This module is called more magic module, but the emphasis should be on the word my. I am a firm believer in the kitchen sink philosophy of modding, and this is my collection of favorite ideas. While I doubt anyone but me will want to play with them all at once, hopefully you'll like at least one.
Everyone so far has hated the Nether Portal, so I broke the module up into several pieces. Here they are. Currently, only modules 1 and 6 can be downloaded. I want to do some more testing before I release the others. You guys have high standards! And I don't want to publish any more stupid mistakes. Like misspelling governor in every single xml file .
MODULE 1 City Governor
City governor: new unit build-able at code of laws. Has a national limit of 3. Has access to the following promotions.
Changelog
Version 1.3
Melante is now a City Governor
Only one city governor allowed per city.
Version 1.2
Number of times you can take economist, recreation, and city planner promotions cut.
Xp per turn moved from .5 to .25
Defense strength of city governor changed to 1.
MODULE 2 -Religion
(Requires city governor module)
Order
High Priests old spell, unyielding order, was removed. The new spell ends revolt, and instantly places a courthouse and walls in the city.
New unit, Inquisitor, added. High priests can become inquisitors, losing all promotions, but keeping any exp. Inquisitors function the same as city governors (See the Other category below), but have the advantage of more strength, start with all the xp of the high priest, and have better promotions to choose from. National limit of 2.
The Inquisitor unit does not have access to recreation. Instead it gets
Inquisition: Gives 1 happy, stackable.
Order priests are the best warrior priests in the game, thanks to command IV, but their spell requires them to sit at home. Since I want to have my cake and eat it too, I created the Inquisitor unit, so you can retire 2 priests and leave them behind to city-sit, while the rest get full use out of command IV
Empyrean: Added three new buildings.
New national wonder, college of magic. Gives xp to adepts, reagents, allows sage specialists, boosts research.
New national wonder, college of natural sciences. Gives xp to siege equipment, allows sage and engineer specialists, boosts research.
Cathedral, gives 2 happy, allows two priest specialists, trains disciple units, gives +1 with sun.
Empyrean's focus is on wisdom, so colleges seemed fitting. Plus, the civilopedia already mentions a textbook by Chalid.
ROK: Added buildings
Storage Pit: Gives 1 health, very small defense boost, stores 15% food.
Tunnel Maps: Boosts trade, 50% chance of discovering one of the following.
Fellowship of the Leaves:
Treant base spawn chance moved from 5 to 10 percent. Because I really like those ents.
Ashen Veil:
Unholy taint is now given by the temple, and is applied to all arcane and religious units. Xp given was also boosted.
Council of Esus:
New spell allows recon units to gain the council of Esus religion. Costs 100 gold. Requires council of Esus state religion and deception. Because yes, I DO reload the game until Rathus Denmora can cast mask. This way is much easier.
Octopus Overlords:
This spell gives between 2-5 xp (5-8 with theology). There are roughly 45 different results from this spell. Some effect the whole map, while others add a single promotion to the caster, but all of them are designed to be location and situtation independent. Or, in other words, it doesn't matter when or where you cast the spell. Each Cultist can cast the spell once. The negative results of this spell were designed to be "interesting". For example, units with the hunger promotion will try to eat a unit on a sorrounding square each turn. If the hungry cultist susceeds, the unit dies (without declaring war) and your cultist gains experiance. If you plan ahead, and keep the cultist in enemy territory, this promotion is a plus. If you forget about the unit and leave it in your own lands, well, then you have a problem.
There is a roughy 1/4 chance that the casting unit will die. Once you get theology, this 1/4 death chance is removed, and instead you have a 1/4 chance of your priest upgrading to a Speaker, the overlords high priest.
Cultists that upgrade to Speakers get a second use of the Channel spell. HOWEVER!!!! it will cast Channel as if you don't have theology. This means that when a Speaker casts Channel, it gains 2-5 xp, and has a 1/4 chance of death.
Here are some other fun effects of this spell.
