Primal_Savage Primal_Savage

[eMOD] [LH 3.0] XtraDeconstruct: Legacy of Magic (18 January 2022)

[eMOD] [LH 3.0] XtraDeconstruct: Legacy of Magic (18 January 2022)

§§§ Beyond Legendary Heroes §§§

http://www.nexusmods.com/fallenenchantress/mods/1894/?

XtraDeconstruct: Legacy of Magic

by Primal Savage et al.

 

1. XtraDeconstruct: Legacy of Magic
1.1 Latest News (Changelog)

(18 January 2022) XtraDeconstruct - Legacy of Magic 3.0

1.2 Compatibility Snippet (Extended List)

Compatible w/ LH 3.0, all DLC, Children of Storm 1.8.c, Black Market Bazaar 2.1, Champion Bonanza 1.3...

NOTE: XtraDeconstruct makes Children of Storm compatible w/ LH 3.0 and DLC05 (Leader Pack DLC).

1.3 Features (Extended Description)

Expands LH in a myriad of ways.

1.4 How-to Install (User Guide)

See A_UserGuide.txt

1.5 Endorse XtraDeconstruct (History)

Go to your Nexus Download History to endorse Mods (Thumbs up).

1.6 Download (NexusMods)

Download XtraDeconstruct: Legacy of Magic @ NexusMods (Free).

1.7 More...

CutscenePack fix [Info]

 

2. Credits & Feedback

(Hellions) ::: (davrovana) ::: (Heavenfall) ::: (Dhuran) ::: (attackdrone) ::: (Vithar133) ::: (Stardock)

Many users gave valuable feedback, this is so they realize that their contribution is appreciated.

 

3. Bug Reports
3.1 General

When you report a bug, please include a saved game and, if possible, a screenshot.

I (often) need to reproduce a bug in order to fix it. Thanks!

3.2 Helpful Sites

You can upload your images to postimage.

You can upload your saved games to Dropbox or similar.

You can upload (copy+paste) your debug.err file to pastebin. This is very rarely needed.

 

4. Common (Installation) Issues
4.1 General

Most common installation issues are covered in the User Guide.

See, specifically:

A1. (XtraDeconstruct) - Full Download Installation Instructions

and

T2. (Others) - Troubleshooting, Known Issues, Knowledge Base, and FAQ

4.2 Specifically

I have reproduced the Installation procedure and some FAQ in this thread, to facilitate the process.

See reply #2reply #3, reply #5, and reply #2208.

8,547,586 views 2,228 replies +6 Loading…
Reply #1101 Top

Quoting FoShizNat, reply 1100

I noticed, for example, If I were to give the Lithe bonus +10 dodge, -1 hp...it would be doubled and give +20 dodge, -2 hp. Same goes with race bonuses like the Mancer's giving +2 movement instead of just +1.
End of FoShizNat's quote

This is a result of improper installation,  specifically not disabling CoreAbilities.xml in game folder (or you have some other copy of CoreAbilities somewhere in your mod folder)

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Reply #1103 Top

Ah, Thanks Hark0nen and Primal, turns out there was another CoreAbilities lingering in the mods folder.

I thought I was being meticulous installing Xtra Deconstruct, making sure to double check all the deactivation and components, but I guess I didn't do a good job of flushing out older mods first. 

 

Reply #1105 Top

Primal, thank you for this amazing work you've done! I just found it recently, and have started a few games after going through the extensive (and extremely helpful) installation guide. I've played for a few days now and have a few questions; if someone could help me out, that'd be wonderful :)

- First, sorcerers confuse me a little, as some of their skills/relateds don't have good descriptions:

  • Building a Sorcerer's Tower just says it unlocks more XP spells for them, but doesn't specify what spells.
    • I assume Magical Experimentation (any others also?), but even then Experimentation doesn't say the range of XP that they can get. I don't know if it's a better investment at all compared to just continuing Year of Meditation, so I stick with the latter.
    • Also, is it possible to add a small sfx for Year of Meditation being cast, in addition to when it ends? It's a little disconcerting having the spellbook close with no obvious effect.
  • Find Beasts doesn't seem to work as advertised; is there some hidden condition like Kingdom only? Mineral Sight and Incite Crops work (while playing as Skeleton King), but Beasts doesn't spawn anything either on the target tile or elsewhere as the other two do.

