Heavenfall Heavenfall

[eMOD] ExpandedFactions 8.13 for After the War 1.10

[eMOD] ExpandedFactions 8.13 for After the War 1.10

 

This mod now REQUIRES that you first install the After the War mod

 

 

The modding community proudly presents

ExpandedFactions

"We were hunters, and foragers.
The frontier was everywhere."

 

 

 

 

Download:

https://www.wincustomize.com/explore/elemental_war_of_magic/11/

(if that download gives you a limit message, try relogging on the site with your impulse account - the site checks so you have bought elemental)

Install: Extract all folders to documents\my games\elemental\mods\

Make sure "Use Mods" is turned ON in options

 


 Note: To balance some of the race bonuses in this mod, the standard Elemental factions now gain: 2->3 extra tech research and 1->1.5 extra arcane research from their capital city (lvl 4->5)

Note - Most custom factions will be broken by this mod (unable to build basic buildings). To fix this, open up your documents\my games\elemental\race\ and edit the file with the name of your faction. You should change <RaceClassification>something</RaceClassification> into <RaceClassification>Men</RaceClassification> for kingdoms, and <RaceClassification>Fallen</RaceClassification> for empires.

Tip: When designing new units, press the Randomize button to change your unit's appearance.


Sub-Mods are tiny mods included in the ExpandedFaction mod in their own folders. Sub-mods change a game mechanic in some manner. They are modular and voluntary, which means if you don't like what they add, simply delete the folder.

ExpandedFactions_PetLovers - Adds a starting pet to all sovereigns. The pets have 5 attack, 1 defense and 18 health. These are also available for custom sovereigns, for free.


 

 

1. Empire of Drota

 

Description: A desert-living, tribal civilization.
Sovereign: Stormlord
Race Strength: Warrior Society - The Warriors of the Drota are completely engrained in civilian society - for the Drota, being part of the military is the norm, not the exception. Drota trained units take up no "used population".
Race Strength: Forced Cooperation - The Drota are able to bend the mind of almost any creature to their will. The Drota may, from the start, build improvements on diplomacy world resources for Spiders, Shrill and Drath. Note that the Drota do not spawn these resources on the map, as a Kingdom would. Dragons are beyond the skill of the Drota to tame.
Race Strength: Little Brother - Drota units regenerate 2 health per turn in combat, and 5 extra health per season in strategic mode.
Race Mount: The Drota ride only Sandbrutes and Hellbrutes, and sometimes decorate them with bones
Capital City Bonus: Legendary Hunters - The Drota are legendary hunters, able to find prey where all others have long since given up hope. The Drota capital city will produce 0.15 wargs per turn at level 4, and 0.25 wargs per turn at level 5.

 

 

2. Empire of Goblins

 

Description: An evil scourge upon the world.
Sovereign: Gnork
Race Strength: Thrifty - Goblins do not pay upkeep for any Goblin units. Units will still desert if the empire has no Gildar.
Race Strength: Uncanny Discipline - Goblins are fiercely focused, and when they set their minds to a task it is not uncommon for them to complete it in high speed. This is doubly true for when goblins prepare to go to war. Goblin units take 2 turns less to train than default (3). This bonus is applied after additional weapon training time and group training time, but scales somewhat with veterancy training.
Race Weakness: Hollow Magic - While capable of casting magic, the Goblins and their sovereign Gnork have only a crude understanding of magic. Goblins start with -100 mana and must gain a positive balance before they can cast spells.
Race Mount: The Goblins ride only Skath.
Capital City Bonus: Thieving Bastards - Goblins are a bunch of thieving bastards, and various items that "go missing" tend to turn up in their possession. The Goblin capital city will produce 0.5 crystal per turn at level 4, and 0.75 crystal per turn at level 5.

