FfH Acetum Cucumbis

Pickly

Prince
Joined
Jun 5, 2009
Messages
535
Download: version .01

Latest patch: Version .02.

Most recent changes: here


This mod is a continuation of the changes made here. Having run out of space in the original thread, I figured a new thread might be useful for this mod.

This mod is planned to be another FfH mod that adds a number of features, makes changes to existing civilizations, adds new spells, etc. The full list of changes and planned changes are in posts below. The original plan for the mod(s) was to have vinegar as the tweaks to base FfH, while this one makes more ambitious changes. Despite the large drop of activity on the forums since Civ 5 came out, I'm still sticking to that plan, so this mod will include the more ambitious changes.


Thanks/credits:
Spoiler :


Ideas: Many of the ideas for this mod were borrowed stolen taken completely my own, but by a mysterious, but remarkable coincidence, similar to ideas in other FfH modmods, and having those coincidental ideas has proven quite useful. :) (I should mention that some ideas were in fact coincidences, but probably most, or a good chunk, of similar ideas were to some extent based off other modmods. Again, thank you to all the people who have created them.

Art: Art has been borrowed from a few other civilization modmods and uploads on civfanatics. Thanks in particular to Walter Hawkwood for his fantasy building upload, and the Dune wars modders for the ascetic and nightstalker units. Also, I've continued the FfH tradition of using lots of Guild Wars skill icons, and csome concept art in the new menus.

Music: The extra music from this mod is taken from Guild Wars (Jeremy Soule gets credit here), and Warcraft games. (Not sure who gets exact credit here.)

Coding: Since this is the first time I've actually done this sort of mod, thanks to Asaf, asioasioasio, Sephi, and a lot of other people who I've forgotten for tutorials,answered questions, and other people who have helped in learning various modding techniques. Also thanks to Tholal's Naval AI DLL that has been used as the "base" DLL for the later vinegar versions and this mod.

Other: I'll probably remember more people as time goes on, will be adding these as necessary.
 
New Game Systems

Included Changes:
Spoiler :


-Force, Creation, Dimensional mana added. Ice Mana buildable.

-Kuriotates now get Creation, Sun, and Force mana
-Grigori Palace now grants Force, Enchantment, and Spirit mana
-Luchuirp Palace now grants Enchantment, Creation, and Earth mana

-Spells added for these man types.

-Raw mana nodes added as an improvement. These supply raw mana as a resource. Currently, each raw mana resource simply adds 1 free experience to build disciple units, but this will probably change as the mod develops. If anyone's curious, raw mana is simply added as a resource to fill out the mana types array, my mind likes symmetry a lot and wishes ot fill the empty space that would otherwise be in the array.



Planned changes:
Spoiler :


New spellcasting system:
Spoiler :


-Mana and faith resources will be added. (Broadly similar to, and somewhat based on, Master of Mana). Faith would be used for religious spellcasting, mana for "magical" spellcasting.
-Most spellcasters given "casting points". Some spells would shift to use channeling points instead. These channeling points would work something like casting points in Age of Wonders: If a mage had more than enough casting points for a spell, they could cast it and continue casting in the same turn, if a mage did not have enough casting points, the spell would take multiple turns. Casting points would be effected by channeling promotions, plus a few other promotions like potency. This system would not effect spells used by non caster units (Drown, spread Esus, join city, etc.), who would likely continue with the old system intact.
-Many summons would become permanent units, that use mana or faith for upkeep rather than gold (If possible). These units would likely have a lot of special abilities, but would be limited by spellcasting, mana, and other types of limits. Some instant summons would be included as well. The full system is something I haven't worked out completely yet.
-Mana would come from certain buildings acting like a corporation on mana resources. Raw mana and possibly metamagic manage would provide higher yields in some way or another.
-Mana would be given extra effects
-Faith would come from religious buildings and certain specialists, and might be effected by state religions in a similar way as Master of Mana.


Additional Faith effects
Spoiler :

-Faith for a particular civilization would likely increase the spread rate of that civilization's state religion, even allowing natural spread to cities with other religions in them. Faith might also provide resistance to non-state religions spreading within the civilization. Details are something I'll have to work out.
-Faith might also provide random bonuses related to the religion (for example, with Ashen Veil as a state religion, higher faith levels might increase the armageddon counter and provide an occasional free demon unit.)


Espionage
Spoiler :

-The basics would likely be broadly the same as standard expionage , but simplified somewhat.
-Missions specifics would likely change
-Overall, I'll try to make espionage into an area that a civilization could focus on and do about as well as, say, spellcasting units. The exact details are still up for grabs.
-Out of the original civilizations, Svartalfar, Sidar, Balseraphs, and Malakim would likely get enhanced, or diffrentiated, expionage abilities. Espionage units themselves would be subject to any unique mechanics that the civilization alreayd had (so Calabim spies could become vampires, Grigori spies could come from adventurers, Amurite spies taught by Govannon, etc.)


New victory Conditions
Spoiler :


-Spell of Mastery: If the magic system is completed, the tower of mastery condition will be changed to have more of a focus on spells rather than production ability.
-Steamworks: A new "production" vistory condition. Would be based on machinery and engineering technologies, and would provide a large hammer bonus in addition to being a victory condition.
-Gone to Hell, Return to Winter: These are pretty similar to the victory conditions found in other modmods, and would be victory conditions to the Ashen Veil and a possible White Hand religion. Conditions would likely involve transforming a certain amount of the world, plus a high plot counter, plus having the religion in question. (They would not be based off the plot counter itself, as the Sheaim worldspell would be made less effective.)
 
Civilization Changes

Included:
Spoiler :


Malakim:
Spoiler :


*Desert changes: Deserts no longer produce an additional +1 trade for the Malakim. Instead, improvements on non-floodplains desert improve yields in a way that mimics +1 production and +1 commerce.

*Desert Improvements: Malakim get a few new desert Improvements, to help make desert terrain competitive with other types of terrain.

-Desert Farm: Uses plantation art. Produces +2 food, +1 hammer, +1 commerce. Requires irrigation, spreads irrigation. Effected by Agrarianism, Aristocracy, and Sanitation as normal farms are.

-Desert Mine: Uses Quarry art. Produces +2 hammer, +1 commerce, +1 commerce if irrigated, +1 hammer with engineering.

-Trade Post: Produces +1 production, +2 commerce. Produces +1 food if irrigated, spreads irrigation. Art 9and the general idea) is taken from RiFE, possibly other mods, bedouin improvements, though the effects are different. Upgrades to Trade Crossroads if worked.

