Heavenfall Heavenfall

[eMOD] Artifact 5.8 for After the War 1.10

[eMOD] Artifact 5.8 for After the War 1.10

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

This mod adds hundreds and hundreds of new items: weapons, armorpieces, cloaks, mounts, shields and so on. They have been automatically generated with random magical properties. These items are occasionally available from notable locations, but the best source is from dungeons.

 

Download: https://www.wincustomize.com/explore/elemental_war_of_magic/47/ 

Log in with your Stardock account if you are having trouble downloading the file.

 

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

Make sure "Use Mods" is turned ON in options

 

 

 

 


 

Changelist:

3.1.0

Added 1 high-level event, described in full in-game, titled 'Dstaurmim, the Undying'. If you do not wish to know the precise details of the event, do not scroll to the end of its description.

4.1.0

Added artifact mounts, inspired by the expandedmounts mod. Artifact mounts grants the rider an army-wide bonus of one stat (these bonuses do not work in cities). The power of this bonus, as well as other bonuses, increase with higher tier mounts. For now, mounts are found like armor and weapons, ie you just "find a notable location". I know it's a bit lame, especially with the tier 5 mounts; the dragons. What are the odds of stumbling across a living, tamed dragon? Hopefully in the future these can be provided in a better way.

4.2.0

Added a tier 3 event, titled 'Avos, the Bloodsmith'. This event can only occur for vanilla premade sovereigns once they pass level 4. Also fixed an issue where some twohanded weapons would sometimes be useable with a shield at the same time.

4.2.1

Heavy tweaking of spawn chances for the goodiehuts. Artifact huts are now significantly more rare. Also replaced the icon. Edit: Also reduced armor values, they should be like vanilla armor now. Artifact armor gives statbonuses, they should not give more defense than a normal item. Defense bonuses come from mounts primarily, and rarely weapons can also boost defense.

5.0 - Added dungeons

Tier 5 mounts can now only be found in dungeons, no more giant dragon mounts roaming the wild waiting to be reined in.

5.1

- Vastly reduced experience gained from dungeons (each slain group gives 1 experience) (this prevents farming low-tier dungeons for massive experience for trained units)
- Reduced visual size of darkling creature Slag monster
- Reduced combat strength of elemental creature Umberdroth
- Switched around some stats for creature weapons, creatures will now fight like their weapons "suggest" (twohanded weapons hit hard, shieldwearing units dodge ranged attacks and so on). Several weapons were given chances to deal double damage, or ignore armor
- Deeper levels in a dungeon have a very small chance of dropping items from a tier above (in 5.1 I checked the gen and there is at least one tier 4 dungeon out of 40 that has a tier 5 mount).

5.2

- Added champions you can rescue from dungeons (won't become active until you leave, works like an item you use to summon a sand golem)
- Added a fix for some text becoming extremely small and condensed sometimes.

5.3

- Fixed an issue where sometimes the rare chance to drop something from a tier above would result in nothing at all dropping.

5.4

- Added new armorpieces that can boost magic power of units

- fixed mounts so their bonuses are flat additive instead of multiplier bonuses (instead of "this mount boosts your army attack by 2%" you now get "Army-wide bonus to Dodge by 3."

5.5

Artifact: Fixed an issue where Ghost trolls were invisible
Artifact: Fixed an issue where dungeons gave the wrong tooltip information on the strategic map

5.6

Fixed counter-attack values on weapons.

5.7

Forgot to include the tactical maps for the dungeons in 5.5 and 5.6

5.8

Artifact: Slightly increased the chance of being ambushed while trying to leave a dungeon that hasn't been completely cleared.
Artifact: Dstaurmim can now spawn slightly earlier in a game (above 1000 player population)
Artifact: The Bloodsmith event now comes later in the game. It can still only happen to the pre-made sovereigns, not to custom sovereigns. It can now happen to ExpandedFactions pre-made sovereigns as well.
Artifact: Changed the wording after being defeated in a dungeon.