Doom: This promotion has a ten turn duration. Once it reaches 0, the unit dies. What makes this interesting is that once the unit dies, either by being killed, having duration go down to 0, or being deleted by the player, the Doom jumps to a different unit. It (currently) cannot leave the game. Units with more than 30 xp are safe.
There are also two other promotions that are similar to this one, but less harsh.
Another effect creates an overpowered barbarian hero somewhere in the world.
One spell causes the cultist to "lose faith", and change to a different religion. So yes, if you cast channel, there is very small chance (5% or so) that your cultist can use spells of another religion.
Just to reassure you, the number of good effects and bad effects is equal. I just listed the bad effects because they are cooler.
Also, because I didn't know where else to stick them
New building, Prospecting: Chance of discovering metal resources within a three square radius. Is more effective with runes of kilomorph.
New building, Quarry Yard: Gives an engineer for each quarry in city area.
MODULE 3 -Portals
New building, Nether portal, is similar to Planar gate. Buildable at sorcery. It can summon the following units.
The research lab is similar to the Alchemy lab, is buildable at arcane lore, requires an alchemy lab in the city to be built, and also gives a 10% boost to rituals. Both of these buildings boost the number and variety of summons from the Nether portal AND Planar gate. (Kahdi gate unaffected. )
Nether portal summon numbers also boosted by having the arcane trait.
Lastly, the buildings required to get each unit for Planar gate have been changed
Chaos marauder, flaming eye, and Revelers do not require a building to spawn.
Mobious witch and tar demon require the alchemy lab in the city to spawn
Mantacor, Succubus, and minotaur require research lab in the city to spawn.
Hero now gives free xp up to 300.
MODULE 4 - More unique improvements
All credit/blame goes to my brother, since he did all of this part. I just took it from him and made it modular.
Lightning temple: Moves to a new place every turn. If your unit steps on the temple, your nation gains a 4 turn golden age.
Adelairs Cove: Has a mana source that changes now and then.
Ferbiots Citadel: When a unit goes on this improvement, they can create three 10 strength golems under your control. As long as unit remains on the citadel, the golems are yours. If unit is killed, or leaves, golems disappear. Enemies can claim citadel, and it's three golems, as well. Just play the game, and it will all make sense.
Changelog
Version 1.0- Now with 100% more art!
MODULE 5 - Shapeshifter
The shapeshifter unit requires Esus state religion, and alteration tech. It starts with 1 movement, 3 attack and defense, and can take any four of the following promotions, all of which are stackable.
It also has a spell called morph that removes all promotions, levels, xp ect... allowing the shapeshifter to take an entirely new set of 4 promotions.
National limit of 4.
New as of version 1.1
Changed the mechanics behind how shapeshifter can choose promotions. As a result, old promotions now remain on the unit, and it doesn't matter how much xp the unit has, you still only get four promotions.
MODULE 6 - Spirits
I stole the idea, and some of the code, for this mod entirely from Magister Cultuum. As they say, imitation is the highest form of flattery, so hopefully he is pleased to see his ideas adapted for Rife.
Short version of changes: You can now resurrect all heros, and some units. Also, Basium gets a hammer!
Long, somewhat technical version: When a unit dies, its soul, or "Slaugh" as Magister puts it in his mod, has a chance of lingering in Erebus. Units with the hero promotion have a 100% chance of remaining. Other units have a (unit level * 4)% chance of remaining. Death, life, and especially spirit promotions boost your chances.
Hero units, and units with spirit 3, remain forever. Other unit's souls remain for (unit level + 5) turns. After that they are gone for good.
What the resurrection spell does, is pick a random Slaugh, and bring it back to life. Each unit can be resurrected in this fashion once.
Example: Your hero, Bambur dies. Five hundred turns pass. Then, you get an archmage with life 3, and cast resurrection. Bambur comes back to life, with all the promotions he had previously.
Basium enters the game with a hammer. When a demon is killed by the unit weilding the hammer (Usually Basium, but you can kill him and take the hammer like any equitment), the unit with the hammer gets +5% strength. Any unit with entropy 2 can destroy the hammer. When that happens, every demon killed with the hammer reappears, under the control of the demon barbarian faction.