-Trade Crossroads: Produces +1 commerce over trade posts, otherwise same yields. Upgrades to trade settlement.

-Trade Settlement: Produces +1 commerce over trade crossroads, otherwise same yields.

-Oasis: Spell copied from RiFE, though without sacrificing the caster, and with a lower separation requirement from other Oases. Supplies irrigation.

To prevent building these improvements, converting to plains, and getting really high yield terrain (keep in mind that yields of these improvements are now on top of no normal production deserts), the scorch and vitalize spells convert the improvements to types more fitting for wet terrain. Desert mines get eliminated, Desert farms change to normal farms, Trade posts, crossroads, and settlements get changed to cottages, hamlets, and villages, respectively.

*Malakim can now build priest units without needing particular state religions. (This was done through unique units). Temple requirements, and other requirements, are still in place.

*New unit: Ascetics. Disciple units, requires fanaticism, start with 7 strength, can use copper, iron, or mithril weapons. Ascetics get a free "ascetic of (religion)" promotion that changes based on the Malakim state religion. Only 4 are allowed at a time.

-Order: Ascetics gain immunity to fear and capture, gain 100% death and unholy resistance, gain 75% fire resistance.
-Empyrean: Can see invisible, can attack multiple times a turn, gain 15% health back after combat.
-Runes of Kilmorph: Acts as a guardsman, acts as a 20% healing medic, 40% chance to do a 20% defensive strike.
-Fellowship of Leaves: Heals an extra 20% in enemy, neutral, and friendly territory, can use enemy roads, immune to defensive and first strikes, gets 2 first strikes.
-Octopus Overlords: Causes fear, can walk on water
-Council of Esus: Acts as a marksman promotion
-Ashen Veil: +1 poison damage, +1 unholy damage, +1 death damage, immune to holy damage

*Bazaar: replaces market. Looses the +3 gold, gains +1 trade route, +1 happiness from reagents, incense


Elohim:
Spoiler :


*Monk Promotions

Monks now gain additional promotions if the civilization has certain types of mana. These types are the "good" types, plus earth, and all can be gotten from features or from founding "good" religions.

Earth: Monks gain magic resistance.
Enchantment: Monks gain +1 combat strength.
Life: Monks gain an enhanced medic like ability.
Law: defends against marksman units, +1 defense.
Sun: Sees invisible, +1 offense

*New Spell: Sanctify Sepulcher

This changes the broken sepulcher to supply enchantment mana rather than death mana (Both preventing the diplomatic penalty, and providing the monk promotion.)

*Bonuses from unique improvements

Each of these effects are updated every 10 turns.

-Spirit Guardian spawn: Spirit guardians (7 strength, heal instantly after combat, held), will spawn on any unique improvements within Elohim territory if no other units are on the same square.

-Monastery: Requires Writing, 1 can be built for every 3 libraries the Elohim have. On their own, monasteries supply +2 culture and +2 science, and supply additional culture the more improvements the elohim control.

-Hall of Preservation: If a city has a hall of preservation, and the Elohim control particular unique features the city gains bonuses to food, hammers, gold, or science.

In order to "control" a unique improvement for culture and resource purposes, the Elohim must , with decreasing bonuses to production, either have it within their territory, have an open borders agreement with a civilization with the improvement in its territory, or be at peace with the civilization who has the improvement.


Luchuirp:
Spoiler :



*New golem promotion system: Adularia chamber, Pallens engine, Blasting workshop now provide golems with "mode" spells. These spells are used to specialize the golems which provides certain promotions, but removes other promotions associated with other modes. Current modes and promotions:

Blasting mode: The golem can cast fireball
Sentry mode: The golem has guardsman and perfect sight
Fast Mode: The golem has mobility 1

*Drop Hammer

Added a new spell to allow units to drop golden hammers they are carrying (no more sacrificial hammer scouts). AI implications, and needed adjustments, haven't been tested yet. (Hopefully it won't end up in an infinite "drop and pick up" loop, though for next update I'll be looking through how other items are handled.)


Ljosalfar:
Spoiler :


-Ljosalfar now get +.5 happiness from forests and ancient forests. See the religion section for more information.



Sidar:
Spoiler :


Shades from level 6 units removed. Instead, three different spells are added for high level units:
-Wane level 6: Adds the stealth promotion, and the "shade" racial promotion, at the moment giving extra damage vs. undead and resistance to death damage.
-Wane level 8: (forget the exact name) Adds the invisible promotion.
-Wane leve l10 (incorporeal): Adds the immortal promotion

*New ritual: Wane citizens. 80 production costs, requires Necromancy, the city looses 4 population and produces 2 shades.

*New unit: Shadow guardian. Strength 7, illusion, held, requires necromancy. Only 1 can be in a city at a time.

*New Building: Waned City: Provides 4 free specialists, reduces trade income by 50%, foreign income by 100%, production and commerce by 10%. Requires education.

*Sever soul now available to all recon units.


Amurites:
Spoiler :



*Govannon's teach spellcasting spell now effects all units, instead of merely teaching only to units on his tile. Govannon only starts with channeling 2, but is accessible at Sorcery rather than Arcane Lore.

This change is to reduce micromanagement, so Govannon no longer has to run around teaching units his spells.

*Amurites get a unique unit, Arcanists, to replace Archmages. these unit get twincast, but are otherwise the same.

This was recommended by this post.

*New Spell: Energy Node. Usable by great sages. Sacrifices the caster, creates a raw mana node.


Grigori:
Spoiler :


*New Spell: Inspire. Usable by great engineers, great sages, great bards, great merchants, and great prophets

Reduces the great person requirements by 1 great person (So, if the current great person requirement is 500 points, and the previous was 300 points, the spell will drop the requirement to 300 points). Also provides a bit less than half this requirement to the city the unit is in.

This is added to take some sting out of building wonders, for instance, and getting sages or engineers when you really want adventurers.


*New Grigori specific great people: Immigrants (expansion oriented), and Master Craftsmen (Fill several "normal" great person roles.)

*Great person changes:

Adventurer:
-Can use "Heroic story" within a city, and inspiration like spell that provides +2 culture and +2 experience to units built within the city. This is to help early cities build some culture, or add culture than religion would normally provide.
-Can upgrade to medics and Luonnotars.

Immigrant:
-Acts as a fast worker (3x faster work rate)
-Can "Join to city", adding 2 population to the city. the spell also provides a "Skilled Administrator" great specialist, who adds +2 health and +2 happiness
-Can "Settle". This creates a new city with 3 population and 25 culture, allowing it to work 2 spaces out immediately. The spell also changes the immigrant into a worker.

