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[eMOD] Updated Weapons 1.51 for 1.19

[eMOD] Updated Weapons 1.51 for 1.19

Updated Weapons v1.51 ( for 1.19 )

 

Mod Description:

 

This mod updates all the basic unit weapons to give special abilities to the unit that equips them. Each weapon has a different set of special abilities and the idea behind the mod is to give each weapon a kind of combat role. Most weapons gain 2 special abilities, though a couple of the weapons only have one. This mod does not effect 3 basic weapons, being the crude bow, the Karrazan and its Elemental versionm for balance purposes.This mod also does not effect the special weapons found in CoreSpecialWeapons.xml, though with some coaxing I may add them in a future release. A current list of all effected weapons are as follows:


Gnarled Club:
    - Club Smash:                100%-150% dmg and target can't counter for rest of turn
    - Windup:                       5% per STR attack bonus for 2 round, but unit can not counter for rest of turn
    
Staff:
    - +1 Move
    - Fortify Self:                   +2 defense per Troop, +5% (+1% per dex) bonus to defense and counter attack
    - Rest:                           Heal 2hp per troop on self
    
War Staff:
    - +1 Move
    - Improved Fortify Self:    +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack
    - Rest:                            Heal 2hp per troop on self

Mace:
    - Bruise                          10%-50% attack, 1% per STR attack penalty to target
    - Hay Maker                    100%-200% attack, 3% per STR defense penalty to target
    
Warhammer:
    - Armor Cracker:              10%-50% dmg and 5% (+1 per str) defense penalty to target
    - Disorienting Smash        Target loses turn and can not counter
    
Battle Hammer:
    - Power Up                      5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
    - Knockback                    75%-150% attack that knocks a unit back a square
    
Lord Hammer:
    - Blowback                      25%-75% attack that knocks unit back
    - Skull Cracker                25%-100% attack, knocks a unit back a square, and causes target to lose next turn
    
Axe:
    - Deep Gash                    10%-25% attack / -3% per STR combat speed debuff.
    - Bleeding Strike              25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target
    
Battle Axe:
    - Dread Fright                  Target is forced to flee the battle
    - Power Up                      5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
    
Oak Spear:
    - Pierce                          50% attack in true dmg
    - Improved Fortify Self:    +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack
    
Boar Spear:
    - Bleed:                          2% per DEX attack penalty to target, 2 damage per turn for 3 turns
    - Improved Fortify Self:    +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack

Cedar Short Bow:
    - Suppressive Fire:           2% per DEX attack penalty on target
    
Cedar Long Bow:
    - Barrage:                       10%-50% attack in a 3x3 area around an enemy unit

Dagger:
    - Bleed:                          2% per DEX attack penalty to target, 2 damage per turn for 3 turns
    - Flurry                           Three 40%-100% hits at 75%, 50%, 25% attack
    
Short Sword:
    - Pierce                          50% attack in true dmg
    - Bleeding Strike             25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target
    
Broadsword:
    - Slip Defense:                Unit jumps past defenders at range of 3.
    - Double Strike                Two hits for 30%-100% each
    
Long Sword:
    - Power Up                      5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
    - Cleave                         Hits all enemy targets surrounding the unit for 10%-50% attack
    
Fang Dagger:
    - Throwing Dagger            3 range 75% ranged attack
    - Double Strike                Two hits for 30%-100% each
    
Imperial Shortsword:
    - Slip Defense:                 Unit does not provoke counter attacks for 2 turns
    - Deep Gash                    10%-50% attack using target's current health as attack power
    
Scimitar:
    - Windup:                       5% per STR attack bonus for 2 round, but unit can not counter for rest of turn
    - Flurry                           Three 40%-100% hits at 75%, 50%, 25% attack
    
Scythe:
    - Cleave                         Hits all enemy targets surrounding the unit for 10%-50% attack
    - Bleeding Strike             25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target

Trog Scimitar:
    - Power Up                     5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
    - Decapitate                   40%-100% attack using target's current health as attack power
    
Great Scimitar:
    - Double Strike               Two hits for 30%-100% each
    - Bleed:                         2% per DEX attack penalty to target, 2 damage per turn for 3 turns
    
Claymore:
    - Cleave                         Hits all enemy targets surrounding the unit for 10%-50% attack
    - Knockback                    75%-150% attack that knocks a unit back a square

 

Since these abilities are added in the same manner as other AI special abilities, the AI will use them. Feel free to leave any feedback as well as any bugs so I might address them for future releases.