 

 

3. Kingdom of Living Stone

 

Description: A nation of what appears to be living stone, much resembling Stone Elementals in appearance.
Sovereign: 'Ard
Race Strength: Unstoppable - Living Stone units do not suffer dodge penalties for wearing any form of armor.
Race Strength: Heart of All Things - The capital city of the Living Stone produce buildings 25% faster, and train units 25% faster. This bonus stacks.
Race Strength: Extreme Durability - All Living Stone units have 80% more hitpoints than normal units. This bonus stacks with everything, including: items, levelups, veteran training and other bonuses.
Race Weakness: All Living Stone units have default combatspeed of 1 and strategic movement of 1.5. This does not apply to the Sovereign, or the caravans.
Race Mount: Living Stone ride only Umberdroths to war.
Capital City Bonus: Earthfriends - The Living Stone are bound to the earth in unimaginable ways, and as a result they are able to sense previously hidden sources of metal. The Living Stone capital city will produce 2 metal per turn at level 4, and 3 metal per turn at level 5.

 

 

4. Empire of the Golem King


 

Description: In the ever-winter empire of the Golem King, the White Wizard creates mighty golems from the blood of innocents.
Sovereign: White Wizard
Race Strength: Alloy of Sacrifice - Golems pay half the normal amount of metal for all its armour. This value is rounded up (5/2=3). Weapons and other items cost the normal amount.
Race Strength: Shard Mechanics - Golems are made using an infinitesimal amount of dust ground from the very elemental shards themselves. Golems have 10 magic resistance by default.
Race Strength: Mechanical Precision - Golems have an innate ability to react instantly to the slightest change in their environment. This is most obvious when Golems are seen in combat - Golem attacks are nearly impossible to dodge. Golems have 100% higher accuracy than normal units.
Race Weakness: Reborn Souls - For each golem warrior trained, 3 additional citizens are consumed.
Race Mount: Only the brutal Primal bears are strong - and insane - enough to be ridden by the Golems.
Capital City Bonus: Full Metal Alchemy  - In the deeps of the city, the personal servants of the White Wizard toil away endlessly in disgusting experiments involving human sacrifice. The capital city of the Golem king will produce 0.15 Elementium per turn at level 4, and 0.25 Elementium per turn at level 5.

 

5. Kingdom of Elves

Elves is a community project, many people worked on completing this faction. Elves use unique building designs, and have some re-skinned weapons. For more information, visit https://forums.elementalgame.com/398661


Description: Elves are sworn to protect the forests and prevent another Cataclysm.
Sovereign: Ardhor
 Race Strength: Native Archers - Elves have access to Crude Bows from the start.
Race Strength: Alien Philosophy - The Elves have a preternatural understanding of magic and how it is connected to the world. Elves start the game with +50 mana. In addition, Arcane laboratories will produce 0.1 Tech Knowledge per season, and Studies and Libraries will produce 0.1 Arcane Knowledge.
Race Strength: Dextrious - Elven units gain +1 Combat speed and +5 dodge.
Race Weakness: Hope Abandoned - When the forests of the world died in the Cataclysm, most elves suffered from depression and melancholy. This has since become a fundamental part in Elven culture. Elves may not build the Beacon of Hope starting improvement.
Race Weakness: Few Children - Elves are notoriously slow to breed, and suffer -25% prestige in all cities.
 Race Mount: In addition to riding horses Elves also ride drakes and deers.
Capital City Bonus: Nature's Spirit - Heeding the call to war, various forest spirits join the Elven cause once the elves are strong enough. The Elven capital city will produce 2 mana per turn at level 4, and 3 mana per turn at level 5.

 

6. Empire of the Death Legion

Description: Mutated demons from another dimension ruling a fanatic slave population.
Sovereign: Sar the Returner
Race Strength: Mutated - The Death Legion are horribly mutated by unknown forces. Death Legion units receive random bonuses effective in combat. These bonuses are saved for each unit design (training the same design twice gives the same power). Bonuses are listed here.
Race Strength: Exported Cattle - Wherever the Death Legion came from, they brought along mounts. The Death Legion starts with 18 wargs, useable for the Slag mounts. They still need to research Mounted Warfare to train or purchase mounts.
Race Weakness: Religious Insanity - Death Legion warriors are considered holy crusaders by their slaves. When Death Legion warriors are trained, slaves will become permanentaly overwhelmed with religious fervor and be unable to work. Each Death Legion unit costs 2 times the normal amount of "used population".
 Race Mount: The Death Legion rides slags.
Capital City Bonus: Chaos Strain - The mutations of the Death Legion are ever-spreading, constantly reshaping future generations. The Death Legion capital city will provide ALL controlled units with +3% health when the city reaches level 4. The bonus increases to 5% at city level 5.