Master Craftsman.
-Can Culture bomb and Speed production. These abilities provide 2.5x the effect of bards and engineers, to compensate the the reduced number of craftsmen.
-Can cast the "craftsman shop" spell that provides +2 culture per turn and +2 production to a city. This spell is to help early cities get going more quickly.
-Can be sacrificed to build a "Master Craftsman's workshop", "Artist's Studio", or "Craftsman's Laboratory" in a city. These buildings provides +40% production, +75% culture, and +75% science, respectively.

*New Great Person generating system:

Instead of having buildings provide great person points directly, Grigori specific great people are generated by specialists.

-Storytellers generate adventurer points, and provide +3 culture
-Administrators provide immigrant points, and produce +3 gold
-Craftsmen produce Master craftsman points, and produce +2 materials

-Most buildings (Inns, Taverns, Grigori capital) that provided adventurer points before, now provide specialist slots. The Capital, Grigori Inn, and Grigori Tavern all provide 1 of each specialist slot. Museums provide 1 craftsman slot, Adventurer's guilds provide 1 storyteller slot, and Grigori Tribunals (A courthouse replacement) provide 1 administrator slot.

*Other changes
The Grigori capital provides a free specialist. This is to get great person production started early, as the current capital does, without needed to sacrifice a worker.

The grigori tribunal is a courthouse replacement that provides +1 happiness and an administrator specialist slot. Since the lore forum posts describe force as the magic type representing making and keeping agreements (Or at least, that's how it seems when I read them), the grigori seem the right civilization to get some extra courthouse benefits.


Doviello:
Spoiler :


*Hunting Pack

This is a new improvement, with five levels, that can be created by animal units. Each level of the building adds an extra 2 food (So, for example, the first level, I forget what its called, provides 2 food, the 4th level produces 8 food, etc.). Levels 1, 3, and 5 add an extra 5% military production as well, levels 2,4,5 add 1 production also. (so level 1 produces +5% military production, level 4 adds 2 hammers, +10% military production).

Hunting pack level 1 may be built by any animal, and an additional animal is needed for level 2, another for 3, etc.

*Brawling Pit

This is a training yard replacement, which costs a lot less than a normal training yard, and provides 2 experience.

*Doviello Camp

Idea taken from Wildmana. The Doviello can build hunting camps without the hunting advance.

* Survivalist Promotion, Tame Animal

The Doviello now automatically get a "survivalist" promotion rather than the winterborn promotion. this survivalist promotion is the same as the winterborn promotion, but also captures animals as well.

Tame animal is a spell that can be used to capture barbarian animals in the same square.

Both of these abilities are added to allow Doviello to get some "seed" animals for hunting packs.

*Unit Spawns

Doviello cities spawn wolves and melee units. The animal spawn rate is 2% per turn in each city, plus an extra 2% for whichever level of hunting pack improvement is in the city. Melee units spawn at a 2% per turn in each city, plus 4% if a brawling pit is in the city. The melee unit that spawns is a battlemaster if Iron Working has been discovered, a Son of Asena if iron working was not discovered but bronze working is not, and a Beastman otherwise. Wolves spawn with 4 attack if hunting has been discovered, and 6 strength if animal handling was discovered.


Svartalfar:
Spoiler :


-Svartalfar get +.5 happiness from forests and ancient forests.


Planned:
Spoiler :


-when (if) I get the faith, espionage, mana, and casting system into the game, civilizations will be changed accordingly. Any tech tree changes, economic changes, or other such changes that I decide to include will also come with civilization changes.
-Elohim will probably get changed again whatever happens, though most likely this will be based on the above system changes.


New Civilizations

Included:
Spoiler :


Austrin
Spoiler :


This civilization is found within the other modmods, but is described here in case anyone downloading this file hasn't played them. They are an exploration oriented civilization, with some focus on recon units and expansion. In the game story, they are a nation of wanderers.

*Unique Units:

-Rogue: Scout substitute. Has a few extra abilities, though I don't remember specifics at the moment.
-Explorer: Hunter substitute, requires cartography. (Some other ability that I don't remember at the moment)
-Tracker: Ranger substitute. 5/6 strength rather than 7, but has some extra defensive abilities to make up for it.
-Highlander: Axman substitute. Stronger overall at combat, plus some hills bonuses, but weaker at attacking cities
-Windsword: Phalanx substitute. Different combat strength, has a spell that can damage nearby enemies
-Recurve Archer: Stronger longbowman substitute
-Pegasus: Summoned creature. Can only defend, moves quickly.

*Hero
Harmatt: 3 strength, 1 air affinity, high withdraw chance. Available early in the game.

*Buildings
Austrin settlement: Acts as a government center. This will be produced in all cities, greatly reducing austrin maintenance costs.
Austrin Palace: Provides shadow, spirit, and air mana. In this version, provides all cities with an austrin settlement. (In other versions, this is done through a different method.)
Exploration Guild: Hunting lodge substitute. Provides an extra trade route, plus extra experience to all recon and navy units.

*Leaders
Dierdra: Charismatic/expansive(adaptive).

*Spells

-Tempest: Spawns several air elementals in austrin territory, forces units out.
-Pegasus Rider: Gives several units the pegasus rider promotion. This promotion makes them flying and allows faster movement.
-Summon Pegasus: Summons a pegasus, as described above.

*Expansion mechanics
These mechanics help the austrin expand somewhat faster than other civilizations. When using these methods to found cities, settlers do not need to be moved to the location, but the city gets no defenders when founded. The ability to use Found Settlement is an on/off ability (it uses the feat system in civ 4), so several expeditions, for example, cannot be prepared at once.

-Found Settlement: Recon unit spell. When the spell is used, a new city is created at the recon unit's location. To use the spell, one of the following conditions must take place.
-Prepare expedition: Project. Allows recon units to use the above spell. This allows a city to continue growing while building an "expansion" ability
-Pioneer: has a 1/50 chance to spawn in each austrin city if the civilization is using the city states civic. If Found Settlement is not available, this ability makes it so.



Planned:
Spoiler :


"Flexible" civilization:

"Good" lizardmen civilization. Somewhat based off Mazatl and Cualli from other modmods, but will probably be slightly different.

"Evil" shapeshifter civilization.

 
Religion Changes

Included:
Spoiler :


Council of Esus:
Spoiler :


*New building, the Coven of Esus. requires Esus as a state religion, currently provides +2 experience to recon units, +1 trade route, and a merchant slot. Increases crime rate by 20.

