esvath
Apprentice of Erebus
- Joined
- Mar 27, 2008
- Messages
- 1,403
Hello, guys.
Finally Amurites + v.2.0 is up! This mod will put more emphasis to the QUALITY of Amurites magic, instead of quantity.
Please follow this instruction to play :
Changelog :
version 2.0 :
Finally Amurites + v.2.0 is up! This mod will put more emphasis to the QUALITY of Amurites magic, instead of quantity.
Please follow this instruction to play :
- Download the file on the end of this post.
- Unzip the file.
- Put the folders into your FfH/Asset (if you want to keep the old ones, copy FfH first then copy from Amurites + in one of your FfH game folder)
- This version is compatible with FfH2 .40z and BTS 3.17 (I know, I know but I don't intend to upgrade to 3.19 soon...)
Changelog :
version 2.0 :
- Wizard get spells : buff, curse and build permanent building. All build-spell will sacrifice the caster. The spells are :
- Build Wizard Tower (req mage guild, build by Wizard with Metamagic II) : +1 +4, +10%, +10% defense, +10 resist magic, +1 slot scientist.
- Build Naturalist Garden (req Wizard Tower, Grove UB, build by Wizard with Nature II) : +1, +1, +1, +10% defense
- Build Enchanter Enclave (req Wizard Tower, Money Changer UB, Enchantment II) : +1, +1, +25%, +10% defense
- Build Mage Council (req Wizard Tower, UB, Law II) : -25% maintenance, -25% war weariness, +1, +2
- Build Sirona Abbey (req Wizard Tower, Infirmary UB, Spirit II) : +3, +10%, +25% heal rate, +10% defense
- Build Mentalist Chamber (req Wizard Tower, Alchemy Lab UB, Mind II) : +4, +25%, +20% maintenance
- Build Witch Coven (req Wizard Tower, Forge UB, Shadow II) : +2, +25%, +3, +1 with gold, incense, reagents
- Build Warlock Dungeon (req Wizard Tower, Dungeon UB, Entropy II) : +20%, -50% war weariness, +10% maintenance, +1
- Buff Golden Armor : (req in City with Wizard Tower, Sun II) : grant Golden Armor promotion to your Archer, Melee, Disciple, Mounted, Recon Units. Golden Armor effect similar to Stoneskins with +30% chance wearing off/turn.
- Buff Unliving Health : (req in City with Wizard Tower, Death II) : grant Unliving Health promotion to your Undead and Demon Units. Promotion effect : march, cannibalize, +30% chance wearing off/turn.
- Curse Paralysis : (req in City with Wizard Tower, Body II) : paralyzed all enemies in 1-tile radius. Resistable, dispellable
- Curse Dazzle : (req in City with Wizard Tower, Chaos II) : give all enemies in 1-tile radius following effects (applied randomly) : enraged, paralyzed, charmed, fatigued, hasted, dance of blades, golden armor, slow, enervated.
- Summon Lifespark : (req in City with Wizard Tower, Life II) : summon a Lifespark (invisible, elemental, flying, 2 move, permanent summon, can be killed to heal one of your unit)
- Give a big AIweight on these spells so the AI will actually cast those. I already proved it.
- Tweaks on various spells visual effect and sound. We have so many spectacular visual effects and I tried to use them all. So, good bye to SPELL1 and SPELL2 each time we cast a spell!
- Merged in Valkrionn's Dwarven Mine improvement for Khazad
- Add Dwarven Worker (Khazad Worker UU)
- Merged in Valkrionn's and Deon's Bedouin Sit improvement for Malakim
- Removed Malakim +2 bonus on desert
- Add Bedouin (Malakim Worker UU)
- Add Angel of Death and Seraphim new graphic
- Several minor changes to tweak FfH (I told you, this gonna be a FfH + eventually)