- Some of the new techs seem to have extraordinarily low research costs compared to others; while playing in epic speed, the Heroes tech in Magic takes ~1/3 to 1/5 the time as others of the same tier. Is this intentional?

- King StormCloud seems incredibly overpowered compared to other sovereigns (and factions). It seems like his bound sword is better than any weapon and/or shield set up until legendary items, not to mention having Tough and Bash with the only drawback being slightly decreased dodge. In the game I played with him, by season 80 (on an epic speed game), he had 12 movement and was strong enough to take out Delin and the entire Burninglands single handedly (normal difficulty world). Even the Scythe of the Void only raised his attack by 9 at that point, while simultaneously lowering initiative, defense, XP...

- Lastly (until I remember what other things I saw), what does XOTIC stand for in an item's description? Just curious..

I guess I'd just like to say I'm enjoying the game immensely, saddened though I am that I can either have clay, or or have rivermod active, not both  v_v
Reply #1107 Top

Thanks for the response!

I recapped in Darovana's thread with a couple other questions related to the Sorcery path; I appreciate the pointing that out.

As to some of the other things:

Heroes Tech

I keep forgetting the 5% addition; with that in mind, it totally makes sense for it to be much cheaper than other techs. I was just worried that the game speed mode setting wasn't applying to them.

StormCloud

Essentially, he has two very strong buffs going for him, with no real drawbacks.

  1. Windbreaker: It already starts as one of the strongest starting weapon of any of the sovereigns - Steals From the Sand is about the only equivalent, when he goes Shaman with the Envenomed Spear. However, the main strength is in how quickly it grows, and the lack of requiring to find any strong weapons. By the time you get stronger gear either from fighting higher level monsters or research, StormCloud is high enough level already (assuming he's going out and about championing as a warrior). Even by level 8, his sword is +20 Atk, +2 Def, +1 Init; comparable to . Even as a twohand sword, I'm pretty sure it's hard to beat that.
    • Compared to Fury Lavawalker, which is obviously his firey counterpart, StormCloud's strengths and class features match up much nicer. Lavawalker's strengths are suited for a front-line mage, which takes much longer to build up to than StormCloud, and generally won't be as effective, no? Plus, Faith Fire can't walk over impassable terrain.
  2. Faith Air levitation: I think this is the stronger of the two benefits, that when combined with an already strong (and mobile) champion, makes it ridiculous. The only thing that slows him down is forests, and he can nearly always just end his turn out of danger of reprisal from monsters he can't fight by going onto a mountain or cliff. It means he can loot wildlands like the Desert by just going over the mountain, and on others be immune to counterattacks from guardians who can't enter those tiles. It's like the stealth trait of the Tarth, but (in my opinion), even stronger or comparable.

It does match with their storm-giant style - strong, fast, hearty - but literally their only downside is slight weakness vs Earth types (or other lightning resist types).

I'm sure you have more experience than I do- I've only ~150 hours into FE:LH and maybe 20ish into this mod while you've been working on it for much, much longer(!), but I can't see any downsides to the Faith Air at all. Perhaps making mountain and other normal impassable terrain be 0.5x or 0.3x movement might balance it somewhat?

Rivermod

I moved the folders, and things seem to be generating properly (as far as I can tell by removing the fog of war and looking around, at least). I've started a new game and will let you know how things pan out. Thanks for the fix!

Sword Quest and similar

For the spells and items that generate a quest or treasure, do they work in a similar way to the sorcerer spells with some radius, or do they spawn randomly in the world? I don't want to use them if it might end up in another's territory, basically, and it doesn't say for the most of them.

 

Again, thanks!

Reply #1108 Top

Thanks for fielding some of Blazenclaw's question, Primal!

Quoting Blazenclaw, reply 1107

Sword Quest and similar

For the spells and items that generate a quest or treasure, do they work in a similar way to the sorcerer spells with some radius, or do they spawn randomly in the world? I don't want to use them if it might end up in another's territory, basically, and it doesn't say for the most of them.
End of Blazenclaw's quote

Hey Blazenclaw, I answered most of your questions over in the Sorcerer thread. But as for this one, Sword Quest is another random placement, only 3 radius. I'll review this description, too.

