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[eMOD] Stormworld 1.5x for FE 1.32

[eMOD] Stormworld 1.5x for FE 1.32

 

 

 

Stormworld

a high fantasy mod pack for FALLEN ENCHANTRESS by Heavenfall, with help from EviliroN and jshores.

(Stormworld has also been converted to Fallen Enchantress: Legendary heroes in Children of Storm)

Download

Wiki with installation instructions

 

 

And they forged counterfeits from our frame, creatures vile and

obscene, who hungered only for violent congress. These beasts they

loosed upon the land, where they multiplied, no matter how fierce

the Ishroi hunted them. And soon Men clamoured at our gates,

begging sanctuary, for they could not contend with the creatures.

"They wear your face," the penitents cried. "This calamity is your

issue." But we were wroth, and turned them away, saying,

"These are not our Sons. And you are not our Brothers."


from the Isûphiryas (Great Pit of Years)

R. Scott Bakker

 

 

 

Kingdoms

   

   

 

Empires

   

   


   

Rivers


 

Reliquary

   

 

Champions (no Wiki pages)

 

Monsters

 

 

 


Credits

Various people have helped with different bits. I have tried to include everyone who have made more than a "comment" in the past. If you feel your name is missing, contact me.

https://forums.elementalgame.com/user/2990919 seanw3 - spitballing and feedback
https://forums.elementalgame.com/user/3155540 EviliroN - proof-reading and ideas
https://forums.elementalgame.com/user/3823385 jshores - tiles and ideas
https://forums.elementalgame.com/user/2394776 Aeron Astari - art for Reliquary items
https://forums.elementalgame.com/user/3364067 RavenX - skin for elves and zombies
https://forums.elementalgame.com/user/698520 Murteas - Quest Wizard, Logos for Elves, Living Stone, Gnomes, Frost Giants, Lizardmen
https://forums.elementalgame.com/user/4202839 fsemprini - Icons for Reliquary items


3d models attributions:

Bow of the forest - "reliquary_bowofforest.hkb" and "reliquary_bowoftheforest.png" by Gabriellanzer: http://www.blendswap.com/?author=3036

Pollaxe - "reliquary_hache.hkb" and "reliquary_hache_skin.dds" by Clarabox: http://www.blendswap.com/?author=2895

Ancient sword - "reliquary_ancientsword.hkb" and "reliquary_ancientsword_skin.dds" by Aquila: http://www.blendswap.com/?author=23194

Crossbow - crossbow.hkb and crossbowskin.png. Released by Lamoot: http://opengameart.org/content/low-poly-crossbow

3d models attributions released under Creative Commons Attribution Share Alike 3.0:

Venusians - mesh_venusian.hkb, venusian_skin2.dds, venusian_skinwings.dds by thecubber: http://opengameart.org/content/open-tempest-3d-venusian-model-textured

Kami - all files in /Kamiguard/ folder, all files with kamiguard_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/

Faerie - all files in /Kamiforet/ folder, all files with kamiforet_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/

Darkwasp - all files in /kitinvolant/ folder, all files with kitinvolant_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/

Gasques - all files in /Ryzom_Gasque/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Ryzomshields - all files in /Ryzomshield/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Ryzombracers - all files in /Ryzombracers/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Vampignon - all files in /Vampignon/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Electroalg - all files in /electroalg/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

RyzomCrustacean- all files in /RyzomCrustacean/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

RyzomGibbai - all files in /RyzomGibbai/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Ryzomshark - all files in /ryzomshark/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

2,445,168 views 1,118 replies | Pinned
Reply #926 Top

Well you have the ice fire and earth elementals which are all powerful in their own right. Sowien is also set up to get the nature summons at life2 earth2. Then there are all the random summons you get from tokens and whatnot, sand golems, wolves and so on. There is also a multitude of summons from different parts of Stormworld. All those gain additional defense and attack based on their initial summoned level. Those things, to me, are a lot more meaningful than getting 800 gildar at the start of the game.

Reply #927 Top

Gving the Centaurs a try.  Wildlands, Expert/Dense monsters, Expert AI except for Ceto who is Ridiculous.  Same mods as before.  My starting hero is Vaerwynn, one of my favorite heroes and very solid with Merchant and Life magic.  My initial start is on the water and I begin snaking towards a nearby forest.  Iron and a fire shard are visible nearby as early resources.