Lastly, there is a price for casting resurrection repeatedly. After a certain number of casts (I'm still trying to decide how many) something really horrible happens. DON'T READ THE SPOILER UNLESS YOU ARE THE SORT OF PERSON THAT LOOKS AT CHRISTMAS PRESENTS EARLY!!!
If you cast resurrection enough, Laroth will use the spell to escape the vault he is stuck in (Look at the Magister mod for lore, not me).
Any units killed by the netherblade, by Laroth himself, or by Laroth's legionnaire's will resurrect each turn on Laroth's square. Any undead units in a two square radious will come under Laroth's control.
Also, resurrection spell will now create some nasty barbarian units placed randomly over the world.
Laroth is controled by the barbarians, like the four horsemen. When he dies, all units with immortal, or death magic die with him. I'm considering changing this, seeing as it kills every single scion and d'tesh, but it stays for now.
The number of times you need to cast resurrection to call Laroth scales with map size. That said, on a regular size map, you need to resurrect a total of sixty unit levels to call Laroth (That's three level twenty units, or six level ten units.) This is another thing I'm still balancing.
While I stole many of the ideas from Magister's mod, the implementation is rather different. In this module, the units come back fully, not as champions with the promotions they had in life. The SPOILER mentioned above is also new. Lastly, you can't control who you resurrect, unlike in Magister's mod.
You cannot resurrect units of other religions, nor can you resurrect other nations national hero's. No one can resurrect any of the five horsemen of the apocalypse. There is also a new hero, Gosea, who can only be obtained through resurrection.
Bugs: Foxtools library is missing some white hand religious units, so those aren't blocked from resurrection. The same goes for several of the OO religious units, though I have NO IDEA why they mess the spell up. I triple checked my spelling, and everything. I could fix these bugs right now, but the spell just looks UGLY with gc.getUnitTypeInfo sticking out for a bunch of units.
The original resurrection spell remains in the game, because it refused to allow itself to be overwritten (???). Lastly, units carrying the nether blade AND being able to convert units (Command 1, 2, 3, ect...) can both capture a unit and create a Slaugh. No idea how to fix this, and I don't care enough to try. Same goes for an angel and a Slaugh being created by the same unit. The Infernal already get two manes for each evil unit killed anyway, so I figure these people's souls can withstand a bit more stretching.
I'll try and squash some of these bugs, but not until after I finish the ritual module. I should have it done shortly after 1.31 is released.
In case you are wondering how I did this...
If a unit dies and IF it manages to become a slaugh, a copy of the unit is placed on square 0,0 of the map under barbarian control. The copy has the Slaugh promotion, which makes invisible, blind, flying, free unit, and some other things. If the unit doesn't have the hero promotion, it also gets a unit duration. Resurrection picks a random unit on plot 0,0 with the slaugh promotion to resurrect then moves that unit to the casters square (changing to your nationality) with all promotions EXCEPT the slaugh promotion. The new unit also gets weakened soul, which prevents it from being resurrected again.
Units killed by the hammer and nether blade have a 100% chance of becoming Slaughs, only they have their own special promotions that make them ineligable for resurrection. Like with the hero promotion, they remain there forever, until they are summoned.
You know how the grigori, archos and others have that little counter for things like heros and spiders? Well, it turns out every nation has their own civ counter, but most are not being used. Each time resurrection is cast, I add +1 to the civ counter for the barbarians. SPOILER happens when that counter reaches the magic number.
Grimmer grimoire: I added in more results for the grimoire. As always, code stolen from Magister.
MODULE 7 - rituals --Coming soon. Probably after the release of 1.31
Requires spirit module
Eclipse: Esus only. Adds Council of Esus to some citys and units. Removes Empyrean from some citys and units. Civilizations with Esus religion gain golden age, civilizations with Empyrean gain several turns of disorder. Can be built once.
Tainted Mana: All units with channeling 1,2, or 3 have a chance of gaining enraged, modified by the units magic resist. All mana nodes returned to base mana, and baddies spawned based on the mana source. Can be built unlimited times.
