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.

-------
Credits
-------
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 #51 Top

Heavenfall,

These three mods (ATW, A, EF) are great fun - it's made me come back to EWOM from Dominions 3, MOM, and AOW:SM.

Do you know if these mods work with the random map generation mod (I think it was called Elementerra) that was available earlier in EWOM's development?

I would like the ability to use your mods with some different map configurations.

Thanks,

Xaltotun

Reply #52 Top

Yes, it should work with Elementerra. Keep in mind it's important to maintain an even distribution of terrains, if you don't you could indirectly unbalance the world resources. For example, Elementium Deposits only show up in deserts but if you have a lot of deserts you can get lots of them.

I think it may not work well with Elementerra2 because that had its own randomization of world resources, goodiehuts and possibly quests (therefore, you won't see anything from the artifact mod besides the event, and the new world resources from ATW won't work).

Reply #53 Top

Thanks for the quick reply.    I will give Elemterra a shot.

There is a mod map from very early called "The Great Faerge" (or something like that).  It's very large and has a lot more than the normal number of resources and monsters.    Your mods work the same on that map as they do on the maps included with EWOM.   

Reply #54 Top

Quoting Heavenfall, reply 50
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.

 

uhm ok so for some reason i dont understand it seems not installed at all

 

any clue why that could be?

 

i reverted to original with verify installation, then i unzip after the war, started the game to install it, unzip artifact and apparently nothing uhmm

Reply #55 Top

Yes, the vast majority they should work. However, sometimes the map maker chooses to set a flag called "spawn no objects", which prevents goodiehuts and world resources from spawning. This is done in Elementerra2. For other maps, the only way to find out is to test the map.

Quoting ddd888, reply 54

Quoting Heavenfall, reply 50If 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.

 

uhm ok so for some reason i dont understand it seems not installed at all

 

any clue why that could be?

 

i reverted to original with verify installation, then i unzip after the war, started the game to install it, unzip artifact and apparently nothing uhmm

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

Make sure "Use Mods" is turned ON in options

(sorry, forgot to add description to this mod about how it is installed. That's important, since it is different from ATW. Added to OP now. If you extracted Artifact into the installation folder, you may want to remove those files)

Reply #56 Top

Heavenfall, I think there may be an error in the weapon the White Wizard has in this savegame.  I think the Dual-wielding axe is doing 50.5 TIMES normal retaliation damage rather than 50.5% more.  I killed two armies with over a 1000 damage each time in two retaliation attacks. =)

Or maybe it multiplies the attack roll by 50.5 and puts it over the normal defence roll, resulting in a huge (1000+) excess of attack over defence (ie. damage)?  However the counter-attack ability works, it resulted in over 1000 damage each insta-killing a mega-HP enemy stack.

The above are my best guesses as how counter-attack (such as 50.5) works. =)

Best regards,
Steven.

Reply #57 Top

Nice one... half of the retaliation weapons are bugged. If it hadn't been bugged, that weapon would have given you +100% counter-attack damage. That's about one in 900 chance. I'll post a fix in a minute, going to test somethng first

Edit: Uploaded new version

Reply #58 Top

What was the cause of the bug?  What was that weapon meant to do for extra retal damage, and what was it actually doing (bugged damage)?

Best regards,
Steven.

Reply #59 Top

It was supposed to deal 50%+50% = 100% more retal damage. It was dealing 5000%+50% retal damage.

Bad coding in the script that generates items.

Reply #60 Top

5.7

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

Reply #61 Top

Heavenfall,

After playing EWOM with ATW, Artifact , and EF installed for awhile I have a couple of observations:

1. The dungeons are a lot of fun - some provide quite a challange.   Given the variety of defenders in the dungeons I can see only two potential gaps:

    a. Lack of archers in the dungeon defenders.

    b. Lack of higher level creatures.

Did I miss something and, if not, could these two be added during some future update?

2. A couple of times I have seen what appears to be dungeon defenders wandering around on the surface.   Now that was both a surprise and great.    Does that indeed happen?  i.e. the dungeons spawn groups that wander on the surface?

Thanks again for the mods - they make the game.

Xaltotun

Reply #62 Top

Archers are very tricky to add, because of how the randomized enemy groups work it is possible to end up with a 12-man archer unit with 40 attack that oneshots a lot of things. Rather than adding archers, I prefered to add unique stats to weapons instead - for example, some enemy units have a very high ranged dodge, others have a chance to ignore your armor or deal double damage on a strike, or move faster.

For monsters, I went with selecting a few monsters for each type of enemy group. Trolls go hand in hand with goblins, for example. I don't plan on diversifying them more across the difficulty levels.

Yes, visiting a dungeon can cause retribution parties to form on the surface. They are normally quite weak, but you'll need to be wary since they can attack your cities and destroy undefended cities with ease.

Reply #63 Top

That all make sense. 

Thanks again for the great mods.

Reply #64 Top

When your Sovereign gets defeated and there are no other units in the army, you still get the infamy penalty.  Is there any way to code to avoid this if you haven't left any troops to die?

Best regards,
Steven.

Reply #65 Top

No, but I could reword it a bit. Instead of infamy for abandoning the units, I could say word spreads of how easy you got defeated, which is in itself bad for your reputation.

Reply #66 Top

5.8 uploaded

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.

Reply #67 Top

Along with After the War and Expanded Factions, I love this mod.  I can finally say that Elemental: War of Magic is a fun game to play.  The magic items and the dungeons bring life and character to a formerly stale, boring game.

I have one problem though.  I seem to be getting TONS of dungeons once I hit dungeon level 2.  At level one, I found maybe 2-3 dungeons after exploring several turns.  I thought, "cool!".  Once I hit level 2, I got dungeon spam - probably somewhere between 30-50 dungeons springing up all over the map (in my empire visibility radius alone).  Not only does this clutter the entire world map, but it takes a big chunk of my frame rate.

Is this a bug?  Can the number of dungeons spawned be lowered a bit (at least by half)?  I am playing on a big 256x256 Elementerra map, if that makes a difference.

Reply #68 Top

It's probably dependent on the size of the map. Other than playing on a smaller map, I have no idea.

Reply #69 Top

Great job on this mod!

 

I want to report a bug with the undying dragon event.

 

If you autoresolve the battle the dragon breath does 0 damage and you can defeat him very easily.

 

I've been trying to destroy him and man is he hard, at least at the tech level I am at in the game.  He has already taken down one of my cities with no rest in site! :)  I just need to save up enough magic to defeat him with my mages using touch of entropy.

 

 

Reply #70 Top

Has anyone seen custom battlefields in After the War with Artifact sub-mod installed?  I haven't been able to see any on my installation of WoM.  The mods and sub-mods are working fine, just that standard battlefields are used in Dungeons.

Reply #71 Top

Ok I'm a total NOOB I Dl this But has no MOD folder to Extract it too :blush: should I just add a folder or ???

Reply #72 Top

The mod-folder should be there if you installed the game and ran it once. Keep looking!

Reply #73 Top

There is no mod folder in the install folder but there is two mod folders one in the impulsereactor folder and one in the SDNXL Folder. I use Win XP  and have downloaded some of the maps in game I am at a loss as to where I install this.

Reply #74 Top

The mods folder isn't located there, it's located in something like c:\user\documents\my games\elemental\mods\. I don't know exactly where it is located in winxp because those folders differ in name.

Reply #75 Top

Found it thx is the zzz_artifacts folder supposed to be in the mods folder as well?