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[eMOD] Additional Spell Books v.0.18

[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

27,292 views 29 replies
Reply #26 Top

I agree with you.  Please remember this mod is a work in progress, and the names of these spells are indeed working names.  I had more descrptive names originally (for instance, Accuracy 1 was Enhance Self: Accuracy, Accuracy 2 was Enhance Other: Accuracy, etc), but they ended up being too unwieldy so I simplified the naming convention.  Perhaps ultimately I ought to switch back to the original naming scheme to make the function of the spell more apparent.

I personally feel that all three of the these distinct 'levels' of buffs (self, other, and all) deserve separate spells, especially since the system which is currently in place, as far as I'm aware, won't allow variables in the appropriate XML tags.

I tried to craft these 'numbered' spells, in general, not to simply increase the spells' effects power (I do that with calculations) but rather other spell-enhancers that simply will not accept variables at this time (range, duration, cooldown, targets, radius, etc.)

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.
End of quote

If you've loaded the mod and fired it up, and played through until you could research these spells, you would almost certainly notice (I would hope) that the spells you describe already exist in the mod.  For example, check out Haste, Avoidance, Dead Aim, Adrenaline Rush, etc. 

I appreciate your feedback.

Reply #27 Top

Updated to v.0.17.

Added Book of Elemental Water.  Tweaked a lot of the game modifiers and calculations in the existing spells.  Removed some bugged programming.  Added AIData tags to all of the spells.

Yee-haw!

Reply #28 Top

Updated to 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.

Reply #29 Top

Hey all.

Just want to let you know this mod is still in development.  I have been spending some time play-testing my work, making changes as I go along.  I will not be uploading any new content until I have a significant number of new spells in my library.  I will be working on new elemental-based spells next. 

Stay tuned!!