Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13)
Moderator: Forum Moderators
Re: Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13)
Great Job !
Thanks.
Thanks.
Beheld the origins of BFW.
Max G on WIF
Rank 🌟🌟🌟🌟🌟
Max G on WIF
Rank 🌟🌟🌟🌟🌟
- ForestDragon
- Posts: 1783
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13)
released a small update. changelog:
v1.1.6
-new summon spells: summon swamp lizard, summon sea serpent, summon death knight
-new curse spell: curse of hydra (blessing of hydra but reversed)
-buffed Book of Necromancy - now it turns the unit into an undead 1 level higher than the taker (lvl0 becomes skeleton, lvl1 becomes revenant, lvl2 becomes lich, lvl3 and above becomes Ancient Lich), as previously it wasn't worth the 20 mana cost
v1.1.6
-new summon spells: summon swamp lizard, summon sea serpent, summon death knight
-new curse spell: curse of hydra (blessing of hydra but reversed)
-buffed Book of Necromancy - now it turns the unit into an undead 1 level higher than the taker (lvl0 becomes skeleton, lvl1 becomes revenant, lvl2 becomes lich, lvl3 and above becomes Ancient Lich), as previously it wasn't worth the 20 mana cost
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
- ForestDragon
- Posts: 1783
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13)
released a small bugfix: v1.1.6b
-fixed the annoying 'xmm_reborn' unstore bug filling up the chat whenever any unit dies with this mod enabled
-fixed the annoying 'xmm_reborn' unstore bug filling up the chat whenever any unit dies with this mod enabled
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
- ForestDragon
- Posts: 1783
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Leader Magic Mod v1.2.0 (SP/MP Modification for 1.16)
Decided to revisit this mod a bit in my spare time, and released a new Leader Magic Mod update on the 1.16 server:
v1.2.0 (update made by ForestDragon)
-added new mod option: if enabled, mana regen depends on leader level instead of always being 2
-new utility spell: Wind Sprint (+2 MP and [skirmisher] to caster for one turn, costs 1 mana)
-new healing spell: Focused Heal: restore 50% HP of one unit in a 3-tile radius, costs 6 mana
-new curse spell: Curse of Spirits: Pick a damage type and give enemy units in your vision -20 resistance to it till the end of the scenario. (basically Blessing of Spirits but reversed)
-new summon spell: Summon Wose Shaman (costs 12 mana)
-new astrological spells:
-Astral Curse: change alignment of enemies in a 7-tile radius (costs 10 mana)
-Radiance: Tiles in a 5-tile radius from the caster now have 33% lawful ToD bonus regardless of global ToD. (costs 20 mana)
-Tenebris: Tiles in a 5-tile radius from the caster now have 33% chaotic ToD bonus regardless of global ToD. (costs 20 mana)
-Equilibrium: Tiles in a 9-tile radius from the caster now have 0% ToD bonus regardless of global ToD. (costs 20 mana)
-Healing Rune rework: instead of being an instant heal when stepped on, the rune now heals 8 HP per turn, which stacks with village/ability healing
-to compensate, it now costs 10 mana instead of 6
-Astrological Spell category rework:
-all whisper/chant spells have been merged into 'Astral Whisper' and 'Astral Chant', alignment is now chosen in a submenu
-Curing Hand rework: Curing Hand spells have been merged into one spell that costs 8 mana
-if the caster is lvl2 or below, the spell gives heal +8 and unpoison. if the caster is lvl3 or above it gives heal +12 and unpoison
-Landwalk rework: most of the different landwalk spells were merged into one Landwalk spell, but it now costs 10 mana to compensate
-'Landwalk - water' has been renamed to Waterwalk, and now also gives 1 movecost on reef terrain too
-Alchemy rework:
-Alchemy 1/2 have been merged into one Alchemy spell, costing 12 mana like Alchemy 2 used to cost
-the random gold amount is now between 30 and 80 instead of 17 and 83, to make the spell more consistent
-Stimulate Mind spell rework:
-Stimulate Mind 2 has been removed
-Stimulate Mind damage now gains 50% damage bonus per unit level (7 at lvl0, 11 at lvl1)
-to compensate, Stimulate Mind now costs 8 mana instead of 5 (it is still more cost-efficient than the old Stimulate Mind 2 in most cases)
-casting stimulating mind on the same units no longer gives duplicate mind attack attacks
-enchanted weapon adjustments:
-runeblade/arcane missiles price increased from 6 to 8 since it's a pretty powerful permanent buff, also to make it same as sniping bow
-runeblade gains 3 strikes earlier, damage progression is adjusted accordingly
-vision 1/2 have been removed, vision 3 has been renamed to vision
-rebalanced some summon spell costs:
-vampire bat: 6 to 5
-young ogre: 8 to 7
-ice skeletons: 9 to 8
-augur: 10 to 8
-dwarvish scout: 11 to 9
-ghost: 12 to 9
-swamp lizard: 16 to 14
-summon spell tweaks:
-summoned merman fighter now has firststrike to make him more unique
-random summons now includes Naga Guard
-mass illuminate/mass darkness cost reduced from 5 to 4 mana, to better compete with Radiance/Tenebris
-improved some text (such as the Arrows of Wind/Fire Beam descriptions which is now clearer)
v1.2.0 (update made by ForestDragon)
-added new mod option: if enabled, mana regen depends on leader level instead of always being 2