The abilities of this building may change in the future. Recon bonuses are meant ot synergize somewhat with the Svartalfar, and thematically fit the religion, trade routes and merchants are meant to represent a black market like effect. I'm hoping to create a building that differentiates somewhat from other religions, but without too much focus on recon units alone.

*New unit: Nightstalker.

Currently has:
4/3 strength +1 poison,
2 movement
Invisible
Sentry
50% withdrawal chance.

Is a recon unit, can upgrade to shadows. Requires Esus as state religion, the deception technology, and the Coven of Esus building to be built. Will leave is the state religion changes.

The current stats were chosen to fill a slightly different role to assasins and rangers. The roles I have in mind are either hidden hit and run attacks, to harass enemy units in a somewhat different way to horse units, or to attack weak enemy units in their territory. If the unit iends up being overpowered (which seems a good possibility), I'll likely limit its numbers of units per civilization to 4-8.

*New spells
All of these spells require the Council of Esus to be a state religion, and are cast by a unit with the Council of Esus as a religion. They have been tested for game mechanics, and appear to work, apart from the spells to remove specific religions. They have not been tested in a full game yet. (I'll probably do this while testing some civilization changes, and playing other civilizations that I have little experience.)

-"Black Market": costs 50 gold, creates a building that provides 5 health, but costs 10 gold per turn. (I'll probably reduce this in the next update. Original logic was from the planetfall mod, that has an antistarvation mechanics that costs 2 money per food needed to keep a base from starving.)
-"Seedy club": costs 50 gold, creates a building that adds 5 happiness but costs 15 gold per turn. (The per turn cost may be reduces as well. It should be high enough that the building won't just be built in every city, but low enough that the gold cost is worth it.)
-"Dark Healing" costs 50 gold, heals a unit completely.
-"Remove Religions" an inquisition like spell. Costs 50 gold, but casts instantly and does not cause any unhappiness. In setting terms, i imagine that while other religions make a big public deal out of removing non-state religions, the Esus leaders simply go "boy, those order priests are giving us trouble", and in a few days the order priests have suffered mysterious fatal accidents.

-"Remove Order", "Remove Ashen Veil", etc.: Cost 25 gold, and remove a specific religion from a city, while leaving the others unaffected.


Fellowship of Leaves:
Spoiler :


-Guardian of Nature only gives .5 happiness from forests, ancient forests, and jungles.
-Hidden Paths technology allows "preserves", which can be built on forests and ancient forests, and provide +2 commerce and +.5 happiness.

These changes are designed to make elves and Fellowship of Leaves somewhat more flexible. Elves playing cottage economy+guardian of nature are unaffected statistically, but elves that go another religion do get some happiness benefit from forests as well. Similarly, Preserves are designed to act like a somewhat less powerful version of the elf economy, providing commerce and happiness for the other civilizations.


Planned:
Spoiler :


-Religions will be adjusted to fit the new systems when (if) they are included.



New Religions

Planned:
Spoiler :


The White Hand: Religion that wishes to bring back the age of ice. Abilities have not been fully determined yet, though I may add a second plot counter to represent the coming of a new ice age.

Children of the Rebirth: A completely new religion, vaguely based on a creation and enchantment theme. In setting terms, is a religion that comes about after the age of ice, with a new appreciation of the growth and creation found in the world, and a desire to preserve and build on it.

 
Other

Included:
Spoiler :


-Agrarianism civic changed. Now provides +1 health per city, +1 food per farm, and -15% production and research. Extra bonuses are provided for wineries, pastures, and plantations.
-Other civics are changed to copies of the Wildmana version 8 ones. (these are apparently pretty well balanced, while still broadly serving a similar function, so I just used them rather than making up completely new ones.)


Planned:
Spoiler :


-Possible improvement and civic changes, based around the idea of adding more diversity to the improvement system, and allowing easier settlement of different types of terrain.
-Workboats will probably be changed to work like land workers, instead of being sacrificial. Oceans improvements will be changed as necessary.
 
Current Version Changelog

Version .01:
Spoiler :


Mana
-Added Creation, Force, and Dimensional mana to the game, made Ice mana buildable, made raw mana nodes buildable. (Possibly called plain mana within the game, but it should be pretty clear what these are.)
-Added appropriate spells for these new mana types. Most spells were copied from RiFE. Force 2 and Dimensional 2 spells were added by me. Force 2 (telekinesis) acts like pillar of fire, in targeting the strongest nearby enemy stack, but does 15% damage up to a 40% maximum. Dimensional 2 (withdraw) adds a promotion that provides a 20% increased withdrawal chance.
-Each node of raw mana that a player controls provides 1 xp to all built mages.

Art
-New opening menus added.

 
why not join the MoM team ? :)

you seem to be going a similar direction, unfortunately it doesn't seem like your work is getting the attention it deserves right now... :/
 
You might also look at what RifE plans for magic (particularly summons; Lord how I hate what MoM did with summons :lol:). ;)


That said, unless you intend on joining a mod team, I wouldn't base too much on what other mods do, mechanically, and instead do what you think is fun. Your mod, afterall. ;)

Why do you always stir things up??? Be cool and calm down... as the chief modder of RiFe you shouldn't troll around everywhere and tell everyone that you hate this and that... nobody wants to know that.

Greez,

Tschuggi


P.S.: Pickly, sorry for spaming around here in your home. I'll give your modmod a try.
 
Why do you always stir things up??? Be cool and calm down... as the chief modder of RiFe you shouldn't troll around everywhere and tell everyone that you hate this and that... nobody wants to know that.

Greez,

Tschuggi


P.S.: Pickly, sorry for spaming around here in your home. I'll give your modmod a try.

That's a troll how? I mentioned an alternative implementation he may want to look at, and then went on to say that ultimately it is best to develop your own systems rather than take inspiration from others, as the mod should be something you enjoy.

Did I have to say I dislike the MoM method? No. Was it trolling? No, simply a comment.
 
Version .02 is out.

Spellcasting changes are taking longer than wanted. (For a variety of reasons.), so this change simply adds the Austrin.

Version .02:
Spoiler :


Austrin Added
-Most units, spells, buildings, etc. copied from RiFE, with appropriate changes to fit this version of the mod.
-To make city states more useful, Austrin cities have a 1/50 chance per turn to spawn "pioneer" units while in that civic. Pioneers have a spell that allows recon units to found cities. The change is done in this way rather than simply using the feat so that if, say, the spawn occurs when someone already has prepared an expedition, or several events occur at once, the player doesn't loose anything.



The next version will either include the spell system, or a new religion.
 