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Credits
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Tarn Adams, Toady one, developer of Dwarf Fortress and the word lists used to generate names (Used with permission)

3dgrunge, for some 3d models of weapons

Kenata, for the skill library

 

86,282 views 79 replies
Reply #26 Top

Cant wait to try this Heavenfall!  Thanks so much for doing this!  You should be on the payroll!!

Reply #27 Top

This mod adds a bunch of excellent stuff.  I love the weapons and armor and such.  And the dungeons are quite challenging!  You've made some of the changes I would have already suggested (toning down the umberdroths, they were a bit...much.

Reply #28 Top

I hope they're fun to play, I quite enjoy them but one man's butter...

If I was a real coder, or was paid to expand on those dungeons, or could mention a few changes for SD to implement, I could do a lot of interesting things with them. As for now, this is more or less how they are.

Reply #29 Top

Mod is up-to-date for 1.3

Reply #30 Top

Hello. I finally figured out how to log in here. :)

 

I just wanted to give a few opinions on this mod.

I like the majority of it, but I feel that the dungeons are far from balanced at all.

The monsters all hit way too hard, and dodge too much, seriously, I have barely a 86% chance to hit with 40 accuracy.

Also, they seem to go run around anyone in the game, and straight towards archers. Which is a really bad A.I design. Not your fault though.

As it stands, you can only beat a dungeon that's greater than level 1 with the best armor in the game. And even then, you can still be killed by the rather overpowered enemies.

Yes, maybe you shouldn't go in there with one or two units, but the point is the same, they have no rewards that are worth it for the sheer impossiblity they throw at you.

Unless I'm missing something. There is literally no reason to go through them at all, because they give you nothing to replace the armor/weapons/gold you spent getting to them.

You need the full set of legendary armor and weapon. For 50 armor and almost that if not more in attack.

I'm sorry, but it does need a massive nerfing before it makes sense. Also, what kind of dungeon holds huge groups of monsters anyway.

Monsters doing around 25 damage each, and attacking in groups of 8 is rather overpowered, and cannot be resisted without at least 13 troops standing there with the best armor in the game.

Which as I've said, makes no sense to require.

I appreciate the need for challenge for getting the artifacts, but the artifacts aren't worth anything compared to what it required.

Also, for some weird reason, mounts don't stack at all. If you have your sovereign and a champion both riding mounts, the effects don't stack. Which doesn't make any sense, according to the description of army wide boosts. That also makes mounts almost useless. By that I mean one gives accuracy and the other gives attack or hitpoints. They don't stack.

But yeah, drop the army requirements for dungeons to less than perfect gear, or make the dungeon rewards worth it by boosting their stats somewhat 4 times over.

Don't kill me for this.

 

Also, I've been playing your mods for a long time. I loved the Adventure's content pack.

Reply #31 Top

I consistently beat the dungeons with 3 or 4 units, no archers, and decent magic to back me up. I disagree that the rewards aren't worth it, especially high-tier dungeons can give you metal, crystals, elementium, materials, champions and artifact mounts/weapons/armor (some of which can even be from a tier above). Archers are notoriously ineffective against high-armor enemies, maybe you should depend less on them. Also be sure to bring your most powerful mages, or you won't stand much of a chance.

It is only "not worth it" if you expect to get everything you lose in return. I see dungeons as a way to trade army units for new artifacts and resources you couldn't find anywhere else. You're meant to suffer. You yourself will need to decide how deep you want to venture into the dungeons - the higher the risk, the higher the reward. Maybe don't go so deep! But if you want the strongest items, which can create the god-like champions, you'll need to go all the way...