Download and Installation:

To Download the mod, simply follow this link to the download site.

 

To install, simply place the folder found in the zip file into your my documents/my games/elemental/mod directory. If you are upgrading from a previous version, you will want to remove the directory before installing to ensure you have no undesired effects.

Special Note: Due to the way that Elemental currently handles weapon mods, the use of multiple weapon mods will result in undesired results. If there is another weapon mod which one would like to use with Updated Weapons, please PM me and I will see if I can make an acceptable hybrid so that one can use both.


Change Log:

1.51: - Fixed the war staff to reapply the missing move bonus ( Thanks M. Agrippa for pointing this out)

1.5: - Updated the abilities to include the new spell subclass tag

1.4: - Changed Slip defense to be a 3 range blink

       - Changed Deep gash to be a combat speed debuff

       - Swapped Decapitate for Dread Fright on Battle Axe

1.31: - More Bug fixes - Thanks to everyone submitting bugs!

1.3 - Fixed a bunch of bugs in the mod which caused some of the ability to not work as intended.

1.21 - Fixed a couple of tag issues

1.2  - Updated for 1.09u

      - Made significant changes which are now listed above

1.15 - Updated for the hot fix patch, 1.09p

1.1: -Updated Weapons to use the 1.09o values. I am pretty sure it was just the bows that changed.

1.01: -Updated Fang Dagger to properly add its second ability, poison blade.

 

SubMods:

Elf Specific Updated Weapons:

This submod has recently been enveloped by the Expanded Factions mod of Heavenfall. In order to get the special abilities for the elven weapons, you will need to install this mod along side Expanded Factions. For a list of all abilities on the elven and angelic weapons, please look https://forums.elementalgame.com/400876/get;2925284

Murteas Updated Weapons:

This adds a few new weapons from the Murteas Grimoire and adds them to the ranks of the updated weapons. This adds a couple of new weapons which use the updated abilities. You can find the submod at https://www.wincustomize.com/explore/elemental_war_of_magic/27. Check out their mod, Murteas' Grimoire for more details, and just to get another kick ass mod.

196,614 views 127 replies | Pinned
Reply #101 Top

I see, you're not actually adjusting the attack rating of the unit.

Reply #102 Top

How about adding Lance - Charge - move up to 3 spaces to target, attack bonus 25% damage bonus 25%+25%per space moved

Reply #103 Top

How about adding Lance - Charge - move up to 3 spaces to target, attack bonus 25% damage bonus 25%+25%per space moved

This is not exactly possible. The calculations would not alow me to know how many spaces were moved.  A long time ago, there were plans for a companion mod for UW called Updated Mounts, which gave abilities based on having a particular mount. On several occasions, I have mentioned that I would do such a thing if people actually wanted it. The general idea for a charge there was that you give a movement multiplier, which would reduce AP cost to movement, a bonus to attack, a penalty to defense, and take away the unit's ability to counter. This would allow charging to be a much more dynamic experience instead of being a singular move.

Reply #104 Top

The reason I haven't explored anything with expandedmounts is because the AI don't even use mounts, so anything added is just more imbalance making the AI appear weaker.

Reply #105 Top

Quoting Heavenfall, reply 104
The reason I haven't explored anything with expandedmounts is because the AI don't even use mounts, so anything added is just more imbalance making the AI appear weaker.

Yeah, the code to use mounts and specifically gear sovereigns, spouses, and champions based on available tech and gildar is either missing or not there by design. Unsure of which at this point but it does seriously damage the fun factor for ridiculous-level difficulty games.

I imagine lower difficulty games that have decked out champions could act like a "bull in an Elemental china shop" and rampage over the novice or casual players. But until we get some guidance from the devs on this it's all still speculation. I'll just keep pointing it out in my AI testing and remain optimistic.

Reply #106 Top

If we could get the AI to use shields for basic units, I would take that as an epic win, let alone mounts.  It seems like recent efforts have been put into making the AI better on the strategic exploartion and city building, hopefully equiping champs and unit design can get some love next. I think it might be possible to fix for basic units by playing around with AI valueing codes on the equipment, as I think the issue is that it does not compare the value for (shield + weapon)  versus the two handed ones, but something more like weapon VS 2 handed weapon.

