[eWIP] Goetia: Dominion Over The Planes

A Summons Mod by Heavenfall and Seanw3

Goetia: Dominion Over The Planes

Dominium Planis, Super Omnia

A Summons Mod by Heavenfall and Seanw3




This mod seeks to add content to the summoning portion of the game. It is designed to be completely modular with the core game and any mods that do not modify any core content. The mod consists of a great many new creatures, some new traits, and spells. The new creatures will be unlocked by obtaining new spellbooks and choosing the Summoner trait when leveling. Each elemental spellbook will have many new summons as well. Many summons require some combination of spellbooks, unit level, shards, Summoner traits, and tile location. Each new creature comes with fully detailed lore, found in the Hiergamemnon. Be sure to read a little about each summons, you may not always get what you bargained for. Caveat Emptor. 

 


 

There are two ways to summon a creature: Strategic Summons, Tactical Summons. A Strategic Summons is a permanently bound creature, as such it requires season magical rituals to keep it under your control. These rituals will cost varying amounts of mana depending on the power of the creature. A Tactical Summons is much more ephemeral, only lasting for the duration of a battle. This type of summons costs only the mana required to conjure it from whence it came. 

There are three levels of the Summoner trait: Summoner I, Summoner II, Summoner III. This trait can be found randomly as you level a character, each level requiring a more experienced wizard. Summoner I and Summoner II will unlock new summons, while Summoner III significantly increases the power of any conjuration. In addition, pay close attention to what types of shards are under your control as well as which spellbooks your wizard has learned. There are a great many summons that can be unlocked in this manner. A Fire Disciple with Summoner I will have some very different options compared to a Water Disciple with a Watershard. 

 


 

This mod is still a work in progress. It will become available soon after Fallen Enchantress 1.0 is released. Below is our current list of summons and their prerequisites. Any refers to simply needing any number of total traits in the elemental spellbooks. Wide means either life or death is required at the given amount. Some have additional requirements such as unit level, Summoner traits, or specific shards. The idea is to have almost any combination present a new option to the player. 

There are some things not immediately obvious. Every summons has a random chance to summon a superior creature. Some summons will have special effects when summoned, including healing other units, or damaging the enemy. There are a few summons that the caster can lose control of as well. This can be avoided by reading in the Hiergamemnon before using a new summons. Ad victorem spolias.

Any new ideas are of course welcome at this point. Keep in mind that we are aiming for balance with the rest of the game. No changes to the core game will be made. As the mod progresses, we may upload some pictures to show our progress. 

 

Current Progress

60,827 views 48 replies
Reply #1 Top

One idea that was posted in an earlier thread by TheOtherHorseman that both me and seanw3 knew had potential was the Celestial.

Quoting TheOtherHorseman, reply 24


Conjure Celestial - strange magical constructs reminiscent of elementals but forged of obscure star-magics, Celestials are deadly in combat not only for their skill in battle but because to strike them with a weapon is to risk setting loose strange energies.

[...]

A recolored air elemental would be good for this, I bet.

But how does a magical construct of obscure star-magics look? I wanted to approach that "It's full of stars!" moment in 2001. We decided to use the moving texture of the air elemental, and voila: http://www.youtube.com/watch?v=TC1CMLUvZQQ

 

Reply #2 Top

This looks like it's going to be amazingly awesome

Reply #3 Top

Can't wait!

Reply #4 Top

Heavenfall - Love the new Atavar.

Reply #5 Top

Is it possible to create stationary summons that can't move? Like you could summon a tree of life that couldn't move but would heal your units in tactical battles.

Reply #6 Top

Yes, but I would hesitate to do it because the AI does not know how to use it effectively.

Reply #8 Top

The old one was a demigod avatar... about time!

 

Reply #9 Top

you guys rock!! - oh & I'm sorry for leaving that huge list on the other post, my woman saw it and said I should've just left ya tha link (dumb*ss)

 

- would it be possible to link these summons to a cities production que? or even replace the normall troops produced, or the militia, and/or other neutral camps

Reply #10 Top

All those things are possible, but for this mod we will use them in spells, and they will be balanced for that.

Reply #12 Top

I have a mod in the works that will focus on expanding lairs and training creatures. It is temporarily called Beastmaster Mod. This mod and Beastmaster Mod will work in conjunction with Ivory Towers. 