 

 

Faction Notes:

  • As I have said before, the +1 ZoC on cities is very interesting.
  • My first combat is with a Darkling Shaman who wounds Vini severely.  I choose to lurk in town and summon a pet while healing up.  The sound of a wolf howling when the spell completes is handy, if you know to listen for it.
  • Why does Vini cost 0.1 gildar per turn in maintenance?  I didn't notice until I was inspecting the Economy screen to see how much $$$ my two merchants were generating.
  • Centaur troops 'Twitchy' trait.  Do you have to be faster than everyone on the other side, or just faster than 'any' attacker, which implies only one of them?  It is also hard to tell if Twitchy is working, since it does not show up in the unit stats.  Is this possible somehow?  Perhaps as a pre-battle buff like the Amarians get or something?  I decide to experiment and try to create some dodging troops, using Twitchy, Acrobat and Lithe.  This allows me to use a spear, wooden shield and some leather armguards.  We'll see how it goes.  Also how does twitchy interact with Impulsive?  If someone on the other side has impulsive will twitchy work, or not?

 

 

Misc:

  • After scouting around for a while, expansion is impossible without clearing some pretty nasty stuff.  Skaths, Electroalgs in one direction and a Troll Shaman pack in another.  Time to get some troops.
  • Season 13 I find Leadanna and recruit her.  Two heroes with merchant?  My money problems are nonexistent and I can actually rush production (a little) which is normally impossible early on.  I have an income of +11.9, amazing.
  • Nearby wildlands are the Bindami Fissure, the Arag, and the Pits of Namtur.  The trolls from Arag are extremely aggressive and roam a LOT, very dangerous.

 

 

More comments later.  Stuff to do.

 

 

Reply #928 Top

You are overthinking Twitchy. It is on a per-attack basis. If unit X attacks and has 12 Initiative, the Twitchy unit gains 10 Dodge if they have 13 ini.

Impulsive boosts initiative by 50 for 1 turn, so they would not get dodge against an Impulsive unit in that unit's first turn.

PS. Iron is a perfect start for centaurs, with their +20 Carrying Capacity and one-handed spears you should do well.

Reply #929 Top

 

I've been playing for about 4 hours of game time. Playing the “q” build. Playing as Living-Stone

When I tried to load the game, after work, it kept crashing. I tried several of my last save games, all with the same result.

When I load a game near the beginning it worked. The funny thing I noticed was that with the games that crashed I did not see the Golems on the faction power list in the top righthand corner. All the other races I met were listed, but not them.

 

Anyone else have a problem like this?

Worked fine this morning now I can't load.

 

Thanks.

 

Reply #930 Top

What map settings were you playing?

 

Reply #931 Top


I was playing with the "Huge and Irregular" map, using the LargeMaps1.1 Mod. I have played several games with this setting and this is the first time I got this error. It's as if something went missing, since none of my saves want to load, all seeming to get stuck just before fully loaded.

 

The save at the begining of the game, before IO met any other reces worked though.

 

Reply #932 Top

Unfortunately it is unlikely that Stormworld will work with those super-sized maps. The game will run out of memory. Both Stormworld and those types of maps require extra memory.

Reply #933 Top

HF, can you think of any reason that could cause iron/crystal resources to not appear?

EDIT: not completely lacking, but appearing in real small amounts. like two iron mines on large map. This might have something to do with the stamps you introduced in your latest version.

Reply #934 Top

Nothing from Stormworld changes the spawn of iron ores. In general, you can get no world resources if you have a map from the editor and set no object flag. You can also get generally unlucky with randomization, although you should always get at least 2 iron ores per player.

 

Reply #935 Top

edited above, meanwhile, lucky or unlucky isn't best description (my RNG does really strange things), but I've started the game with cheat mode enabled to check the map immediatelly and after a longer while of searching found two iron map on large map with six players, which is repeatable (I had to stop my frost giant game on huge map after clearing one forth of the map without finidng single mine or crystal crag) - playing stoneage era with armies of 9 units and 5 person per unit of brawlers (138 attack, 10 defense due to lack of metal) isn't very fun past few battles.

Reply #936 Top

As I said, nothing in Stormworld should have any impact on iron ore spawns.

Reply #937 Top

A small note, I fucked up the Surgeon Beetle. Instead of lasting 50 turns it will only last 5.

Go to Stormworld_Reliquary/Reliquary.xml and scroll to the bottom. Change these

    <GameModifier>
      <ModType>Unit</ModType>
      <Attribute>UnlockUnitAbility</Attribute>
      <StrVal>Reliquary_SurgeonBeetle1</StrVal>
      <Duration>6</Duration>
      <Provides>On Use champion gains trait Surgeon Beetle for 50 turns:

Surgeon Beetle - Champion gains +1 Strategic Health Regeneration and cannot suffer Injuries after falling in combat</Provides>
    </GameModifier>
    <GameModifier>
      <ModType>Unit</ModType>
      <Attribute>UnlockUnitAbility</Attribute>
      <StrVal>Reliquary_SurgeonBeetle2</StrVal>
      <Duration>5</Duration>
      <Provides>On the 51th turn, champion can cast spell "Hatch Beetles" and gain 1 more Surgeon Beetle. If this exact turn is missed, the new beetle escapes and cannot be hatched</Provides>
    </GameModifier>