 

Also AlLanMandragoran you AI analysis posts are freaking super.  :thumbsup:

Reply #107 Top

Cool, glad they're helpful! I know Brad is super busy doing CEO duties like playing golf or hanging out in Davos, Switzerland, dining with the Obamas, or yelling at Derek or Boggiebac - doesn't have time to bother with this AI stuff so I want my arguments to be supported by facts, baby!

Just kidding, Brad. ;) If anything I'm empathetic to how busy you really must be as CEO and lead AI guy. You need an AI Mini-me or Jedi Paduan!

 

Reply #108 Top

Hmmm... I can point out one weapon I don't see on the list there and that's the Sovereign Sword you get from a level 1 quest/goody hut. I notice this because I've gotten it and it has no abilities on it and such.

Reply #109 Top

Yeah. The extent of my mod was only to the base weapons, and does nothing for the special goodie hut weapons.

Reply #111 Top

Quoting EternalRequiem, reply 110
ah I see

Whats funny is that you are one of the first people to ever even point this out. There are several mods which uses this mod as a base and none of them even attempt to address this either. Let me think about it, I might get the urge to expand it for ya.

Reply #112 Top

LOL I have a habit of noticing small things that go unnoticed by others

Reply #113 Top

Quoting EternalRequiem, reply 112
LOL I have a habit of noticing small things that go unnoticed by others

Honestly, most people playing with mods also use ACP which has a huge amount of additional goodie hut weapons which make use of the updated abilities. If you have already grab this mod, you might check out that one as well.

Reply #114 Top

I've got it... it's giving me ideas already... about making a quest to utilize Alzors Armor you get from one of the vanilla generic quests

Reply #115 Top

M. Agrippa I've started updating ExpandedFactions for 1.19/1.2. It seems to me that Elf Upgraded Weapons can be appropriated into EF without causing issues. Is that OK with you? I would change the elf weapons to give abilities only if Updated Weapons is installed as well (like we did for Artifacts in ACP). This would be to avoid having the user install another mod "inbetween". I just want to know if that's ok with you.

Reply #116 Top

Hey Heavenfall,

That is fine with me, seems like with 1.2 we should be able to start maturing some of these mods into packaged versions.  Would be honored to have my ideas rolled into Expanded Factions.   Were you going to leave the abilities mapping the same, or did you have something else in mind?

Reply #117 Top

Nah I'll just copy them. I can basically just input the abilities into the standard EF, and if the player has UW he will get the abilities. If he doesn't, he will get the standard weapons instead. So there's no need for the inbetween mod, so to speak.

Reply #118 Top

Sounds like a plan to me.  My only request would be to make it onto the Thanks list. :grin:

Reply #119 Top

The nerve!

These are the Weapon Abilities used for Elven and Angel weapons in the ExpandedFactions mod. chosen by M. Agrippa as he helped out with compatability between ExpandedFactions and Updated Weapons:

Wakizashi
Bleed: 2% per DEX attack penalty to target, 2 damage per turn for 3 turns
Double Strike: Two hits for 30%-100% each

Elven Short Sword
Flurry: Three 40%-100% hits at 75%, 50%, 25% attack
Pierce: 50% attack in true dmg

Machete
Double Strike: Two hits for 30%-100% each
Windup: 5% per STR attack bonus for 2 round, but unit can not counter for rest of turn

Huge Machete
Cleave: Hits all enemy targets surrounding the unit for 10%-50% attack
Improved Fortify Self: +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack

Elven Naginata
Blowback: 25%-75% attack that knocks unit back
Bleeding Strike: 25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target

Elven Great Blade
Cleave: Hits all enemy targets surrounding the unit for 10%-50% attack
Flurry: Three 40%-100% hits at 75%, 50%, 25% attack

Titan's Blade
Knockback: 75%-150% attack that knocks a unit back a square
Power Up: 5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack

Reply #120 Top

Is anyone else having a hard time downloading the mod? I get a 404 when I click on "download" in winCustomize (where the mod is uploaded at).

Reply #121 Top

jecjackal, the links work for me even without logging in to the wincustomise.

perhaps wincustomise is blocked by your isp or country.

harpo

 

Reply #123 Top

It should work with 1.2. I will probably update the thread to state this.

Reply #124 Top

At just over 1500 downloads, I am happy to say that this mod has been a great success. I really want to thank all the players that have downloaded this mod over the last 7 months and given me great feedback.

Reply #125 Top

Does the AI take this into account when calculating moves?