-new utility spell: Wind Sprint (+2 MP and [skirmisher] to caster for one turn, costs 1 mana)
-new healing spell: Focused Heal: restore 50% HP of one unit in a 3-tile radius, costs 6 mana
-new curse spell: Curse of Spirits: Pick a damage type and give enemy units in your vision -20 resistance to it till the end of the scenario. (basically Blessing of Spirits but reversed)
-new summon spell: Summon Wose Shaman (costs 12 mana)
-new astrological spells:
-Astral Curse: change alignment of enemies in a 7-tile radius (costs 10 mana)
-Radiance: Tiles in a 5-tile radius from the caster now have 33% lawful ToD bonus regardless of global ToD. (costs 20 mana)
-Tenebris: Tiles in a 5-tile radius from the caster now have 33% chaotic ToD bonus regardless of global ToD. (costs 20 mana)
-Equilibrium: Tiles in a 9-tile radius from the caster now have 0% ToD bonus regardless of global ToD. (costs 20 mana)
-Healing Rune rework: instead of being an instant heal when stepped on, the rune now heals 8 HP per turn, which stacks with village/ability healing
-to compensate, it now costs 10 mana instead of 6
-Astrological Spell category rework:
-all whisper/chant spells have been merged into 'Astral Whisper' and 'Astral Chant', alignment is now chosen in a submenu
-Curing Hand rework: Curing Hand spells have been merged into one spell that costs 8 mana
-if the caster is lvl2 or below, the spell gives heal +8 and unpoison. if the caster is lvl3 or above it gives heal +12 and unpoison
-Landwalk rework: most of the different landwalk spells were merged into one Landwalk spell, but it now costs 10 mana to compensate
-'Landwalk - water' has been renamed to Waterwalk, and now also gives 1 movecost on reef terrain too
-Alchemy rework:
-Alchemy 1/2 have been merged into one Alchemy spell, costing 12 mana like Alchemy 2 used to cost
-the random gold amount is now between 30 and 80 instead of 17 and 83, to make the spell more consistent
-Stimulate Mind spell rework:
-Stimulate Mind 2 has been removed
-Stimulate Mind damage now gains 50% damage bonus per unit level (7 at lvl0, 11 at lvl1)
-to compensate, Stimulate Mind now costs 8 mana instead of 5 (it is still more cost-efficient than the old Stimulate Mind 2 in most cases)
-casting stimulating mind on the same units no longer gives duplicate mind attack attacks
-enchanted weapon adjustments:
-runeblade/arcane missiles price increased from 6 to 8 since it's a pretty powerful permanent buff, also to make it same as sniping bow
-runeblade gains 3 strikes earlier, damage progression is adjusted accordingly
-vision 1/2 have been removed, vision 3 has been renamed to vision
-rebalanced some summon spell costs:
-vampire bat: 6 to 5
-young ogre: 8 to 7
-ice skeletons: 9 to 8
-augur: 10 to 8
-dwarvish scout: 11 to 9
-ghost: 12 to 9
-swamp lizard: 16 to 14
-summon spell tweaks:
-summoned merman fighter now has firststrike to make him more unique
-random summons now includes Naga Guard
-mass illuminate/mass darkness cost reduced from 5 to 4 mana, to better compete with Radiance/Tenebris
-improved some text (such as the Arrows of Wind/Fire Beam descriptions which is now clearer)
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
-
- Posts: 67
- Joined: November 17th, 2023, 7:33 pm
spells too strong
spells too strong, breaks game
any setting to "decrease all spell damage/etc by 100-300%" and maybe increase spell cost by 50%
any setting to "decrease all spell damage/etc by 100-300%" and maybe increase spell cost by 50%
- ForestDragon
- Posts: 1783
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Leader Magic Mod v1.2.0 (SP/MP Modification for 1.16)
How about a "1 mana per turn" setting instead?needmoreplayers wrote: ↑November 17th, 2023, 9:10 pm spells too strong, breaks game
any setting to "decrease all spell damage/etc by 100-300%" and maybe increase spell cost by 50%
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
-
- Posts: 67
- Joined: November 17th, 2023, 7:33 pm
honestly
honestly im focus on making this feature into an addon --> viewtopic.php?p=685339
if you know about that code, that would be helpful
this is much much more important of basic design and usability of being able to play this game
a basic type of feature that other games has but this game does not
nada,
1 mana per turn obviousy doesnt fix the problem
nada the core and fundamental problem is that this breaks the game and probably almost all maps
and this does not fix the fundamental and core problem
the fundamental and core problem is exactly that the spells breaks the game, and makes everything else in the game
irrelevant
thats why the suggsetion was put - because it fixes the core problem
other players have said in game this breaks the game, in game and anywhere else
this is already known
it just hasnt been fixed yet
but this kind of addon is an 'rpg' or 'action rpg' type of addon and i do not play this game for this reason
i'd play any of the other rpgs if thats what i wanted to play
it'd be pointless for players like me to play this game with an addon like this one
thats why the suggsetion was put - because it fixes the core problem
the addon in the link above would be much much more helpful in adding a very very basic thing into this game