By the way ... I know this is your own mod and all ... but personally for "Night Stalker" why not use my own idea I had for "agent" that I will use if ever I release a public mod :p

basically ... the core idea is that the unit can investigate cities just like the Shadows can, only there is an unlimited supply.

supplemental ideas is that the unit is pretty weak, but may be able to provide *some* small military support. (maybe 2 strength(or 3), marksman, 2 move, and 50% withdrawal).

probably starts with Commando, and of course "Can Travel in Rival territory" can do this either by activating the tag, or giving it the Invisible promo, or both.

(if 3 strength though, should probably give -30% or -50% city attack, to not make it equal to assassins in terms of city attack) as assassins are 6 strength -50% city attack, or 3 str attacking cities (w/o promos anyways).

of course, a combat 3 assassin would still be stronger than a combat 3 NightStalker/ Agent ... but still, freshly made troops are certainly the most common ...

its all a matter of how expensive you want the unit. If you want it cheaper than an Assassin (an at an Assassin being 120 hammers I'd say so) then it would be best if it was much weaker than an Assassin (aka, only able to kill something if it was whittled down to nothing with Catapults or spells). Yet giving it Marksman IS flavorful ... but if you want just a pure 3 or 4 strength, without a -50% city attack, then might as well not use Marksman.

But yea, Investigate city, unlimited number, available with Esus State religion (and Deception), possibly invisible, possibly marksman, possibly commando.

AND the units abandon you if you switch State religion ... that part is key to make Esus stronger.

This way, there is a more sure-fire way for Esus to spy on others, instead of just spreading the religion. I think 90 hammers is a sufficient cost. Not as cheap as an axeman, but not as expensive as a Champion. About at Adept level, yet imho more useful than an adept (if you don't count upgrades to mages).

Heck, since its a spy, maybe just invisible and investigate city. But commando and Marksman are sure some nice mini-additions. But make them too useful in combat and you'll have to A. up the cost, and B. it would be too tempting to use them for military purposes and not spying.

I'd prefer these agents/ spies to only be useful for killing adepts caught offguard in the field at best. or badly damaged units of other types and tech levels.

Still, if you use any of my ideas then its up to you as to how to use them I suppose.

I've just always liked the idea of a Spy unit specifically for the Esus that abandons when you leave the religion, that is available as early as deception, and is LIMITLESS in number ... so you could technically place a spy in every city :)

anyways ... that's how I would implement it (something in those parameters most likely).

Thanks, and let me know how you feel about my ideas! later :)

If there is a way to make Nox Noctis only active while the State religion is Esus ... that would be an awesome contribution to the usefulness of Esus as a State religion.
 
Version .03 added. This just currects some bugs/goofs made with the austrin changes that I missed before.



@Tasunke: I am planning to add espionage to the mod as a whole, and part of the plan is or Esus to provide a more powerful spy unit, or one with unusual abilities, so this post might give a few ideas for things the spy could do.

The Nox Noctis change is one I've heard suggested before, and I do agree that it's a good idea, so may sneak it in as I complete the spellcasting DLL changes. (Which I'm working on off and on.) The effect seems like one that could be relatively simple to do be combining code from other tags, so hopefully should be ready in the next version.
 
mount pegasus for austrin doesnt seem to work... cant click.
 

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Updated spell file attached below.


I am working on the next big update, which should be up some time next week. (It took awhile for a variety of reasons, but is coming along.)
 

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great to hear about new update so soon. In case of Elohim monk mana buffs, palace mana: spirit doesnt count to buff them right? There is some magic tech needed to strenghten monks? or just nodes and building providing mana ?
 
Quick update on the mod: Obviously, "next week" has gone by quite awhile ago, for a variety of reasons. (Personal mostly, some code related.) I am working on the mod, though, and am hoping to have the spellcasting and summoning changes up sometime this month. (The "next week" plan would only have included some of the spellcasting changes, with the rest of them coming later, but I'm on a roll these past few weeks so am going to just push all these changes through before the next update.)
 
Version .2 is out. A lot of changes are still needed for this, so I'd only recommend playing it to get a feel for how some system work, or just for checking out the changes, rather than as something more full developed.

This is the spell change version of the mod. Adds casting points, mana, faith, and redoes most of the spells from all mana types. The mod is relatively incomplete at the moment, since some spells will involve changes to espionage, some need other random DLL changes, and some might need AI, combat system, and/or economy changes to be useful.

Obviously, "next week" took longer than expected, partly due to the fact that redoing the spells took a lot longer than expected, and partly due to burnout after spending several days on adding the spells. It is up here to show that something is done, and to show the basics of how some of these systems work, but still has a lot of work to do in a number of areas.

At the moment I've lost interest in doing any changes, but after a few days should get back to working on the mod. I'm not sure whether the next updates will be espionage, new civilization(s), new religion(s), or just random fixes and improvements, but will hopefully get this one out faster.

(also thanks to people in this thread for helping, or attempting to help, with various issues I ran into with mana generation from bonuses.)

Changes:

Spoiler :


Casting Points
Spoiler :


Certain spells have been given a "channeling point" requirement for casting, in addition to other prerequisites. In addition, some units and promotions have been given "channeling points" that they use to cast such spells. spells that use channeling points are mostly religion and magic based ones, while spells that are used for unit abilities, world spells, and such have kept the old system.

In the new system, when a unit with channeling points cast a spell, that unit loose an amount of channeling points equivalent to the casting point requirement of the spell. If the spell costs more channeling points than the unit has, the spell simply takes several turns to cast, depending on the casting point cost and the number of casting points available to the unit.

If you've played Age of Wonders, before, the casting point system for wizards in that game works in a very similar way.

The purpose of this change was mainly as a way to make more advanced casting units more powerful than less advanced ones at spellcasting. Even if a player doesn't need the spells or a more advanced priest or mage type unit, they still gain the benefit of faster casting and/or more spells per turn.

Currently, channeling points are provided by the following promotions (and no units, though this is possible to add):

-Channeling 1: 5 points
-Channeling 2: 5 points
-Channeling 3: 5 points
-Potency: 5 points (A way to help arcane and spiritual casters get an additional advantage within this system)

In the next update, Twincast will double the casting points available to units, though in this update it does nothing.



Mana and Faith

Spoiler :


Mana: Currently used for "magical" spellcasting, and also for maintaining permanent summoned units. Mana income is increased by palaces, mage guilds, and caves of wonders acting on bonus resources, though some buildings in the future may also simply provide it. Ir may also add other effects to mana, though at the moment do not know what these would be.

Faith: Currently used just for spellcasting, though when i add religions I will add some other effects to increased faith (High faith will cause religions to spread, and also have unique effects based on the state religion of the civilization with the particular amount of faith.) Currently, faith comes from some temples while the civilization has their state religion.