 

Edit: This is an example of clearing a tier 5 dungeon to the second level

In total, you have found:
- 169 Gildar
- 34 Materials
- 22 Metal
- 8 Crystals
- 9 Elementium
- Juggled Roduktaveve, the Frothed Hooves (tier 5 mixed dual weapons)
- Trammeled Talefinicat, the Uttered Laces (tier 5 breastplate)
- A Black Dragon: Marald, Perished Square of the Conveniences (tier 5 mount)

The dual weapons give you 5% chance to deal double damage. The armorpiece gives you 5 health regen in combat. The dragon gives you 5 defense, 10% chance to ignore armor, 40 hitpoints, and 5% army-wide bonus to hitpoints.


Now, to me, those are items that you can't access anywhere else in the game. And because they are items that allow you to kill other factions at a whim, they require an effort to obtain that rivals one you would use to defeat other factions.

Don't kill me for this.
We're having a discussion about design, your opinion differs from mine. That's no reason to hate you.

Reply #32 Top

Thank you Heavenfall for all your mods. Great job. Dungeons are fun as they add an element of suprprise to the game.

Reply #33 Top

HF, 

Are you planning to mod for FE come the fall? I have some time on my hands and would be willing to help. I forgot how good you are since I am using 1.3 and haven't had time to convert any of this content.

Reply #34 Top

Yes, unless the game is for some reason disastrously disappointing. I usually work alone with my mods, though. I don't mean this aimed at you in particular, but other people tend to fall very short of what they set out to do. I don't always get where I want to go, but I'll at least travel the distance. Impinc, cephalo, murteas and Kenata would be the real exceptions I've seen in WOM modding.

Reply #35 Top

That's cool, I just know how boring testing can be for new mods. Let's just make sure most of the mods are easily fit together.

Reply #36 Top

Any real "content" mod should fit just fine into any other content mod. I think the problems occur when you start fiddling with the original mechanics. For example, the adventure content pack is completely stand-alone. But Updated Weapons and ExpandedFactions take... liberties... with the original content. So they have to talk to each other and then you have to consider that not everyone has all 3 mods, maybe they just have 2 mods...

Yeah, if I were to say anything on the subject, I would say - if you want compatibility, stay the heck away from the core game. Assuming that FE is anything like E:wom in modding, that is. And everything should be balanced against the core game, obviously. I will, for sure, in FE. As much as possible, anyway.

Reply #37 Top

Wow!  Another fine mod Heavenfall!  I didn't think E:WOMs limited modding would see such innovation.  Nice job!  I keep wanting to forget this mess, but then even with such poor mod support, people are still able to tweak some interest into the game.  Thank you.  I keep wanting to forget this whole mess and put behind me as a lesson painfully learned; but dammit. the prerelease  E:WOM sounded like such a perfect game for me.  It's hard to let go.  Made harder by crafty mods such as this.  Personally, I think Brad should focus only on living up to the modding promises.  If they focus on that, then I know the talented community can make something of this game.  

Reply #38 Top

Modding for E:wom is over. Would be much better to put all their effort into making FE moddable.

Reply #39 Top

Well some people did buy E:WOM with the "recommended specs" in mind. E:FE will require a bit more than E:WOM did.  So for that reason, plus Brads consistent hype to see E:WOM completed.... well, I think they gotta keep working on it.  But they knida suck.  I think the community will do better.  So I think their efforts towards E:WOM would be better spent  opening the game up to the modders... as has been talked about since pre-release and beyond.  Casual players have mostly left this game for dead I'm guessing.  

Reply #40 Top

Modders have moved on. Opening up the game at this point for more modding would be a waste of time. If they want to spend time on E:wom that's fine, but don't do it on modding.

Reply #41 Top

Modders never move on, they just get distracted with new projects ;~P

AOW:SM still sees new mods.  Call to Power 2 is still being worked on.  As is Civ2. And many others.  E:WOM is young.  But it failed spectacularly.  Then kept on failing to a humorous degree.  So yeah, I think much of the would be modding community has long since moved on.  But still some remain, while others lurk looking for reason to return.   Stardocks updates seem to worsen things.  I think it's better for them to just leave it be and open the game to modders.  Though I suppose the engine and other propitiatory stuff limits just how much they can open up this game.  But gheez, Stardock seems to keep making things worse.  Seems its time to just open it up and let people make of it what they can.

