mimic
Magic Box
FfH2 Multiplayer Modmod [Vers 1.2 Out of beta! Yay]
This modmod "rebalances" FfH2 for a PvP experience, it makes using spells more tactical and adds more roleplaying options, also has many minor tweaks to improve MP games.
Major Features:
1. Create a Leader (CAL) this is basically a custom leader for every civilization that can choose two traits upon game startup and choose a starting alignment, this is especially good for RP games.
2. Casting time for spells, powerful spells take a certain amount of turn to cast (max 2 turns) spells that have this include Tsunami and Pillar of Fire etc (Maelstorm and fireball do not have a casting time)
3. Multiplayer Scenarios, I allowed certain scenarios to be played in multiplayer, although they need some fine tuning yet. (The Momus and The Splintered Court etc)
4. [OPTIONAL] Regicide, once you start a game you will spawn with your chosen leader as a unit, this includes CaL leaders who can be customized in many ways, the CaL kings abilities are based upon what traits you chose and what unit class it is. So for example if you chose the centaur king (unique king for kuriotates) and took Arcane as a trait the Centaur King would be able to use magic.
Regicide is out of date and doesnt include many of the latest features.
5. Modder resources for map making such as the sand worm
Also new lairs like Red Wyrm and Werewolf Lairs.
NOTE: These things can only be accessed through world builder.
Current bonuses gained from traits (all these are king only, they get the normal bonuses from traits also)
Aggressive: Gives +1 attack and defence, gives +50% city attack and more exp from combat
Arcane: Can learn magic no matter what class it is
Charismatic: Can use Morale ability
Defender: Get +2 defence and +50% city defence
Philosophical: has a higher view range and can see invisible
Raider: can recruit mercenary and gets +1 first strike
I still need to do the other traits, ideas?
Regicide can only be used if you download the regicide version of the mod
List of changes:
Known Bugs:
1. If you upgrade the king unit before choosing your traits the king unit will not get its special abilities
2.If the game music is not playing, save and reload the game to get it working
Special thanks to:
This mod requires FfH 41 d, read the readme file for installation instructions.
If you have an older version do a clean install, it will not overwrite your standard ffh directory.
This modmod "rebalances" FfH2 for a PvP experience, it makes using spells more tactical and adds more roleplaying options, also has many minor tweaks to improve MP games.
Major Features:
1. Create a Leader (CAL) this is basically a custom leader for every civilization that can choose two traits upon game startup and choose a starting alignment, this is especially good for RP games.
2. Casting time for spells, powerful spells take a certain amount of turn to cast (max 2 turns) spells that have this include Tsunami and Pillar of Fire etc (Maelstorm and fireball do not have a casting time)
3. Multiplayer Scenarios, I allowed certain scenarios to be played in multiplayer, although they need some fine tuning yet. (The Momus and The Splintered Court etc)
4. [OPTIONAL] Regicide, once you start a game you will spawn with your chosen leader as a unit, this includes CaL leaders who can be customized in many ways, the CaL kings abilities are based upon what traits you chose and what unit class it is. So for example if you chose the centaur king (unique king for kuriotates) and took Arcane as a trait the Centaur King would be able to use magic.
Regicide is out of date and doesnt include many of the latest features.
5. Modder resources for map making such as the sand worm
Also new lairs like Red Wyrm and Werewolf Lairs.
NOTE: These things can only be accessed through world builder.
Current bonuses gained from traits (all these are king only, they get the normal bonuses from traits also)
Spoiler :
Aggressive: Gives +1 attack and defence, gives +50% city attack and more exp from combat
Arcane: Can learn magic no matter what class it is
Charismatic: Can use Morale ability
Defender: Get +2 defence and +50% city defence
Philosophical: has a higher view range and can see invisible
Raider: can recruit mercenary and gets +1 first strike
I still need to do the other traits, ideas?
Regicide can only be used if you download the regicide version of the mod
List of changes:
- Reduced techcost of certain techs to elimate stagnation that occurs in MP games.
- Made Vampires build cost higher, they can now take death, mind and shadow but they require the mana and tech.
- Made certain units never obsolete (moroi, bloodpet, goblin and soldier of kilmorph)
- Reduced cost of Illian rituals Ascending and The Draw
- Made Horse Archers able to upgrade to Immortal (at level 6)
- Rangers can now upgrade into Immortal (at level 6)
- Replaced Chalids +2 affinity to sun mana with +2 fire damage
- Defensive trait now gives 25% str in borders (and 10% withdraw)
- Made formation (40% vs mounted) easier to obtain.
- Gave spiritual to both Einon and Ethne, removed tolererant from them and gave it to Cassiel
- Added new building "Circle of Warding" (available at arcane lore) that gives +25% magic resistance to units in city, Arcane trait gives 100% production to building it.
- There is a max limit of 6 on all priest units (unlimited disciples, still max 4 of high priests)
- Dragons can now move over all terrain
- Create a Leader implemented
- Illians can now complete stir from slumber without having to kill another player
- Host of the Einherjar starts with guardsmen promotion
- Powerful spells now have a delay
- Priests of Winter can now be rebuilt if killed (requires temple of the hand and priesthood)
- Gold can now be traded at cartography
- Gave +1 commerce on snow rivers
- New building "Mushroom Cave" for Khazad that gives +2 food and +1 healthyness
- Hidden is no longer removed by combat (it is still removed by casting)
- Allowed certain scenrarios to be played in MP
- Made more game options available
- Sidar palace hides units in borders
- Stoneskin ogres get stoneskin after combat
- Shadows require Council of Esus as a state religion to be built
- Treants can bombard (-10%)
- Removed +2 unholy combat from Aeron's Chosen promotion and removed ignore first strikes, but now it allows Body1 and Body2 spells
- Paramander start with magic resistance and get a 25% bonus vs arcane units
- Doviello beastmen can build camps without hunting (can build roads also)
- Added new traits to cals list of pickable traits (Defensive, Magic Resistant, Summoner, Igenuity)
- Gave cal new trait "special" that allows barbarian or agnostic or none (ai wont use these)
- New diplo music for CaL
- Added 2 more levels to bounty hunter promo
- CaL Kings will get promotions based of their traits, so with arcane a king can use magic
- Removed weapon promos from firebows and but let them gain fire damage from "fire arrow" promotion path, this also lets them summon a "Fire Arrow" which is half the strength of a fireball and does not cause collateral damage or bombard
Known Bugs:
1. If you upgrade the king unit before choosing your traits the king unit will not get its special abilities
2.If the game music is not playing, save and reload the game to get it working
Special thanks to:
- EmporerFool
- Deliverator
- Cyther
- Honor
- Rystic
- Sephi
- Tasunke
This mod requires FfH 41 d, read the readme file for installation instructions.
If you have an older version do a clean install, it will not overwrite your standard ffh directory.