Ritual Summons

Spoiler :

A new type of permanent summon was added to the game. The spells to produce these summons can only be cast in a city with a building that allows ritual summons, and all of these spells currently in the game require certain mana resources as well, corresponding to the type of magic they come from. (for example, fire elementals are now a ritual summon, and require fire mana in the city in order to be summoned.) At the moment, the spells to summon ritual summons only require the 2nd level of the appropriate magic path, to avoid having to tie up archmages in summoning. These spells have relatively high mana costs and require several turns to summon.

The amount of ritual summons a player can have is unlimited, and they use mana rather than gold for maintenance. Most of unusual abilities or properties of some sort, but are overall strong in combat.



Yields, culture, gold, etc. from bonuses

Spoiler :


Buildings can now generate commerce types and yields in a similar way as corporations, where the amount of extra amount depends on the amount of particular bonuses. Currently, this ability is only used for mana generation, but I plan to use it for other types of resources at some point.

Palaces, Cave of Wonders, and Mage Guilds are the current buildings that produce mana in this way. At all these buildings, Raw mana provides the most mana yield, Metamagic provides a bit more than normal, and at palaces, the civilizations "patron" mana also provides a bit more than normal.



Spell Changes

Spoiler :


The "magic" spells in the game have been adjusted and reworked, and a lot of new ones have been added. These changes still have a lot of work to go, and I'll probably work in a section of spells at a time as I go through other updates. For now, the current spells for each magic type are listed after the next paragraph.

Spells changes are designed mainly to give each magic type 1-2 or so "themes" to focus the roles of all magic types. Some individual spells repeat, or are closely copied, across different magic types, but combined with other spells of a magic ype, fit within somewhat different roles. In addition, several "levels" of some types of spells have been added, to ensure that higher level mages have advantages in spellcasting compared to lower level mages.

Spells "levels" are used for when spells provide promotions or buildings as a way to have higher level mages by more powerful than low level ones. Spells that have "levels" are actually a set of 2-3 spells requiring higher level promotions to cast, and each version of the spell provides a nearby identical effect. For an example of how this works, the "inspiration" spell comes in three parts, one requiring mind 1, one requiring mind 2, and one requiring mind 3. Each of these spells produces an identical building in a city, providing 2 research and 1 scientist great person point. The net effect is that, if the player only uses an adept, they simply get +2 science and +1 scientist GPP in a city. If mages are used, the player could get +4 research and +2 scientist GPP's in a city, and an archmage could get +6 science and +3 scientist GPP's in a city. Promotions work in a similar maner ot stack bonuses and/or penalties.

Spells by Magic Type:

Fire:
Spoiler :

Themes: Damage to stacks, pillaging type destruction.

Invocation: Fire 1. Does a small amount of damage to a stack.

Fireball: Fire 2. The good old FfH fireball. Strength 4, causes collateral damage, can bombard, dies after attacking.

Flamestrike: Fire 3. Deals a large amount of stack damage.

Blaze: Fire 1. Same as the original FfH spell. Creates smoke in a tile.

firestorm: Fire 2. Creates flames in a tile, destroys any improvements.

Inner Fire: Fire 3. Provides a promotion that causes a unit to explode on death (The Pyre Zombie effect). Pyre Zombies have been given this promotion rather than given explode on death as a unit property to prevent any stacking of this effect.

Fire Spirit: Fire 1, ritual summon. Creates a low strength unit that causes collateral damage.

Fire Elemental: Ritual summon, Fire 2. High strength unit that causes collateral damage.



Air:

Spoiler :


Themes: fast movement, wide area damage.

Lightning Strikes: Air 1. Low damage, damages all units around the caster.

Maelstrom: Air 2. Same as base FfH, 15% (max 30%) damage to units within 2 squares of the mage.

Storm System: Air 3. Range 3 damaging spell, dealing more damage than maelstrom.

Fair Winds: Air 1. Speeds up naval units, as in base FfH.

Float: Air 2. Provides a promotion that allows flying. This will be changed in future updates to only allow crossing impassable terrain.

Fly: Air 3. Provides the "flying" promotion, that allows flying, and increases movement.

Lightning Elemental: Air 1 Ritual summon. Low strength unit with blitz.

Air Elemental: Air 2 Ritual Summon. Fast unit that spawns Lightning elementals when it wins.



Water Spells:

Spoiler :


Themes: Terraforming, water transport.

Rainfall: Water 1. Does what the Spring spell does in base FfH. Deserts turned to plains, grasslands to marshes.

Spring: Water 2. Dispells negative effects, heals units a small amount.

Well: Water 3. Creates a well feature in the tile. Wells add some food and commerce, and allow irrigation in surrounding tiles.

Coast Walking: Water 1. Provides a promotion to the mage that removes combat penalties for rivers and amphibious attacks. Will be changes to allow travel in shallow water, but not deep water.

Coast Travel: Water 2. Provides coast travel to the stack.

Water Walking: Water 2. Allows the mage to travel across water.

Water Travel: Water 3. Provides the water walking promotion to the stack.

Slime Creature: Water 1 Ritual Summon. Low strength unit that can cross water.

Water Elemental: Water 2 Ritual Summon. High strength unit, splits when it looses, can cross water. Like the base FfH water elemental.



Ice:

Spoiler :


Themes: Slowing or preventing action, terraforming to cold lands.

Slow: Ice 1. 3 levels of the spell are in the game, requiring increasing levels of ice magic, that each slow nearby enemies by 1 movement.

Mind Freeze: Ice 2. Reduces the nearby channeling points of enemies by 5.

Disable: Ice 3. Units cannot cast non-channeling spells that turn.

Winter: Ice 1. Turns grass, desert, plains, and hell terrain equivalents, to Tundra.

Frozen Lands: Ice 2. Turns Tundra to Ice.

Snowfall: Ice 3. Same as Base FfH snowfalll. (Temporarily turns all terrain to ice, deals high damage to nearby units.)

Summon Frostling: Ice 1 ritual summon. Creates a Frostling.

Summon Ice elemental: Ice 2 ritual summon. Creates an Ice elemental. Same as base FfH.



Earth:

Spoiler :


Themes: Defense, Hill (and in the future, mountain) terraforming.

Stone Wall: Earth 1. Same as base FfH. Creates an improvement that increases city defense. Has 3 levels requiring increasing earth magic, allowing buildings that add further to city defense.

Stoneskin: Earth 2. Provides units in the stack with the stoneskin promotion, and provides the caster with an additional defensive promotion.