Example: The ice node goes back to raw mana, and an ice elemental spawns there.
Rising ocean: Raises ocean level. Can be built unlimited times.
Bar gates of death: All units, on death, have a 100% chance of becoming Slaughs. They also remain on erebus forever. SPOILER is blocked from happening. However, units can still only be resurrected once. Can be built once.
Master of magic: All units with channeling 1,2 or 3 are teleported to the capitol of the nation that has created this ritual. Resistable. Can be built once.
Both master of magic and tainted mana seem like game-killers for the amurites, but remember, all of their units have high resistance to magic. That said, if it still hits them too hard, I'll give their units a bonus chance to resist.
Future plans
Release module 7
Balancing
Add more results to channeling.
Possibly add new artwork. If I feel like it.
Any help, advice, criticism or comments would be appreciated. I would especially appreciate advice regarding balance, as so far everyone has said these modules are OP.
Everyone so far has hated the Nether Portal, so I broke the module up into several pieces. Here they are. Currently, only modules 1 and 6 can be downloaded. I want to do some more testing before I release the others. You guys have high standards! And I don't want to publish any more stupid mistakes. Like misspelling governor in every single xml file .
MODULE 1 City Governor
City governor: new unit build-able at code of laws. Has a national limit of 3. Has access to the following promotions.
- City Planner: Each promotion gives 1 health to the city the unit is stationed in. Can be taken four times.
- Master Architect: Gives two culture, 3 defense, stackable.
- Politician: The first promotion gives 2 untyped GPP, the second gives 1. Can be taken twice.
- Engineer: Gives 1 production, stackable.
- Economist: Gives 1 trade route, can be taken 2 times.
- Recreation: Gives 1 happy, can be taken 2 times.
- General: Gives 8 defense, stackable.
- Guild Advisor: Gives 1 gold, stackable.
Changelog
Version 1.3
Melante is now a City Governor
Only one city governor allowed per city.
Version 1.2
Number of times you can take economist, recreation, and city planner promotions cut.
Xp per turn moved from .5 to .25
Defense strength of city governor changed to 1.
MODULE 2 -Religion
(Requires city governor module)
Order
Spoiler :
High Priests old spell, unyielding order, was removed. The new spell ends revolt, and instantly places a courthouse and walls in the city.
New unit, Inquisitor, added. High priests can become inquisitors, losing all promotions, but keeping any exp. Inquisitors function the same as city governors (See the Other category below), but have the advantage of more strength, start with all the xp of the high priest, and have better promotions to choose from. National limit of 2.
The Inquisitor unit does not have access to recreation. Instead it gets
Inquisition: Gives 1 happy, stackable.
Order priests are the best warrior priests in the game, thanks to command IV, but their spell requires them to sit at home. Since I want to have my cake and eat it too, I created the Inquisitor unit, so you can retire 2 priests and leave them behind to city-sit, while the rest get full use out of command IV
Empyrean: Added three new buildings.
Spoiler :
New national wonder, college of magic. Gives xp to adepts, reagents, allows sage specialists, boosts research.
New national wonder, college of natural sciences. Gives xp to siege equipment, allows sage and engineer specialists, boosts research.
Cathedral, gives 2 happy, allows two priest specialists, trains disciple units, gives +1 with sun.
Empyrean's focus is on wisdom, so colleges seemed fitting. Plus, the civilopedia already mentions a textbook by Chalid.
ROK: Added buildings
Spoiler :
Storage Pit: Gives 1 health, very small defense boost, stores 15% food.
Tunnel Maps: Boosts trade, 50% chance of discovering one of the following.
- Cavern: Most common result. Can be upgraded to farm, underground city, or temple.
- Bottomless Chasm: Gives production, 1 resource. I made three different versions of this building, each giving a different resource.
- Crystal Caverns: Gives income, artist.
- Mushroom Garden: Gives some food, 1 health, mushrooms.