Reply #42 Top

Any modder worth his weight has switched over to FE projects. It is just a better game.

Reply #43 Top

How have they switched to E:FE when the game is still 6 months or more from release? And how do you know its a better game when you haven't even played it?  E:WOM was hyped up to be all sorts of things it never was.   MOM spiritual successor, mod friendly, MP capable, deep, etc etc.  E:WOM was nothing like the game Stardock talked it up to be.  E:FE might sound great, but so did E:WOM.

Reply #44 Top

I am glad you asked. Just about every aspect of the production system for FE has been upgraded, Including some very good talent from other TBS games. FE started with what WoM was and built on it. It's going to be much better. How much better is a valid question, but we won't know that until the beta comes out. During beta we will be able to mod some things and plan for projects after release. There just isn't much point to modding WoM unless it is something that will transfer to FE, like art. 

On a side note, I would predict that most computers that can play WoM are going to be able to play FE. It might be on smaller maps or using the cloth map, but it will likely be enjoyably playable. 

On another side note, am I talking to the person or the cat?

Reply #45 Top

The thing about games having mods released for years on end is that it doesn't really happen for games that aren't good. It's possible that someone comes along and starts doing large mods for E:wom. But it lacks what some other games don't; a playerbase, and a modding community. And it has one thing some others don't, as well - a sequel.

Reply #46 Top

Uploaded 5.4

- Added new armorpieces that can boost magic power of units

- fixed mounts so their bonuses are flat additive instead of multiplier bonuses (instead of "this mount boosts your army attack by 2%" you now get "Army-wide bonus to Dodge by 3."

(the mod now requires after the war installed)

 

Reply #47 Top

I'm thinking about adding a set of forge-spells to this mod. The basic concept would be that you can "forge" items by casting spells (that create goodiehuts that you in turn can loot). There'd be a cooldown, and quite a big cost. But, you'd also need something called Forge Mastery to cast these spells. And this Forge Mastery can only be obtained from going into the dungeons (maybe a sovereign could start with Forge Mastery I, such as the Living Stone). Clearing a level 3 dungeon would almost always give you access to Forge Mastery III for example.

So my questions are:

1) Does the concept of Forge Mastery sound like fun? Ie, being forced to go into dungeons to find this knowledge of how to create artifacts?

2) At best the loot system would be randomized (there'd be no way to craft, say, specifically an item that boosts your strength). The loot would be split into categories, each being a different spell. Should there be one category only, which includes all weapons and armor? Or should there be two, one for weapons and one for armor? Or even more - one for one-handed, weapons, one for dual/double-handed weapons, one for chest armor, one for bracers, one for helms, one for shields, one for greaves? Each set of artifact tier would need their own set of spells, so for example we might end up with:

T1 Forge Weapon
T1 Forge Dual/-double-handed weapon
T1 Forge Bracers
T1 Forge Shield
T1 Forge Cuirass
T1 Forge Helm
T1 Forge Greaves

T2 Forge Weapon
... and so on

Reply #48 Top

Uploaded 5.5

Artifact: Fixed an issue where Ghost trolls were invisible
Artifact: Fixed an issue where dungeons gave the wrong tooltip information on the strategic map

Reply #49 Top

im trying this but i dont see any change so i suspect its not installed maybe

 

how to make sure its installed properly? any check i can do?

(yes i had the other mod preinstalled b4 i put this one)

Reply #50 Top

If enemy sovereigns start riding around on mounts, its installed. If you find any goodiehut named weapon cache, armor cache or just "creature", it's installed. If you find quest locations called "Dungeon Tier X", it's installed.