 

into these

 

    <GameModifier>
      <ModType>Unit</ModType>
      <Attribute>UnlockUnitAbility</Attribute>
      <StrVal>Reliquary_SurgeonBeetle1</StrVal>
      <Duration>51</Duration>
      <Provides>On Use champion gains trait Surgeon Beetle for 50 turns:

Surgeon Beetle - Champion gains +1 Strategic Health Regeneration and cannot suffer Injuries after falling in combat</Provides>
    </GameModifier>
    <GameModifier>
      <ModType>Unit</ModType>
      <Attribute>UnlockUnitAbility</Attribute>
      <StrVal>Reliquary_SurgeonBeetle2</StrVal>
      <Duration>50</Duration>
      <Provides>On the 51th turn, champion can cast spell "Hatch Beetles" and gain 1 more Surgeon Beetle. If this exact turn is missed, the new beetle escapes and cannot be hatched</Provides>
    </GameModifier>

I'll put it in the next release, but it's not critical and it would still be damn annoying so if anyone is starting a game you might as well change it.

Reply #939 Top


Suggestion for Centaur traits:

 

Take out 'Misogynist', it's kind of funny but not THAT funny, and the bonus is too situational for it to be worth a trait slot.

Replace it with 'Sprinter', +1 movement.  Sprinter allows the Centaurs to get a movement of four, at the cost of a valuable trait slot, something other races are able to achieve through mounts.  Right now the four-legged Centaurs are slower than anybody else's mounted troops, which is just weird.

 

I still don't know if I would regularly buy it, but it will probably get used while Misogynist never will.  Right now I have been stocking my heavy cavalry with Twitchy, Muscle, and a trait to be named later.  Charge, Bloodthirsty, Fast are a couple I have been fooling with.

 

Reply #941 Top

Started another Centaur game.

 

Faction Notes:

  • It is annoying that my cavalry is slower than those used by the stupid bipeds.  See my previous post about a suggestion for a new unit trait.

 

Misc:

  • In both of my last two games I started with a Faerie spawn point close by my capital.  In my current game there was a roaming pack of faeries on turn one, and they chased my hero all over the place.  Extremely aggressive and tough mobs to have spawning so close to a player's initial starting point.  Perhaps move them farther away, or at a minimum please not instantly pop out a turn one roamer.  Stuff near a capital city should be things like bear cubs, mites, exiled ogres and solo butchermen, not 50 HP three-packs of vicious Faeries that can kill your sovereign in a single round of ranged fire.  I did finally manage to kill them through an application of Guardian Wind + Nature's Cloak + Arrowguard + Vini + Summoned Naja + Spearmen. 

 

Ending this game due to v1.1 being released.

 

 

 

 

 

Reply #942 Top


HF, centaurs 'blocked' animation is a little broken.

Reply #943 Top

Thanks, fixed in next version.

Also going to go through all the hit animations, I saw some wonky stuff.

Reply #944 Top


Thanks for getting the mod ready for v1.1 so quick! I really like it and it's nice to still be able to use it day one of a new version!

 

EDIT: Oh Yeah...question: On Angels the bonus to "Arcane Attack" they get from life shards...is that an attack bonus for physical attacks (Basically a non-elemental bonus) or a bonus to damage for spells?

Reply #945 Top

HF, you're lighting fast with those releases :D

applaud

Reply #946 Top

Quoting ofthedark, reply 945
EDIT: O heay...question: On Angels the bonus to "Arcane Attack" they get from life shards...is that an attack bonus for physical attacks (Basically a non-elemental bonus) or a bonus to damage for spells?

It is on their physical attacks.  Works very nicely.

Reply #947 Top

It works like the spell that adds fire attack to your sovereign. The bonus is added to all ranged and melee strikes, but it remains its own type of attack (arcane). Some more info about arcane attacks here http://stormworld.wikidot.com/mechanics

Reply #948 Top

  [quote who="Heavenfall" reply="948" id="3294322"]It works like the spell that adds fire attack to your sovereign. The bonus is added to all ranged and melee strikes, but it remains its own type of attack (arcane). Some more info about arcane attacks here http://stormworld.wikidot.com/mechanics[/quote]

 

Ha...figures I'd know if I had actually read the documentation...:S

Reply #949 Top

HF. Kami death animation. It's so big of a monster, give it some more spectacular die animation. RIght now it just bows and disappears.

 

ps. is there a way to keep dead bodies on the battlefied?

Reply #950 Top

I'm not good at animations, it's not mine to begin with.

No, afaik you can't keep bodies on the field.