Fellowship of the Leaves:
Treant base spawn chance moved from 5 to 10 percent. Because I really like those ents.
Ashen Veil:
Unholy taint is now given by the temple, and is applied to all arcane and religious units. Xp given was also boosted.
Council of Esus:
New spell allows recon units to gain the council of Esus religion. Costs 100 gold. Requires council of Esus state religion and deception. Because yes, I DO reload the game until Rathus Denmora can cast mask. This way is much easier.
Octopus Overlords:
Spoiler :
This spell gives between 2-5 xp (5-8 with theology). There are roughly 45 different results from this spell. Some effect the whole map, while others add a single promotion to the caster, but all of them are designed to be location and situtation independent. Or, in other words, it doesn't matter when or where you cast the spell. Each Cultist can cast the spell once. The negative results of this spell were designed to be "interesting". For example, units with the hunger promotion will try to eat a unit on a sorrounding square each turn. If the hungry cultist susceeds, the unit dies (without declaring war) and your cultist gains experiance. If you plan ahead, and keep the cultist in enemy territory, this promotion is a plus. If you forget about the unit and leave it in your own lands, well, then you have a problem.
There is a roughy 1/4 chance that the casting unit will die. Once you get theology, this 1/4 death chance is removed, and instead you have a 1/4 chance of your priest upgrading to a Speaker, the overlords high priest.
Cultists that upgrade to Speakers get a second use of the Channel spell. HOWEVER!!!! it will cast Channel as if you don't have theology. This means that when a Speaker casts Channel, it gains 2-5 xp, and has a 1/4 chance of death.
Here are some other fun effects of this spell.
Doom: This promotion has a ten turn duration. Once it reaches 0, the unit dies. What makes this interesting is that once the unit dies, either by being killed, having duration go down to 0, or being deleted by the player, the Doom jumps to a different unit. It (currently) cannot leave the game. Units with more than 30 xp are safe.
There are also two other promotions that are similar to this one, but less harsh.
Another effect creates an overpowered barbarian hero somewhere in the world.
One spell causes the cultist to "lose faith", and change to a different religion. So yes, if you cast channel, there is very small chance (5% or so) that your cultist can use spells of another religion.
Just to reassure you, the number of good effects and bad effects is equal. I just listed the bad effects because they are cooler.
Also, because I didn't know where else to stick them
New building, Prospecting: Chance of discovering metal resources within a three square radius. Is more effective with runes of kilomorph.
New building, Quarry Yard: Gives an engineer for each quarry in city area.
MODULE 3 -Portals
New building, Nether portal, is similar to Planar gate. Buildable at sorcery. It can summon the following units.
- Mana spirit: Can build roads, mana nodes, in one turn. Also has metamagic 2.
- Chaos Spirit: Has spell that casts wonder several times, then kills unit.
- Life spark: Has medic 1, 2, and 3, as well as life 1. Requires alchemy lab in city to spawn.
- Muse: Can give a free artist specialist to a city. Requires alchemy lab in city spawn.
- Intellectus: Has a spell that shares xp between units on it's stack. Total xp given = 15 + (2 * the amount of spirit, mind and metamagic mana you have). Kills unit. Requires new building, research lab, in city for it to spawn.
The research lab is similar to the Alchemy lab, is buildable at arcane lore, requires an alchemy lab in the city to be built, and also gives a 10% boost to rituals. Both of these buildings boost the number and variety of summons from the Nether portal AND Planar gate. (Kahdi gate unaffected. )
Nether portal summon numbers also boosted by having the arcane trait.
Lastly, the buildings required to get each unit for Planar gate have been changed
Chaos marauder, flaming eye, and Revelers do not require a building to spawn.
Mobious witch and tar demon require the alchemy lab in the city to spawn
Mantacor, Succubus, and minotaur require research lab in the city to spawn.
Hero now gives free xp up to 300.
MODULE 4 - More unique improvements
All credit/blame goes to my brother, since he did all of this part. I just took it from him and made it modular.
Lightning temple: Moves to a new place every turn. If your unit steps on the temple, your nation gains a 4 turn golden age.