 

7. Empire of Lost Souls

Description: A long-since dead kingdom of traitors; prevented from reaching the afterlife, they now roam the wastelands as incorporeal ghosts.
Sovereign: Riser
Race Strength: Nightfall - The Lost Souls are known to appear and disappear with the break of night. The faction has instant access to a copy of the Return spell, allowing channelers to return to the capital city.
Race Strength: Incorporeal - The Lost Souls are ghosts of dead warriors. They can shrug off blows that would have maimed or killed a mortal man (+7 dodge). In addition, they move extremely quickly when they need to. Movement for Lost Souls take only 1 Action Point per tile in tactical combat, instead of 2.
Race Strength: Doomriders - Glorious knights from before the Cataclysm rise again as ghosts. As a traitor-kingdom, the empire of Lost Souls may build both Warg Kennels and Horse Stables. In addition, they may build the kingdom improvenent Inn.
Race Weakness: Fear of Fire - Although they take no extra damage from fire spells, the Lost Souls will go to great lengths to avoid fire. The Lost Souls have forbidden all research into fire spells, and may not learn the Spellbook of Fire.
 Race Mount: The Lost Souls rides Ghost horses.
Capital City Bonus: Dominion of the Dead - The brightest and best of the Lost Souls argued that if they cannot break the curse holding them in this world, then maybe they can make this world more like them. The capital city of the Lost Souls will emit an extra large zone of influence at level 3 and above. In addition, the capital city will produce diplomatic capital as propaganda is spread over the borders of their enemies, slowly but surely influencing them to accept this new reality. At level 4, the capital city will produce 1 diplomatic capital per turn, and at level 5 the amount is 2.0.

 

8. Kingdom of Angels

The Kingdom of Angels use the building designs from the community project Elves. For more information, visit https://forums.elementalgame.com/398661

Description: A race of Angels, descended from the Mountain of the Gods, seeking a remedy for their God who has slept since the Cataclysm.
Sovereign: Colopatiron
Race Strength: Glamour - Angels attract followers faster than any other kingdom or empire in the world. All cities controlled by Angels gain 20% prestige.
Race Strength: Winged - Angels are blessed with Wings, and may pass obstacles that no other can. Angels can travel across mountains, cliffs and seas. This lends the Angels great strategical advantage, allowing them to avoid confrontation by hiding where their enemies cannot reach. Strangely, however, angels do not utilize this advantage to flee combat once they take to the field. They still suffer normal movement penalties when passing woods and hills.
Race Strength: Boon of Resurrection - Once every 100 seasons, the Angels are rumored to craft a likeness of one of their greatest champions. If the champion should fall in combat, the champion will be resurrected from death. This works like the spell Death Ward, allowing the target to resurrect upon death. It costs 100 materials to cast, and uses 1 mana in upkeep per turn, and may only be cast by the Sovereign. Available from start.
Race Weakness: Persistently Individual - The Angels look with scorn on any who ride creatures to war or for transportation. They believe fiercely that their god-given wings will carry them to the bitter end. Angels may not ride mounts. They may still build Stables, to sell Horses.
Race Weakness: Air Space - The wings of Angels require significant space to be effective in combat. Angels may not train Companies (12-man units) for any unit.
 Race Mount: The Angels will not ride mounts.
Capital City Bonus: Divine Providence - As the quantity of faith and prayer reach unnatural proportions, the sleeping god stirs from his slumber. Small miracles become an every day thing in the capital city of the Angels - many half-assed jobs turn out flawless produce. At capital city level 4, units may be trained in the capital city for 10% less resources. This bonus increases to 15% at level 5.

 

 

Modders please be aware that the LIBracemod is used for this mod. https://forums.elementalgame.com/397668

 

 

Race Weakness:
635,570 views 457 replies | Pinned
Reply #102 Top

 

Been using this mod successfully and loving it for the most part.

 

However, one thing I noticed is that if I use the mod but choose to play as my own custom faction, I can not make any use of armor after researching the appropriate armor techs. In the shop and when designing units, I can see shields but not any of the other armor types. If I play as one of the expanded factions then the armor is all there as normal. I tried removing all mods from my machine and then re-adding the expanded factions mod, just to make sure I wasn't conflicting with some other mod. But the issue persists. 