Hillfort: Earth 3. Creates a fortress improvement. Can only be used on Hills.

Flatten: Earth 1. Changes the terrain from hills to flatland.

Rolling Hills: Earth 1. Changes the terrain from flatland to hills.

Prospecting: Earth 2. Changes various types of mineral, metal, and gem resources to other types. Works like the "fertility" spell found in several mods.

Living Rocks: Earth 1 ritual summon. Summons a relatively weak unit.

Earth Elemental: Earth 2 ritual summon. Summons a relatively strong unit.



Body:

Spoiler :


Themes: unit augmentation, growth and productivity increases with costs.

Haste: Body 1. 3 levels of spell requiring increasing body magic, each adding 1 movement to living units.

Regeneration: Body 2. 2 levels of spells, adding promotions that improve the health regeneration of living units.

Graft Flesh: Body 3. Instead of summoning a Flesh Golem, provides the caster with a promotion that allows it to be improved in the same manner as a flesh golem in base FfH.

Lust: Body 1. 3 levels, each creating a more powerful building. Improves the amount of food stored in a city, but decreases health and increases crime. (Think overwhelming, out of control lust, to get an idea where I'm going with this spell.)

Unnatural Experiments: Body 2. 2 levels of the spell, creating a buildings with increasing benefits. Improves the productivity of a city, and provides units with promotions increasing strength, but at the cost of happiness. (Mutations and/or insanity will likely be added to this in the future.)

Unnatural Growth: Body 3. Creates a unit that improves growth rate, food production, and healing rate. I'll have to figure out the cost in a future update. (I'm hopingo t come up with something different from the other body buildings, and something that the other body buildings can't cancel out.)

Homunculus: Body 1 ritual summon. Has march, relatively weak in combat.

Flesh Golem: Body 2 ritual summon. Same as the regular flesh golem, apart from being unlimited. (The ability to add to flesh golem is switched from the unit itself to the promotion given by Graft Flesh. This promotion is automatic on flesh golems.) Though flesh golems are now unlimited, the spell to improve them costs mana, which hopefully will limit the power that can be added to them.



Force:

Spoiler :


Themes: bombardment, negotiation, movement control

Accelerate: Force 1. Three levels, requiring increasing force magic, that add different promotions. The accelerated promotions are applied ot golem and mechanical units, and increases movement by 1.

Telekinesis: Force 2. Provides a promotion ot siege units that improves their bombardment ability and collateral damage.

Agreement: Force 3. Permanently increases all diplomatic relations by 1. (a.k.a. the trust spell from base FfH.)

Root: Force 1. Slows nearby enemy units. Three levels, each adding a different slowing promotion.

Push: Force 2. Pushes units away. 2 levels of the spell exist, the second level needs Force 3 and has a longer range.

Wall of Force: Force 3. produces a building that prevents units below a certain level from attacking a city.

Telekinetic: Force 1 ritual summon. Produces a weak unit that can bombard, and has a lot of first strikes.

Poltergeist: Force 2 ritual summon. Same abilities as a telekinetic, but more powerful.



Nature:

Spoiler :


Themes: forests, terraforming, some defense

Treetop Defense: Nature 1. Fortifies units in a square if the square is a forest. Same as base FfH.

Poisoned Blade: Nature 2. Adds 1 poison combat strength the recon units. Same as base FfH.

Animal Companions: Nature 3. Summons 3 animals, the exact types depend on the type of terrain.

Regrow: Nature 1. Has a chance (per tile) to remove hell terrain from surrounding tiles, converts city ruins to forest. (A.k.a., a less powerful version of Sanctify)

Bloom: Nature 2. Creates a new forest in a tile. Same as the Fellowship of Leaves spell.

Vitalize: Nature 3. Changes terrain from ice to tundra, tundra to plains, plains to grass, and desert to plains. Same as base FfH.

Ground snakes: Nature 1 ritual summon. Medium defensive unit, but weak on attack.

Guardian Vines: Nature 2 ritual summon. Strong defensive unit.



Enchantment

Spoiler :


Themes: Unit improvement, happiness, city productivity

Enchanted Blade: Enchantment 1. Provides a percent bonus to strength in combat. Has three different levels of spells, providing more promotions with this effect.

Quickstrike: Enchantment 2. Two different levels of spells provide promotions that increase first strikes.

Living Weapons: Enchantment 3. Provides a promotion that adds 2 to combat strength.

Repair: Enchantment 1 for dwarves. Same as base FfH, heals golems and mechanical units.

Trinkets: Enchantment 1. Creates a building that improves happiness and produces gold.

Clockwork Machines: Enchantment 2. 2 levels. Creates a building that provides free engineer specialists and some extra engineer slots.

Living Tools: Building that improves production and gold.

Striking Sword: Enchantment 1 Ritual Summon. Summons a melee unit.

Floating Staff: Enchantment 2 Ritual Summon. Summons a unit with a lot of first strikes.



Creation

Spoiler :


Themes: Growth, resource manipulation

Growth: Creation 1. Three levels, improves food stored, and increases health from some bonuses. Less powerful than the body spell, but with no disadvantages.

Food Gardens: Creation 2. 2 levels. Improves food production in a city.

Birth: Creation 3. Increases the city's population by 1. Unlike other mods, the spell is not limited to cities below size 8, instead, the mana cost should act as a limiter.

Culture: Creation 1. One time culture increase for a city.

Fertility: Creation 2. Changes different livestock and crop resources into other types.

Discovery: Creation 3. If no surrounding tiles contain resources, creates a new plant or animal resource on that tile.



Metamagic

Spoiler :


Themes: Magic manipulation of all types.

These spells will probably change significantly as I get the rest of the spells sorted out.

Floating Eye: Metamagic 1. Summons an air unit that can be used to scout. Same as base FfH.

Dispell Magic: Metamagic 2. Removes debuffs on allies, buffs on enemies. Changes magic nodes to raw mana. Same as base FfH.

Supported Sorcery: Metamagic 3. Increases the channeling points of nearby friendly units.

Djinn: Metamagic 2 ritual summon. Has an attunement to all mana types.



Life:

Spoiler :


Themes: Healing and related skills, currently anti-undead and hell.

Rejuvenate: Life 1. Heals units in the stack for a small amount.

Unyielding: Life 2. Adds a promotion to living units that heals after combat.

Second Chance: Life 3. Adds the immortal promotion to units in the stack.

Sanctify : Life 1. Removes hell terrain from the surrounding tiles, removes city ruins. Same as base FfH.