Adelairs Cove: Has a mana source that changes now and then.
Ferbiots Citadel: When a unit goes on this improvement, they can create three 10 strength golems under your control. As long as unit remains on the citadel, the golems are yours. If unit is killed, or leaves, golems disappear. Enemies can claim citadel, and it's three golems, as well. Just play the game, and it will all make sense.
Changelog
Spoiler :
Version 1.0- Now with 100% more art!
MODULE 5 - Shapeshifter
The shapeshifter unit requires Esus state religion, and alteration tech. It starts with 1 movement, 3 attack and defense, and can take any four of the following promotions, all of which are stackable.
- Strength: Gives +1 attack strength, + 20% attack.
- Defense: Gives +1 defense strength, + 20% defense.
- Agility: Gives 1 move discount, +30% withdrawal, 2 first strike chances.
- Speed: Gives +1 movement.
- Forsight: Gives +2 first strikes, +4 first strike chances.
- Regeneration: Unit always heals, +10% healing in enemy land, +20% healing in neutral land, +30% healing in friendly land, +20% defense.
- Vision: Gives +1 sight, +3 perception.
- There are also 7 promotions, one for each damage type. Each gives +1 combat in that damage type, +20% defense in that damage type, and requires a specific resource. For example, icy touch requires ice mana, gives 1 cold combat, 20% resistance to cold damage.
It also has a spell called morph that removes all promotions, levels, xp ect... allowing the shapeshifter to take an entirely new set of 4 promotions.
National limit of 4.
New as of version 1.1
Changed the mechanics behind how shapeshifter can choose promotions. As a result, old promotions now remain on the unit, and it doesn't matter how much xp the unit has, you still only get four promotions.
MODULE 6 - Spirits
I stole the idea, and some of the code, for this mod entirely from Magister Cultuum. As they say, imitation is the highest form of flattery, so hopefully he is pleased to see his ideas adapted for Rife.
Short version of changes: You can now resurrect all heros, and some units. Also, Basium gets a hammer!
Long, somewhat technical version: When a unit dies, its soul, or "Slaugh" as Magister puts it in his mod, has a chance of lingering in Erebus. Units with the hero promotion have a 100% chance of remaining. Other units have a (unit level * 4)% chance of remaining. Death, life, and especially spirit promotions boost your chances.
Hero units, and units with spirit 3, remain forever. Other unit's souls remain for (unit level + 5) turns. After that they are gone for good.
What the resurrection spell does, is pick a random Slaugh, and bring it back to life. Each unit can be resurrected in this fashion once.
Example: Your hero, Bambur dies. Five hundred turns pass. Then, you get an archmage with life 3, and cast resurrection. Bambur comes back to life, with all the promotions he had previously.
Basium enters the game with a hammer. When a demon is killed by the unit weilding the hammer (Usually Basium, but you can kill him and take the hammer like any equitment), the unit with the hammer gets +5% strength. Any unit with entropy 2 can destroy the hammer. When that happens, every demon killed with the hammer reappears, under the control of the demon barbarian faction.
Lastly, there is a price for casting resurrection repeatedly. After a certain number of casts (I'm still trying to decide how many) something really horrible happens. DON'T READ THE SPOILER UNLESS YOU ARE THE SORT OF PERSON THAT LOOKS AT CHRISTMAS PRESENTS EARLY!!!
Spoiler :
If you cast resurrection enough, Laroth will use the spell to escape the vault he is stuck in (Look at the Magister mod for lore, not me).
Any units killed by the netherblade, by Laroth himself, or by Laroth's legionnaire's will resurrect each turn on Laroth's square. Any undead units in a two square radious will come under Laroth's control.
Also, resurrection spell will now create some nasty barbarian units placed randomly over the world.
Laroth is controled by the barbarians, like the four horsemen. When he dies, all units with immortal, or death magic die with him. I'm considering changing this, seeing as it kills every single scion and d'tesh, but it stays for now.