Is this intentional? That is, is it intended that the player play as one of the expanded factions for it to work properly? I would like to be able to play my own custom faction that I made in the stardock faction editor, but play against the expanded factions.

 

Thanks,

 

 

 

 

Reply #103 Top

Absolutely not intended. Could you post your custom race xml file? It's in my documents/my games/elemental/race

Reply #104 Top

 

Here is the custom faction xml file....

 

Code: xml
  1. &lt;?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?&gt;&lt;RaceConfigs&gt;<span> </span>&lt;DataChecksum NoParse="1"&gt;<span> </span>&lt;Ignore&gt;DisplayName, ShortName, Capital, Description, UnitSkinColor, UnitHairColor, UnitClothColor, BuildingPrimaryColor, BuildingSecondaryColor, BuildingRoofColor, BuildingStyle, UnitStyle, WorkerName&lt;/Ignore&gt;<span> </span>&lt;Translate&gt;DisplayName, ShortName, Capital, Description, WorkerName&lt;/Translate&gt;<span> </span>&lt;/DataChecksum&gt;<span> </span>&lt;RaceConfig InternalName="CustomFaction_Cypherius"&gt;<span> </span>&lt;DisplayName&gt;Dominate of Cypherius&lt;/DisplayName&gt;<span> </span>&lt;AIPersonality&gt;AI_General&lt;/AIPersonality&gt;<span> </span>&lt;ShortName&gt;Cypherius&lt;/ShortName&gt;<span> </span>&lt;Description&gt;Faction backstory goes here. Make it good!&lt;/Description&gt;<span> </span>&lt;FactionAllegiance&gt;Kingdom&lt;/FactionAllegiance&gt;<span> </span>&lt;IsCustom&gt;true&lt;/IsCustom&gt;<span> </span>&lt;RaceInternalName&gt;Race_Type_Men&lt;/RaceInternalName&gt;<span> </span>&lt;RaceDisplayName&gt;Men&lt;/RaceDisplayName&gt;<span> </span>&lt;MaleUnitType&gt;Men_Sovereign_Male_Basic&lt;/MaleUnitType&gt;<span> </span>&lt;FemaleUnitType&gt;Men_Sovereign_Female_Basic&lt;/FemaleUnitType&gt;<span> </span>&lt;GenericUnitType_Male&gt;Men_GenericBaseUnit_Male&lt;/GenericUnitType_Male&gt;<span> </span>&lt;GenericUnitType_Female&gt;Men_GenericBaseUnit_Female&lt;/GenericUnitType_Female&gt;<span> </span>&lt;TraderUnitType&gt;TraderTest&lt;/TraderUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Men_Pioneer&lt;/StartingUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Men_Soldier&lt;/StartingUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Men_Assassin&lt;/StartingUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Men_Adventure&lt;/StartingUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Men_thief&lt;/StartingUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Men_Knight&lt;/StartingUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Men_Guardians&lt;/StartingUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Men_Enforcers&lt;/StartingUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Men_Sions&lt;/StartingUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Kingdom_Soldier&lt;/StartingUnitType&gt;<span> </span>&lt;StartingUnitType&gt;Kingdom_Pioneer&lt;/StartingUnitType&gt;<span> </span>&lt;UnitScale&gt;1.0000&lt;/UnitScale&gt;<span> </span>&lt;RaceClassification&gt;Men&lt;/RaceClassification&gt;<span> </span>&lt;Alignment&gt;Neutral&lt;/Alignment&gt;<span> </span>&lt;UnitSkinColor&gt;215,150,100,255&lt;/UnitSkinColor&gt;<span> </span>&lt;UnitHairColor&gt;155,110,75,255&lt;/UnitHairColor&gt;<span> </span>&lt;FactionColor&gt;150,150,150,255&lt;/FactionColor&gt;<span> </span>&lt;UnitMetalColor&gt;128,128,128,255&lt;/UnitMetalColor&gt;<span> </span>&lt;EnvironmentTerrainType&gt;2&lt;/EnvironmentTerrainType&gt;<span> </span>&lt;PreferredLogoType&gt;GenericCrest28&lt;/PreferredLogoType&gt;<span> </span>&lt;NonBuildableEnvironmentType&gt;DeadEnvironment&lt;/NonBuildableEnvironmentType&gt;<span> </span>&lt;TechTree&gt;TechTree_Amarian&lt;/TechTree&gt;<span> </span>&lt;Spellbook&gt;LifeSpellbook&lt;/Spellbook&gt;<span> </span>&lt;FactionType&gt;Major&lt;/FactionType&gt;<span> </span>&lt;RemCustomizationPts&gt;0&lt;/RemCustomizationPts&gt;<span> </span>&lt;SelAbilityBonusOption&gt;DeathWorshippingBonus1&lt;/SelAbilityBonusOption&gt;<span> </span>&lt;SelAbilityBonusOption&gt;IndustriousBonus1&lt;/SelAbilityBonusOption&gt;<span> </span>&lt;SelAbilityBonusOption&gt;TrainingBonus1&lt;/SelAbilityBonusOption&gt;<span> </span>&lt;SelAbilityBonusOption&gt;InfluentialBonus1&lt;/SelAbilityBonusOption&gt;<span> </span>&lt;SelAbilityBonusOption&gt;BraveBonus1&lt;/SelAbilityBonusOption&gt;<span> </span>&lt;A_GoodieRating&gt;1&lt;/A_GoodieRating&gt;<span> </span>&lt;A_ManaRegeneration&gt;1&lt;/A_ManaRegeneration&gt;<span> </span>&lt;A_NPCSpawnRating&gt;1&lt;/A_NPCSpawnRating&gt;<span> </span>&lt;A_QuestingRating&gt;1&lt;/A_QuestingRating&gt;<span> </span>&lt;/RaceConfig&gt;&lt;/RaceConfigs&gt;
  2.  

