.  Only the most advanced Sorcerers can harness this power, and those who are truly focused on their craft will yield great - although occasionally unpredictable - results from their efforts.

This update is really a mini-update, and is intended only to give the flavor of the spells which will be in the final version of this Spell Book. 

I also changed the maximum spell level for all spells to 9 for this mod, though no spells support this change yet.

A tweak to this spell book and the other existing sorcery spells should be finished within the next couple of days.

 

Reply #15 Top

I know I've said it before in other threads but all you modders kick ass. Thank you. :beer:

Reply #16 Top

More than happy to kick ass, sir!  And thanks to you for kicking Frogboy's ass with your AI tests. :beer:

Reply #17 Top

Updated to v.0.14

This update contains mana cost, stat req, and spell level (spells up to level 8!) tweaks to current spell books.  Also included some art and icons.

More spells coming soon!

Reply #18 Top

I just found a glaring bug in the Book of Manifestation spells where there was a perturn tag set to 1 in the mana gamemodifier.  What this means is that if you cast those spells, you will have the mana cost drained every turn until combat finishes.  this will be fixed in .15.

Reply #19 Top

Updated to v.0.15

Fleshed out and tweaked Book of Manifestation and the Tech Tree.  Added Mend Wounds line of spells to the Enhancement spell book.  As of now, these are self-heals.

EDIT: After some consideration, I may consider this a 'rough draft' of the final Sorcery Philosophy.  I had been considering adding a debuff-oriented line to this spellbook (which I ultimately think needs to exist), but then I had the thought of an entire Dark Sorcery Philosophy, which would essentialy be the negative of the current Sorcery line, save the Book of Manifestatioin, which would probably remain the same.  Thus the existing Sorcery line could be assigned to Kingdom factions, and the Dark Sorcery line to Empire factions initially.

Reply #20 Top

Hey mqpiffle, really nice work on this mod!  I will probably try and integrate a selection of these spells into MG, feel free to use some of our spells in your mod as well.  Murteas Grimoire is going to remain tied to the vanilla game spell book mechanics, but no reason we can't all trade spells around like proper wizards! 

I like the way you are reorganizing the spell book structure, keep at it!  Longer term Rituals in particular seems promising to  me.

 

I did have one question, you have a terrain type "Tactical Bog"; does this automatically get added to the mix when a tac map is created, or is it tied to one of your other spells? 

Reply #21 Top

Bog was something I was testing as an alternative to apply to tile...it works to a point, haven't fully tested it yet though.  Also you may have noticed I created some new unit stats called Fire Shard Affinity, Air Shard Affinity, etc.  I am going to use these in shard-based spell calculations for additional effects as well as using the target's affinity against damage-dealing spells.  I feel like this might add a fun twist to the current magic system. 

Reply #22 Top

Updated to v.0.16

Replaced vanilla Book of Air with Book of Elemental Air, which tweaks some of the existing spells, and adds some new spells to the mix.  I have chosen to leave some of the original spells out of this book, their ideas to be used in other spell books.  As always, please let me know what you feel about these changes.

Reply #23 Top

How it would be with a psionics Spellbook.

Spells like Spiritual Hammer, Psi Attack, Some Heal Spells, some Faer, some Moralspells ?

Reply #24 Top

I will think about that, I always loved the Psionisists from the early D&D editions.

Reply #25 Top

Anytime you have a spell, variable, item or tech called SOMETHING #X, you've failed. It's like programming with variables called a1, a2, a3 etc; if you can't give it a descriptive name, you probably don't need it.  

When adding spells, ask yourself if they are an incremental update of an existing spell, or if they add a new tactical or strategic capability. A +3 movement spell when a +2 movement spell already exists is needless duplication -- if you want the player's capability to expand with their power, give the spell the ability to scale based on some variable, don't just iterate new copies ad nauseum. Similarly, multiple spells that push back the enemy aren't all that useful. It's three different spells that all provide a similar flavor of the exact same ability, and the player is only going to use one of them; why even include the other two?

I'd suggest tossing all the stat buffs into two or three broader spells that provide additional benefits. A limited duration (rather than maintained) spell that could be cast in combat and provided a bonus to a couple of stats and attack, or a couple of other stats and defense/dodge, would be far more useful than generic single stat buffs. Weaker mass versions of this sort of spell can also come in handy, but aren't really necessary. 

Consolidating all the elemental schools in a single book is a similarly good idea. It cuts down on the number of filler spells and lets you play up the difference between the direct damage of that school and the more manipulative options in others. 

 

All that aside, I like the concept of the Command tree. I'd personally link it to an attribute a physical hero would use, like strength or dex or even con, because it really is a good fit with them and would give a casting option to a player who chose to focus more on the martial side of things.