[0.952] Spellcasting changes

I have build a mod with many spellcasting changes for version 0.952 of Fallen Enchantress. The mod can be found here: https://rapidshare.com/files/4064607818/Spellcasting changes.rar

 

Examples:

- Warlock: + 1 air, earth, water, fire, life and death shard

- Path of the Mage: - 25 % tactical spell cost and + 1 air, earth, water, fire, life and death shard

- Fireball: 6 fire damage + 2 damage per fire shard and the damage is multiplied with the number of units

- Blizzard: 15 cold damage + 5 damage per water shard and the damage is not multiplied with the number of units

- Enchanted Hammers: 40 mana

- Cloak of Thorns: 35 % damage reflection

- Heal: 10 HP + 3 HP per life shard

- Mantel of Oceans: - 25 % tactical spell cost

- Storm: 15 lightning damage + 5 damage per air shard and no casting time

- Wellspring: 15 HP + 5 HP per life shard and no casting time

 

Installation:

Make a backup of the CoreAbilities and the CoreSpells files. These files can be found in:
... / FallenEnchantress / data / English

Copy the modified CoreAbilities and the CoreSpells files into that directory

Add -localdataonly to the shortcut that you use to start the game

Activate Use Mods in the game options

3,455 views 5 replies
Reply #1 Top

Examples:- Fireball: 6 fire damage + 2 damage per fire shard and the damage is multiplied with the number of units
End of quote

Out of curiosity (not gonna mod my game before retail), is the fireball game still area effect, since I thought it was so powerful before xD

I like your change to "Warlock" :D

A lot of small balance things I want to see on magic, but its too much to post about, and would prolly end up being ignored :P, as per what I see of other people's opinions.

Hope you enjoy the mod though, and nice to see more devoted fans :thumbsup:

Sincerely
~ Kongdej

Reply #3 Top

Quoting Kongdej, reply 1

Out of curiosity (not gonna mod my game before retail), is the fireball game still area effect, since I thought it was so powerful before

A lot of small balance things I want to see on magic, but its too much to post about, and would prolly end up being ignored , as per what I see of other people's opinions.
End of Kongdej's quote

Fireball has currently an area effect, but the damage is not multiplied with the number of units in a stack. Blizzard has currently an area effect, too, but the damage is multiplied with the number in a stack. That makes Blizzard the most powerful combat spell in the game, because it has a bigger area, too, and the casting time is no problem if you have spell resistance traits. That is the reason why i changed Fireball (small aoe, small damage that is multiplied with the number of units) and Blizzard (large aoe, high damage that is not multiplied with the number of units).

Hehe, yeah that is the reason why i build the mod. It is easier to show changes than write about them :)

Reply #5 Top

Quoting saroumana, reply 5
What is the limit of modding in FE ? Can we add a casting skill like in Mom ?
End of saroumana's quote

I think modding in FE can be very powerful, because many things are written im XML, but it is difficult, at least for me, to find the right commands. My plan with the mod was the following, but the trait selection at the level ups did not work and that was the reason why i made the mod less complicated.

- Paths replace Professions (worked for custom Sovereigns, but not for standard Sovereigns)

- Paths can be selected at level 1

- Path of the mage: - 25 % tactical mana cost

- Affinity: - 15 % tactical mana cost and Uncommon

- Armorer is a Defender trait and no Profession (trait was not visible at the level ups)

- Beast Lord is an Assassin trait and no Profession (trait was not visible at the level ups)

- Diplomat is a Governor trait and no profession (trait was not visible at the level ups)

- Hunter is an Assassin trait and no profession (trait was not visible at the level ups)

- Warlock is a Mage trait and no profession (trait was not visible at the level ups)

- Warlord is a Governor trait and no profession (trait was not visible at the level ups)

- Evoker traits are removed

- (School) Specialization trait requires Mage and (School) Apprentice (only one requirement worked)

- (School) Specialization increases the number of (School) shards by 1