MagisterCultuum
Great Sage
Edit: I'm going ahead and uploading a new version, but am tired and need to get up early tomorrow so I won't write much yet or bother changing what was written before. This is mostly for bug fixes, but there are a few minor additions too, like a hellish version of every type of terrain.
I probably won't be modding much during this, my final semester of college, but I decided to leave you with another update to hold you over during the next few months. This release is for FfH 0.41o, and also I rushed through making it in only half a week it seems to be much more stable than the last version. Enjoy.
You could say that this release is a matter of life and death. No, I don't mean it is all important that you play it, but rather that most of the changes since the last version deal with these two precepts.
The first big change is in how the Resurrection spell works. It is no longer limited to bring back from the dead a single national hero. You still cannot claim other nation's heroes or the heroes for a rival religion through resurrection, but you can choose to bring back your national hero, a hero of your religion, or one of the no specific heroes like Mary or Duin. You are not even limited to resurrecting hero units; any living unit of a high enough level can return. Resurrected units are not just fresh copies of the unittype either, but come complete with their promotions, experience, levels, and even unique names.
Resurrection now depends on the pretense of the deceased's Sluagh. Sluagh in the lore are mortal souls which, if they have sufficient willpower, may linger in Erebus rather than going to find rest in Arawn's vault. In the lore, resurrecting anyone whose Sluagh has left Erebus requires the assistance of whatever god has claimed the soul. In my modmod, a Sluagh is a dummy unit with a special form of invisibility which is used to store the dead unit's data. For convenience sake, they all stay on tile (0,0), which I've had to make always be land in order for them to stay there. There are special Sluagh's meant to store the types of heroes, but as I did not want to double the number of units in the game or use that much python hard coding, more mundane units will be considered to be Champions for resurrection purposes. A unit that leaves a Sluagh will not be going to serve the Mercurians or Infernals. It might also not be eligible for resurrection at all.
The Soul Forge Wonder no longer turns all living units that die within a tile of it into production for its city. Instead, it is limited to harnessing the soul's of its owner's units, but is in no way limited by distance. Living units that die on the opposite side of the map will still power the forge. As their souls are consumed in the process, they leave no Sluaghs and cannot return as either angels or demons. If you are not on friendly terms with either the Mercurians or Infernals, this can be a good thing.
Mokka's Cauldron was already a mobile piece of equipment in my last release, but it is more useful now. The Cauldron now raises units that die on its tile as undead no matter what form it is in, building, promotion, or unit.
There are two pieces of equipment that can prevent a Sluagh from being eligible for resurrection: The Netherblade and the Malleus Vindex (Basium's war hammer). The Malleus Vindex prevents units that would have returned as demons from doing so, but if the hammer is destroyed its prisoners will all come pouring out with a vengeance. The Netherblade sends souls to Laroth's kingdom in the Otherworld, beyond the range of resurrection spells. This blade can also be destroyed in order to make its victims eligible for resurrection once more. (I was trying to make these effect only work on a unit that die to the weapon itself, but the best I could do was to make it apply to units that died while the weapon was nearby.)
Units sent to Laroth may return to the world of the living, but only part of the legion serving their new evil God of Death, after the completion of a ritual that marks the death of the age of rebirth and the birth of the age of death.
Edit: If you downloaded before 11:18am on the day of the release, you'll need to delete the extra comma from line 6339 on CvSpellInterface.py for the mod to run properly.
It is also recommended that you switch the order of lines 6587 and 6588 in CvSpellinterface.py before playing games with the Illians, unless you want them to get an enormous stack of Auric Ulvins instead of only one.
Spoiler Text from last release, which I don't feel like updating yet :
I probably won't be modding much during this, my final semester of college, but I decided to leave you with another update to hold you over during the next few months. This release is for FfH 0.41o, and also I rushed through making it in only half a week it seems to be much more stable than the last version. Enjoy.
You could say that this release is a matter of life and death. No, I don't mean it is all important that you play it, but rather that most of the changes since the last version deal with these two precepts.
The first big change is in how the Resurrection spell works. It is no longer limited to bring back from the dead a single national hero. You still cannot claim other nation's heroes or the heroes for a rival religion through resurrection, but you can choose to bring back your national hero, a hero of your religion, or one of the no specific heroes like Mary or Duin. You are not even limited to resurrecting hero units; any living unit of a high enough level can return. Resurrected units are not just fresh copies of the unittype either, but come complete with their promotions, experience, levels, and even unique names.
Resurrection now depends on the pretense of the deceased's Sluagh. Sluagh in the lore are mortal souls which, if they have sufficient willpower, may linger in Erebus rather than going to find rest in Arawn's vault. In the lore, resurrecting anyone whose Sluagh has left Erebus requires the assistance of whatever god has claimed the soul. In my modmod, a Sluagh is a dummy unit with a special form of invisibility which is used to store the dead unit's data. For convenience sake, they all stay on tile (0,0), which I've had to make always be land in order for them to stay there. There are special Sluagh's meant to store the types of heroes, but as I did not want to double the number of units in the game or use that much python hard coding, more mundane units will be considered to be Champions for resurrection purposes. A unit that leaves a Sluagh will not be going to serve the Mercurians or Infernals. It might also not be eligible for resurrection at all.
The Soul Forge Wonder no longer turns all living units that die within a tile of it into production for its city. Instead, it is limited to harnessing the soul's of its owner's units, but is in no way limited by distance. Living units that die on the opposite side of the map will still power the forge. As their souls are consumed in the process, they leave no Sluaghs and cannot return as either angels or demons. If you are not on friendly terms with either the Mercurians or Infernals, this can be a good thing.
Mokka's Cauldron was already a mobile piece of equipment in my last release, but it is more useful now. The Cauldron now raises units that die on its tile as undead no matter what form it is in, building, promotion, or unit.
There are two pieces of equipment that can prevent a Sluagh from being eligible for resurrection: The Netherblade and the Malleus Vindex (Basium's war hammer). The Malleus Vindex prevents units that would have returned as demons from doing so, but if the hammer is destroyed its prisoners will all come pouring out with a vengeance. The Netherblade sends souls to Laroth's kingdom in the Otherworld, beyond the range of resurrection spells. This blade can also be destroyed in order to make its victims eligible for resurrection once more. (I was trying to make these effect only work on a unit that die to the weapon itself, but the best I could do was to make it apply to units that died while the weapon was nearby.)
Units sent to Laroth may return to the world of the living, but only part of the legion serving their new evil God of Death, after the completion of a ritual that marks the death of the age of rebirth and the birth of the age of death.
Edit: If you downloaded before 11:18am on the day of the release, you'll need to delete the extra comma from line 6339 on CvSpellInterface.py for the mod to run properly.
It is also recommended that you switch the order of lines 6587 and 6588 in CvSpellinterface.py before playing games with the Illians, unless you want them to get an enormous stack of Auric Ulvins instead of only one.