 

Reply #105 Top

Works for me. Got any other mods running?

Reply #106 Top

Will the code above allow me to add my own faction into the game?

Reply #107 Top

 

No other mods running, cleared everything out before I re-added the Expanded Factions mod. 

 

I'll try starting some new games with the mod in place and see if the same issue occurs if I play as a vanilla faction. I suppose its possible I have run into some obscure bug with the game, or a problem with my save game file, etc. I'll let you know if the problem with the armor is repeatable.

 

 

Reply #108 Top

Quoting FatNonFree, reply 106
Will the code above allow me to add my own faction into the game?

It's just a standard custom faction from the workshop.

Reply #109 Top

I had the same problem during the 1.09 builds, I was sure it was some mod that screwed it up but couldn't figure out what it was. I had a feeling it was the undead mod but can't say for certain.

Had to reinstall.

Reply #110 Top

 

Now that you mention it, I think I did have the undead mod installed when I started the game where I am seeing the "no armor available" issue. So maybe it was a conflict with that mod. Since I wiped all mods and re-installed Expanded Factions I haven't seen the issue occur again.

Reply #111 Top

Uploaded 8.0 introducing the Kingdom of Angels

Also,

Gone through all the Cloaks and traveling boots - should now be properly available for everyone all the time (modders be aware file expandedfactions_specialgear.xml contains item overwrites of cloaks and traveling boots)
Removed Elves bonus Chain of the People (AI isn't using, no point, too strong anyway)
Lost Souls units now appropriately cost specialists
ExpandedFactions_ElvenWeaponry: These weapons are available to the Angels as well
Cleared out redundant color overwrites in the elf building tileset - some buildings may slightly change colour (RARs untouched)
Added new race strength to the Drota: Forced Cooperation

Race Strength: Forced Cooperation - The Drota are able to bend the mind of almost any creature to their will. The Drota may, from the start, build improvements on diplomacy world resources for Spiders, Shrill and Drath. Note that the Drota do not spawn these resources on the map, as a Kingdom would. Dragons are beyond the skill of the Drota to tame.

 

Edit: 8.1 adds the winged bonus to the sovereign. Forgot.

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Reply #112 Top

I love this mod! Thanks for the updates.

Reply #113 Top

I think at this point I am ready to start moving into the second phase of this mod. I would have liked to add an ent faction as well, but I haven't managed to get my hands on any suitable model, and frankly, between the Living Stone and the Angels there's not much left to do with an ent faction anyway.

For the second phase, I'll be aiming at replacing the capital city bonuses with stuff similar to what the Lost Souls have - unique units.