 

Reply #1110 Top

I was playing another game, and so far have come across a few things. I don't know which are outstanding bugs from base FE:LH (it has been a while since I last played it...), but regardless:

 

  • Settlement details show one more essence and slot than there are available in the city. Also, is the city enchantment slot limit capped at 5?
  • Sometimes AI caravans don't follow roadways. I don't know if this is from base FE:LH or not, but, I don't think it particularly matters anyway.
  • Sarod #D, in the Ruins of the Imperium Wildlands, was going around killing the Obsidian Statue guardians (but left the ogres, darklings, and beasts alone). I don't think the guardian is supposed to kill his own defenders...?
  • Find Metal spell spawned Holhairn... I assume I just got extremely lucky.
  • I rushed Hofund and Kuwanyauma, and got them to surrender early. Both sovereigns' classes were listed as both Ninja and intended (warrior and shaman), but I could only upgrade them into ninjas. Is surrendering supported?

I haven't found any bugs with Rivermod so far, but am not stress-testing it in any way, just playing a normal game for the time being.

Reply #1112 Top

Quoting Primal_Savage, reply 1111

(Abnormal) It also seems I inadvertently added the same "doesn't require" an essence slot to Sovereign's Call. No idea how that happened. So if you have that City Enchantment, it would probably add a phantom essence slot as well. I just updated the patch file with the correct Sovereign's Call version.
End of Primal_Savage's quote

I had Sovereign's Call in all of my cities at the time I noticed, so that would be the source.

I didn't notice the patch earlier (just downloaded straight from nexus), so was using 1.8.g. Am now using 1.8.g.2, and will keep updating with stuff I find.

Reply #1114 Top

Yeah, totally don't update the main for a few lines :P

Though, I took a look at Nexus' latest files just now (both LH and FE), but I don't see your patch? Assuming I read your post correctly, and you put the patch on Nexus.

I only played a bit, a few more uncertainties:

  • Living stone can build shrines on other types of mana (says in their description that they raze all but fire?)
  • Fire attack bonus for the Fire Shrines and Fire Altars don't show up in the tooltips of the buildings; Shrines are missing text but displays the +5 -> +10, while Altars don't display it
  • I noticed that the intro text for some sovereigns has no sentence separation; it appears as "Sentence 1 says X Also 2 says something else But sentence 3 says another thing", etc, with no formatting.
  • The Hummingbird Pike summon air elemental ability says it knocks adjacent enemies prone on summon, but doesn't seem to. Don't know about the actual spell.
  • A tile generated with 5/2/4 food/mats/essence at game start. I thought it was supposed to be capped at 10? Not complaining, mind you, just curious.
  • Defiled autokills a champion in combat? Might be useful to have that in the descrip text (besides Kill Meeeeee).

Also, I was looking through the debug.err file, and saw it had this:

...

Debug Message: WARNING: Train unit wnd for player faction Lizardmen #E has more available grouping types than buttons, Battalion won't be buildable
Debug Message: WARNING: Train unit wnd for player faction Lizardmen #E has more available grouping types than buttons, Brigade won't be buildable
Debug Message: WARNING: Train unit wnd for player faction Lizardmen #E has more available grouping types than buttons, Division won't be buildable

I haven't gotten to late game with this mod yet, so I don't know if the expanded groups work, but this error was in the debug file. Did I install something wrong, or is it something to ignore?

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Reply #1119 Top

1. Fireworship/LivingStone

Straight from the XML: "Living Stone build special improvements on Fire Shards (they raze all others that they conquer)."

I guess it's just another case of bad wording then, or gameplay update without changing lore. But yeah, I installed everything all at once, so I forget which are Heavenfall's CoS stuff and which are yours sometime, heh. Dammit though, I want cohesive descriptions of stuff!  ;P

3. Sovereign Intros:
Like the fire shrine upgrades, I found it comes straight from the CoS folder again (applies to Vini, Sowien, Colopation, and other CoS sovereigns). So, not your problem basically. As it's just lore, ah well. It also looks like the CoS thread hasn't seen movement since February, so I'm a little hesitant to practice necromancy just for flavor text...
 
6. Defiled:
If I wrote that in the description, you would have never seen the Alien coming out of the stomach when your Champion died! x_x  It's an easter egg/reference to Alien... I even created a small alien! Sort of Vatula's Dragonslayer I guess.
 
I play with the combat speed at 5x, so all I saw was a flash of what looked like a water shrill spawn on top of my champion, he died, and then it was my half-health spearman vs a cave bear. Totally unsuspecting! I'll have to slow the speed down and look again, because that does sound pretty cool actually.
Reply #1124 Top

i vote #1