The number of times you need to cast resurrection to call Laroth scales with map size. That said, on a regular size map, you need to resurrect a total of sixty unit levels to call Laroth (That's three level twenty units, or six level ten units.) This is another thing I'm still balancing.
While I stole many of the ideas from Magister's mod, the implementation is rather different. In this module, the units come back fully, not as champions with the promotions they had in life. The SPOILER mentioned above is also new. Lastly, you can't control who you resurrect, unlike in Magister's mod.
You cannot resurrect units of other religions, nor can you resurrect other nations national hero's. No one can resurrect any of the five horsemen of the apocalypse. There is also a new hero, Gosea, who can only be obtained through resurrection.
Bugs: Foxtools library is missing some white hand religious units, so those aren't blocked from resurrection. The same goes for several of the OO religious units, though I have NO IDEA why they mess the spell up. I triple checked my spelling, and everything. I could fix these bugs right now, but the spell just looks UGLY with gc.getUnitTypeInfo sticking out for a bunch of units.
The original resurrection spell remains in the game, because it refused to allow itself to be overwritten (???). Lastly, units carrying the nether blade AND being able to convert units (Command 1, 2, 3, ect...) can both capture a unit and create a Slaugh. No idea how to fix this, and I don't care enough to try. Same goes for an angel and a Slaugh being created by the same unit. The Infernal already get two manes for each evil unit killed anyway, so I figure these people's souls can withstand a bit more stretching.
I'll try and squash some of these bugs, but not until after I finish the ritual module. I should have it done shortly after 1.31 is released.
In case you are wondering how I did this...
Spoiler :
If a unit dies and IF it manages to become a slaugh, a copy of the unit is placed on square 0,0 of the map under barbarian control. The copy has the Slaugh promotion, which makes invisible, blind, flying, free unit, and some other things. If the unit doesn't have the hero promotion, it also gets a unit duration. Resurrection picks a random unit on plot 0,0 with the slaugh promotion to resurrect then moves that unit to the casters square (changing to your nationality) with all promotions EXCEPT the slaugh promotion. The new unit also gets weakened soul, which prevents it from being resurrected again.
Units killed by the hammer and nether blade have a 100% chance of becoming Slaughs, only they have their own special promotions that make them ineligable for resurrection. Like with the hero promotion, they remain there forever, until they are summoned.
You know how the grigori, archos and others have that little counter for things like heros and spiders? Well, it turns out every nation has their own civ counter, but most are not being used. Each time resurrection is cast, I add +1 to the civ counter for the barbarians. SPOILER happens when that counter reaches the magic number.
Grimmer grimoire: I added in more results for the grimoire. As always, code stolen from Magister.
MODULE 7 - rituals --Coming soon. Probably after the release of 1.31
Requires spirit module
Eclipse: Esus only. Adds Council of Esus to some citys and units. Removes Empyrean from some citys and units. Civilizations with Esus religion gain golden age, civilizations with Empyrean gain several turns of disorder. Can be built once.
Tainted Mana: All units with channeling 1,2, or 3 have a chance of gaining enraged, modified by the units magic resist. All mana nodes returned to base mana, and baddies spawned based on the mana source. Can be built unlimited times.
Example: The ice node goes back to raw mana, and an ice elemental spawns there.
Rising ocean: Raises ocean level. Can be built unlimited times.
Bar gates of death: All units, on death, have a 100% chance of becoming Slaughs. They also remain on erebus forever. SPOILER is blocked from happening. However, units can still only be resurrected once. Can be built once.
Master of magic: All units with channeling 1,2 or 3 are teleported to the capitol of the nation that has created this ritual. Resistable. Can be built once.
Both master of magic and tainted mana seem like game-killers for the amurites, but remember, all of their units have high resistance to magic. That said, if it still hits them too hard, I'll give their units a bonus chance to resist.
Future plans
Spoiler :
Release module 7
Balancing
Add more results to channeling.
Possibly add new artwork. If I feel like it.
Any help, advice, criticism or comments would be appreciated. I would especially appreciate advice regarding balance, as so far everyone has said these modules are OP.