Reply #114 Top

I need some help with ideas. Each faction needs at least 4 unique units. Right now my primary concern is making each unit look unique - balance and special abilities will come later.

drota
spider cavalry (need spider skeleton)
giant spider
giant hellbrute ram






angels
archangel - giant angel
haloed unit - saint
angel of death (robed, scythe, undead skin?)
heavy cavalry - the most loyal and strong of the human population trained as paladins/knights (need horse skeleton)



elves
a unit with weapon:claws
blade dancers
treant (need stone giant skeleton)
shadow scout - archer unit from before the cataclysm


lostsouls
soul of shrill
soul of umberdroth
soul of drakes
soul of ogre


golemking
winged golem
four-armed golem
giant golem (modelscale 2 equipmentscale 0.5 no bloody skinned items)



deathlegion
demon with spines out of the back, used for attack
giant demon with some kind of weapon (skeleton has only right hand lcf)

 

goblins
dark raiders (great lances. wargs? skath? drakes?)
ogres (right_hand_lcf available, also multiple models)
two-headed giant warg
out-of-control fanatic



livingstone
stone giants (messed up animations, skip lcf weapons) possibly semi-transparent
living stone giants (modelscale 2 equipmentscale 0.5 no bloody skinned items)

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Reply #115 Top

Since I found this mod (about the time of the 1.1 release), I have been using it. All I can say is that it has really enhanced the basic game to a really worthy play. 

Heavenfall, I thank you greatly for the time and effort that you have put into this project. I love it.

Reply #116 Top

the angles should have a unit called an Archangel. That should be their most powerful unit besides their god.

Reply #117 Top

A giant angel, mostly naked, that would work as an archangel.

Reply #118 Top

Goblin Fanatics were always my favourite Warhammer units

Randomised movement as a special ability?! damage to all adjacent units, enemy or friend

Reply #119 Top

I love it. Although I will make it so it's one tile controlled movement, then one tile random movement. Units with no control aren't fun to play with.

Damage to enemy units would be per troop in the unit, so it's weak against solo strong units, but very strong against units with 9-12 men inside.

Reply #120 Top

and on the Warhammer theme, how about a repeater bolt-thrower to beef up the Elves?

 

 

replaces the catapult?

Reply #121 Top

Too much work.

Reply #122 Top

the Terracotta Army (the original golems?!) had horsies:

and chariots:

 

 

could the caravan model be chopped down to make a chariot?

A few races could use chariots - Elves, Drota

Reply #123 Top

I like the Elf thrower idea, but I think Heavenfall is right in the amount of work and the fact that  we don't know what Stardock has in mind for city sieges and war machines in general long term.  Keeping to existing character based units should keep the 3D modeling more resonable.

 

With that in mind can I suggest:

Drota: Beast Tamer: mid strength fighter that has a special ability that allows it to take over allied "animal" enemy troops (Spiders, Shrill, Drath, Umberdroths)

Drota: Hunt Master: strong fighter that gives a boost to all "allied" units in the army.

Living Stone: Gargoyle: Faster fighting unit (with wings); could use the new "Leap" ability from Murteas Grimore. (this could have unfortunate overlap with "winged golems", maybe differentiate in stats?  winged golems gain movement advantage a la angels, gargoyles have "Leap" as special ability?)

Living Stone: Boulder Hurler: Stationary city defense unit with a longer range and more damage than a catapult.  Possibly with the ability to stun / knock back enemies.

Living Stone: Gate Crasher: Siege unit a la catapults, but larger with a significant bonus vs walls.

Golem King: Spell Swallower: weak combat golem that absorbs a percentage of all spell damage done to the army, and also has regeneration.

 

Also, Goblin fanatics are awesome.  Just saying.

Reply #124 Top

Right now the primary concern is making unique-looking units, abilities can come later. Since I am limited in what I can add, it's easier to start in that end.

Chariots are too much work as well, unfortunately.

I decided against a winged living stone, they are literally made of stone after all.

 

Reply #125 Top

Hey Heavenfall,

 

I just sat down to play and noticed that when I chose the Golem King, that he has the life spellbook.   Is that intentional or should he have the Death spellbook?

 

In any case, Lots of fun!