Reply #13 Top

Quoting seanw3, reply 12
I have a mod in the works that will focus on expanding lairs and training creatures. It is temporarily called Beastmaster Mod. This mod and Beastmaster Mod will work in conjunction with Ivory Towers. 

ExpandedFactions will also feature faction-specific units that can't be modified. It will be quite interesting to see what combinations the players can come up with.

 

 

Some of you that played my mods in E:wom will recognize the Banshee making a return in Goetia: http://youtu.be/RpQPoJ8ZQHI

 

The Air element is particularly difficult to make models for, because it has a dual nature. On the one hand, when we think air, we think what we breathe, and see the clear blue skies hugging the horizon and all that. On the other hand, the Air element in Elemental is actually tightly tied to yellow Thunder and Lightning. For the Storm serpent, we decided to mix the two: http://youtu.be/RpQPoJ8ZQHI

PS. For effects, we craft them in the E:wom workshop, and they work just fine in FE.

Reply #14 Top

With the tactical portion of FE being more polished, we're starting development of this mod again. I'll be doing graphics, and seanw3 will be working on the XML framework.

Shadow Warrior:

Vampiric Snake:

Reply #15 Top

what if the vampiric snake had like a maul/drainlife type ability, if attack succeeds it latches on causing the unit to be immobile, and continues draining life until the 'maul' check fails?

could also be used with leeches in moats

Reply #16 Top

But Maul only checks Dodge I think. Cool idea if we can get it to check a different stat.

Reply #17 Top

Cacus Giant - a firebreathing giant from a plane of flame

Floating Globe of Water - one of many summons that don't have a (solid) physical body. This one is highly resistant to physical damage, and attacks by surrounding its targets' heads in water, choking them to death. That also means it is not very effective against targets that aren't alive, such as Golems and Undead.

Reply #18 Top
I'm very excited about trying this mod after FE is released. The teaser monster pics look great! Are you guys still working on it? Haven't seen any updates for a while. I'm wondering how soon after FE's launch you plan to make it available, and will it be fully compatible with Stormworld?
Reply #19 Top

Damn  Heavenfall! You got some great looking models there. I am excited for your joint effort on this mod. It looks really awesome.

 

Might I suggest taking some mechanic ideas from HOM VI for the water dragon? The Water Dragon in that game leaves a shimmering trail where it walks, which lasts for 1 turn, units passing over it take damage/lose movement or are slowed. I know, it might be hard to do that mechanical wise for the battle. But, its an idea! (Also maybe take a design cue for the water dragon in that game, I know we have plenty of cloned looking dragons in this game, perhaps we can change that? Make them distinct!)

Reply #20 Top

We are probably going to make this a day one mod, since it will go right into the vanilla game. That all depends on how long Beta 5 is.

Reply #21 Top

If you guys need any help, I am willing to help out.

 

Actually, if you guys need help on any of your mods, I am willing to help out. 

Reply #22 Top


We are still kind of waiting on beta 5 and the official release of modding so that we know exactly what we are working with. The intent is to make this mod compatible with vanilla and all modular mods, which are mods that add only content. I don't think we need any help, but I'll put you on the list of people if and when we do.

 

I suppose once we have it mostly done, we will want some beta testers to test it out before release.

Reply #23 Top

In the current progress spreadsheet there are references to requirements like Wide 4 and Grey 14. What do those mean? Other than that this looks like a really awesome idea!

Reply #24 Top

Wide magic is either life or death.

Grey magic is the total amount of spelltraits you have. If you have Fire2 and Earth3, you have Grey 5. In other words, high-level Grey summons are super-combos that unlock as a result of producing a "rainbow" hero (rainbow implying many different spelltraits).

Reply #25 Top

Quoting ErikCurre, reply 19
I'm very excited about trying this mod after FE is released. The teaser monster pics look great! Are you guys still working on it? Haven't seen any updates for a while. I'm wondering how soon after FE's launch you plan to make it available, and will it be fully compatible with Stormworld?

It will be, although it is more accurate to say that Stormworld will be compatible with this. Goetia will probably be included in the Stormworld pack (as well as being downloadable separately).