Destroy Undead: Life 2. Deals a large amount of damage to nearby undead units.

Everlast: Life 3. Turns the caster into a Lich.

Ressurection: Life 3. Brings back a hero, or brings back a champion from a graveyard.

Great Healer: Life 1 ritual summon. Summons a unit that acts like a medic for 50% health per turn.

Martyr: Life 2 ritual summon. Summons a strong unit that, when it dies, heals all units in the tile, and provides a promotion that greatly increases the unit's strength next combat.



Law

Spoiler :


Theme: happiness and order, combat improvements.

Loyalty: Law 1. Improves combat strength slightly, prevents conversion. Higher levels increase fear. Mostly the same as base FfH.

Organization: Law 2. Summons a medium strength unit that reduces total unit maintenance.

Valor: Law 3. Adds a promotion that increases experience per combat by 1.

Obedience: Law 1. Building that increases happiness and reduces crime. 3 levels.

Public Order: Law 2. Stops revolts and hurry/slave unhappiness.

Unyielding Order: Law 3. Same as the order religius spell. Eliminates unhappiness and reduces city maintenance.



Mind

Spoiler :


Themes: research, unit manipulation.

Inspiration: Mind 1. Creates a building that increases research, and scientist great person point production. 3 levels.

Inquisitiveness: Mind 2. Provides free scientist specialists, and a scientist specialist slot. 2 levels.

Learning: Mind 3. Increases science and great person point production.

Confusion: Mind 1. Nearby enemies get a promotion that decreases their attack strength.

Charm person: Mind 2. Nearby enemies are stuck in place. Has 2 levels, the higher level has a lower resist chance.

Dominate: Mind 3. Has a chance to take control of an enemy unit.

Phantasm: Mind 1 ritual summon. Summons a low strength illusion.

Boggart: Mind 2 ritual summon. Summons a creature that causes fear.



Spirit

Spoiler :


Themes: Faith and happiness, some unit bonuses.

Courage: Spirit 1. Prevents fear, and provides a stack healing promotion. Higher levels prevent capture as well. 3 levels.

Fighting Spirit: Spirit 2. Improves city attack and defense. 2 levels.

Spirit Guide: Spirit 3. Provides the spirit guide promotion to units in the stack.

FaithL: Spirit 1. A building that improves faith production and happiness. 3 levels.

Hope: Spirit 2. A building that improves happiness and culture. Same as base FfH. 2 levels.

Trust: Spirit 3. One time diplomatic improvement for all civilizations. Same as base FfH.



Sun

Spoiler :


Themes: Vision, hot terraforming. Espionage defense will get added when the spy system is added.

Scorch: Sun 1. Changes terrain to hotter or drier types.

Sunbeam: Sun 2. Dispels negative effects and deals some damage to undead and demons.

Far Sight: Sun 1. Increases the sight range of units in the stack. 3 levels.

Clear Vision: Sun 2. Allows units in the stack to see invisible units.

Luminar: Sun 1 ritual summon. Summons a creature that can see invisible, and farther than usual.

Aurealis: Sun 2 ritual summon. Same as base FfH.



Entropy

Spoiler :


Themes: debuffs, disease, decay

Rust: Entropy 1. Removes metal promotions, reduces combat strength. 3 levels.

Power Drain: Entropy 2. Reduces nearby enemy channeling points.

Wither: Entropy 3. Damages enemies, and reduces their combat strength.

Pestilence: Entropy 1. Has a chance to disease nearby enemies.

Hell Lands: Entropy 2. Changes the tile of the caster to hell terrain.

Plague: Entropy 3. Has a chance ot apply the plagued promotion to nearby enemies.



Chaos

Spoiler :


Themes: Randomness. In the future, riots, unhappiness, and diplomatic problems may be added as effects.

Disfavor: Chaos 1. Causes a random promotion to nearby enemies, either decreasing movement, combat strength, or first strikes.

Mutation: Chaos 2. Causes random promotions.

Wonder: Chaos 3. Casts a random spell.

Pit Beast: Chaos 1 ritual summon. Creates a standard fighting unit.

Changeling: Chaos 2 ritual summon. Creates a unit that mutates after each battle.



Dimensional

Spoiler :


Themes: teleportation. In the future, summoning, and possibly other types of movement abilities will be added.

Escape: Dimensional 1. Teleports the unit back to the capital.

Withdraw: Dimensional 2. Adds a promotion to the stack that increases unit withdrawal chance.

Gate: Dimensional 3. Creates a gate structure within a city.



Shadow

Spoiler :


Themes: hiding, hidden nationality. Espionage support will be added when espionage is added.

Covering: Shadow 1. Adds the hidden nationality promotion to the stack.

Watcher: Shadow 2. Summons a temporary low strength, hidden unit.

Shadowwalk: Shadow 3. Provides the hidden promotion to the stack.

Smoke Creature: Shadow 1 ritual summon. Summons a hidden nationality unit.

Mistform: Shadow 2 ritual summon. Summons a hidden nationality, hidden unit. Similar to the base FfH unit.



Death

Spoiler :


Death has been changed to better reflect the official backstory role of death within the FfH universe, with skeletons, wraiths, and such moved to evil magic.

Themes: rest, calmness

Rest: Death 1. Gives the stack a promotion that holds units in place for a turn, but provides extra healing and defensive strength. 3 levels.

Tiredness: Death 1. Slows nearby enemy units. 3 levels.

Unbreathing: Death 3. Allows water walking.



Good:

Spoiler :


I've added magic types for all three alignments. Currently, spells and promotions are available to any mages, but they will be changed in a future update to require that the civilization be a particular alignment.

Minor Angel: Good 1. Summons a unit that last longer if it wins a battle.

Einerjar: Good 2. Summons a unit that lasts longer when it wins a battle. Same as base FfH

Heavenly Host: Good 3. Summons a unit that lasts longer if it wins a battle.



Neutral:

Spoiler :


I've added magic types for all three alignments. Currently, spells and promotions are available to any mages, but they will be changed in a future update to require that the civilization be a particular alignment.

Minor Elemental: Neutral 1. Summons a unit that has a variety of damage types.

Elemental Storm: Neutral 2. Summons a unit that has a variety of damage types.

Raging Nature: Neutral 3. Summons a unit that has a variety of damage types.



Evil

Spoiler :


Skeleton: Summons a permanent, low strength unit. Same as base FfH.

Spectre: Summons a medium strength, fear causing, temporary unit. Like base FfH, but with a higher base strength and no affinity.

Wraith: summons a high strength, fear causing unit. Like base FfH, but with a higher base strength and no affinity.





 
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