Fervor - Hallasta and Piatra factions
Current Release Version: 0.83 for Legendary Heroes 1.20
Fervor 0.83
Updated to include two new sovereign advantages and two new sovereign disadvantages.
Installation:
This mod is installed to your User/Documents/My Games/LegendaryHeroes/Mods directory. There is a folder inside the .zip file. As this mod uses only existing graphical resources, there is no need to do anything but extract the folder to your /Mods directory. This mod will only work if Mods are enabled in Legendary Heroes.
Features:
Adds two new races, two new factions and bloodlines, two new faction disadvantages, two new faction advantages, four new hero disadvantages, four new hero advantages, two new professions. Adds access to new spells for the Dark Rites trait, adds new buildings to towns and outposts for the Fervor trait.
Elected Grandmaster of the Order of the Phoenix Shield by the heads of the Chapter Houses five years ago, Istan has radically changed the direction of the city of New Hallas. His order was once charged with protecting travelers across the dangerous Central Wastelands, but now they seek to take the offensive in the never-ending battle against the wastes. Not content to sit behind the walls of towns and outposts, Istan sends his knight errants, lay priests, and militant orders ever further afield. Hearkening back to a day before the Fallen, Istan seeks to instigate a great cleansing.
Crusader:
Selectable profession. Starts with two Crusader Units (Can be upgraded normally). Unlocks the Convert spell, which will turn Men to your side. 40 mana. Can be resisted. (Note: the starting units are currently working for the Hallastan faction, but will not show up for custom sovereigns). This will not work on Bandits. Choose Bandit Lord if you want to gather Bandits.
Hallastan Blood:
+1 Attack, +10 Spell Resist. Unlocks the Smite racial ability.
--Smite:
Deals 1 per level in fire damage, multiplied by the number of units. Range of 3. 12 mana.
Resolute:
Selectable sovereign trait (1 point). +3 Defense.
Fanatical:
Selectable sovereign disadvantage (-1 point). +1 Initative, +5% global unrest.
A new power rises in the west. Hearkening back to the glorious days before the Titans, Grandmaster Istan of the Order of the Phoenix Shield has declared a divine crusade to reclaim the world from the twisted creations of the Titans. By invoking imagery of lost Hallas and the glorious rule of Ereog, the chaplain-inquisitors of New Hallas hope to galvanize their population to great effort and sacrifice.
Fervor:
Selectable faction advantage (2 points).
Unlocks the Chapel/Church/Cathedral line of improvements, which replace the Inn/Festival/Theatre. Empire faction support is included. This line of improvements does not increase gildar but instead gives mana. Also, each level musters a Crusader unit, who costs no maintenance and can be upgraded as normal (Crusaders start as a size one unit, but can be upgraded to size 3 for 100 gold).
Unlocks the Chapter House improvement for Outposts, which replaces the Consulate. Empire faction support is included. Each Chapter House gives +5% gildar to the attached city, and musters a Crusader unit, but gives no growth bonus.
Unlocks Fireblessed Chain Armor and Fireblessed Plate Armor. These each have +25% fire resist.
Unlocks Tempered Shortsword and Tempered Longsword. These each have +1 fire damage over the normal versions.
Overzealous:
Selectable faction disadvantage (-1 point). +5% global unrest, -1 fame every 10 turns.
Goran IX, the ninth in the current line of the Vakul, is named for Goran Vakul of ancient Kos Piatra. It is almost certain that Goran himself is not descended from his namesake, but rather that his people took on the name of their former master as a title for the leader of the priesthood. Goran rules erratically from his festering seat of power, nested in the ruins of a long-vanished empire. Even though his mind is addled by the fumes of Khabat spores, he maintains a deep connection with dark elemental forces, and is a force to be reckoned with.
Priest:
Selectable profession. +30% mana. This will only apply to mana from city production (the initial +4 mana will not be affected).
Piatran Blood:
+100% Poison Resist, -50% Lightning Resist. Unlocks the Viper's Bite racial ability.
--Viper's Bite:
Melee range ability that deals 2 poison damage per level of caster, multiplied by the number of units. Does not cost mana. If the target dies as a result of this attack, gain 3 mana.
Merciless:
Selectable sovereign trait (1 point). +10% Spell Damage, +5 Spell Mastery.
Deranged:
Selectable sovereign disadvantage (-1 point). -10% experience to the sovereign and any units in the army he commands.
Some say that the Piatran are a tainted offshoot of the Quendar race, and this might well be true. In the far lands of the south, they inhabit the ruins of the ancient cities and temples of Piatra. They have developed an innate resistance to poisons, and a paranoia bordering on xenophobia. Those who dare enter their lands, and many of the bordering tribes, find themselves enthralled by dark magic.
Dark Rites:
Selectable faction advantage (2 points).
Unlocks the spell Imprison, which immobilizes and deals 5 damage a turn for 5 turns. 20 mana.
Unlocks the spell Demonic Ally, which summons a level (3 + Death Shards + Summoning Bonus) Assassin Demon. Requires Death II to cast. This spell is unlocked at the Arcane Mastery technology.
Unlocks the spell Summon Death Demon, which summons a level (6 + Death Shards + Summoning Bonus) Death Demon. Requires Death V to cast. This spell is unlocked at the Black Quire technology. This spell is the reason the advantage costs two points.
Unlocks the spell Foul Ritual, which sacrifices a Champion to summon a new one in its place. Can only be cast four times. 40 mana.
Paranoid Isolationists:
Selectable faction disadvantage (-1 point). -50% to value of trades.
Additional Sovereign Advantages/Disadvantages:
Vicious:
5% increased chance of critical strike, +20% critical strike damage
Mobility:
+1 moves. Only affects the Sovereign.
Lazy:
-1 Initiative
Careless:
-2 Defense
Future Plans:
-Heroes for each of the new races. [Done]
-Custom Graphics for the two new races.
-More custom units for the two new races.
Issues and Compatibility:
-This mod should be compatible with most mods, as it does not override anything. If for some reason, a mod adds a building, item, or unit that has the same name as one I added, there will be a conflict (such as K_Chapel_01 tileset or "Chapel" building).
-The units of Hallasta will strongly resemble Altar - lorewise they are adjacent factions and made up of similar stock of men. The real reason the units will so strongly resemble Altar is that there's a bit of customisation left to do (see above).
-The units of Piatra will strongly resemble Magnar - lorewise they two races may or may not have had a similar origin or lineage. The real reason the units will so strongly resemble Magnar is that there's a bit of customisation left to do (see above).
-If you make a custom faction with the "Zealous" trait, you will not get your two starting Crusader units. Everything else works fine.
Usage and Credits:
-Anyone may use this mod, components of this mod, or information from this mod for any reason at any time. I do request that credit be given, and that I be informed of the usage (after the fact is completely fine). If updates or bug-fixes are released, I would very much like to distribute the updated version to anyone who might be incorporating it.
-Thanks to the Stardock coders, your .xml is easy to follow.
-Much appreciation is given to DSRaider, who put out three fantastic factions in his Additional Faction Traits and Races mod. A couple times I had issues, I was able to check his .xml for examples on how to set up custom factions. If you combine this mod with his, you could make some pretty fantastic custom factions. Zealous, Faith, Scholar, Pacifists perhaps?