when things are made in this world, and in life, they should be made well, they should be well taken care of, they should be thoughtful and honest, thats what i think
if you know about that code, that would be helpful
this is much much more important of basic design and usability of being able to play this game
a basic type of feature that other games has but this game does not
nada,
1 mana per turn obviousy doesnt fix the problem
nada the core and fundamental problem is that this breaks the game and probably almost all maps
and this does not fix the fundamental and core problem
the fundamental and core problem is exactly that the spells breaks the game, and makes everything else in the game
irrelevant
thats why the suggsetion was put - because it fixes the core problem
other players have said in game this breaks the game, in game and anywhere else
this is already known
it just hasnt been fixed yet
but this kind of addon is an 'rpg' or 'action rpg' type of addon and i do not play this game for this reason
i'd play any of the other rpgs if thats what i wanted to play
it'd be pointless for players like me to play this game with an addon like this one
thats why the suggsetion was put - because it fixes the core problem
the addon in the link above would be much much more helpful in adding a very very basic thing into this game
when things are made in this world, and in life, they should be made well, they should be well taken care of, they should be thoughtful and honest, thats what i think
- ForestDragon
- Posts: 1783
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Leader Magic Mod v1.2.0 (SP/MP Modification for 1.16)
I am not familiar with that bit of code, and I have more than enough of my own projects to work on.needmoreplayers wrote: ↑December 22nd, 2023, 11:10 am honestly im focus on making this feature into an addon --> viewtopic.php?p=685339
if you know about that code, that would be helpful
this is much much more important of basic design and usability of being able to play this game
a basic type of feature that other games has but this game does not
Yes, of course it is OP and does break the game, that is a big part of the appeal. I personally believe that not every kind of mod needs to be balanced.needmoreplayers wrote: ↑December 22nd, 2023, 11:10 am nada,
1 mana per turn obviousy doesnt fix the problem
nada the core and fundamental problem is that this breaks the game and probably almost all maps
and this does not fix the fundamental and core problem
the fundamental and core problem is exactly that the spells breaks the game, and makes everything else in the game
irrelevant
thats why the suggsetion was put - because it fixes the core problem
other players have said in game this breaks the game, in game and anywhere else
this is already known
it just hasnt been fixed yet
If you don't like this sort of add-on, that is your choice. I am merely maintaining this mod since it is something I like playing myself and the original author has been inactive on the forums for years.needmoreplayers wrote: ↑December 22nd, 2023, 11:10 am but this kind of addon is an 'rpg' or 'action rpg' type of addon and i do not play this game for this reason
i'd play any of the other rpgs if thats what i wanted to play
it'd be pointless for players like me to play this game with an addon like this one
A feedback thread for a specific existing mod is probably not the best place to be asking for help with development of a new mod.needmoreplayers wrote: ↑December 22nd, 2023, 11:10 am the addon in the link above would be much much more helpful in adding a very very basic thing into this game
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
- ForestDragon
- Posts: 1783
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Leader Magic Mod (SP/MP Modification for 1.16,1.18)
Released update 1.2.1 for Leader Magic Mod on 1.16 and 1.18
-ported to 1.18
-cuttlefish summon now costs 12 mana instead of 14
-updated Book of Necromancy text to match how it actually works now
-fixed Blessing of Wolf spell not working
-ported to 1.18
-cuttlefish summon now costs 12 mana instead of 14
-updated Book of Necromancy text to match how it actually works now
-fixed Blessing of Wolf spell not working
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
- ForestDragon
- Posts: 1783
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13)
released 1.2.2 patch on 1.18, mostly just a few small tweaks:
-rebalanced some spell costs:
-curse of hydra: 16 to 20
-holy water: 6 to 4 (arcane is less valuable in 1.18 than in 1.16 and older versions due to hejnewar's rebalance)
-fixed the holy amulet item capping resistances at 50% when not supposed to (like when Absolute Ward is used)
-made Arrows of the Wind spell description a bit clearer
-Instant Fortress now can no longer place castles on impassable terrain with overlays
-rebalanced some spell costs:
-curse of hydra: 16 to 20
-holy water: 6 to 4 (arcane is less valuable in 1.18 than in 1.16 and older versions due to hejnewar's rebalance)
-fixed the holy amulet item capping resistances at 50% when not supposed to (like when Absolute Ward is used)
-made Arrows of the Wind spell description a bit clearer
-Instant Fortress now can no longer place castles on impassable terrain with overlays
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic