[merged] Artifact 2.1 for Elemental 1.11

 

 


 

This mod is included in Adventure Content Pack mod from now on.

 


 

 

 

 

 

 

 

This is the first iteration of the mod previously discussed in another thread.

The goal of this mod is to add a large amount of "magic" weapons to the game.

 

<!-- Auto-gen
    Generated tier 1 weapons: 126
    Generated tier 2 weapons: 126
    Generated tier 3 weapons: 108
    Generated tier 4 weapons: 90
    Generated tier 5 weapons: 144-->
End of quote

 

 

Modders note: Artifact 2.1 comes bundled with 0.5.1 of Kenata's Skill Library

 

Right now,, they are only available from "weapon cache" adventure locations. The weapons have been divided into 5 tiers, which roughly symbolize their strength. The tiers have been copied from the weapon tiers already in game (low tier means gnarled clubs, high tier means lord hammers).

Each item has either a suffix, a prefix, or both. These are properties that give the weapon specific powers. These powers will be described in the description of an item, and you can also find these when equipping items. Some weapons are also "dual", which means you get one in each hand. Dual onehanded weapons will be stronger than the single version, but you cannot wear a shield while equipping dual weapons.

In addition, some weapons will take on the color of their powers - brutal weapons sometimes become red, holy weapons become white, and so on.

In 2.0, combat abilities were added as suffixes to the Artifacts. Items with a suffix will either have a normal suffix, or it will unlock a special ability to be used in combat. You'll need to fight to find out what it is! Bows always have a special ability.

What do these things mean?

Tier - This number indicates the strength of the weapon. Level 5 adventure locations spawn Tier 5 weapons, and level 1 adventure locations spawn level 1 weapons.

Att - Attack strength. The first value is the real value the sword gives, in this case 30.8. The second value in (paranthesis) is what the weapon would have had, if it wasn't magical.

ACC - Accuracy.

DGE - Dodge.

COMregen - combat health regen (each turn).

STRATregen - additional health regen on the strategic map (each season).

Def - additional defense granted by the item.

2xdam - chance in % for weapon to deal double damage when attacking.

Passdef - chance in % for weapon to bypass armor when attacking.

COMspeed - combatspeed.

Counter-attack - extra damage in % when counter-attacking

STRATmove - addtiional movement on world map

Sight - additional sight on world map

MagicRes - additional magic resistance

CHA - additional charisma

INT - additional intelligence

DEX - additional dexterity

STR - additional strength

HP - additional hitpoints

"Slowed". - Unit using this weapon will expend 3, instead of 2, AP points when moving in tactical combat.

"Channeler." - wearing this item turns the wearer into a channeler.

Unlocks Ability - item unlocks an ability that can be used in combat

End of quote

Note that both positive and negative amounts are possible in most of these stats. For example, a Blistering weapon will cause you to lose defense.

Also note that additional bonuses from stats like Dodge from Dexterity isn't added to the tooltip.

Also, you should be aware that some of these weapons are extremely strong. The strongest weapon I've seen are Vorpal dual Elementium Karrazans of Nevermore (80 attack, 1 combatspeed, 25% chance to bypass armor, 1 accuracy, 1 dodge). The AI will use these weapons.

 

That's it for now. See the first reply for some screenshots of artifacts in this gen.

 

 

 

36,454 views 51 replies
Reply #1 Top

Reply #2 Top

Sweet cheers man. Downloaded and I will let you know how I get on in my next game.

Reply #3 Top

I just had a chat with Kenata and we will be working together to put combat abilities on these weapons, so they won't just be a bunch of unitstats anymore. Stay tuned for 2.0 in a couple of days.

We will also be expanding the range of weapons to include more models.

Reply #4 Top

Quoting Heavenfall, reply 3
I just had a chat with Kenata and we will be working together to put combat abilities on these weapons, so they won't just be a bunch of unitstats anymore. Stay tuned for 2.0 in a couple of days.

We will also be expanding the range of weapons to include more models.
End of Heavenfall's quote

:) You and Kenata are really bringing this game alive for me. I can't wait to see what come of 2.0!

Edit: quick thought, currently you have placed these as goody hut rewards which is great. I was wondering how monster loot is currently done in the xml's. Does each monster have it's own loot table and if so would it create any huge issues for you to consider adding a few weapons to the loot. if you made the drop chance about 5% I think it could work really well making even random battles more exciting.

Reply #5 Top

I could, but monsters would just turn into walking loot bags. Also, these are strong enough to require a real investment from the player. I think putting them in the adventure tree - which is by far the weakest tree - makes sense.

Reply #6 Top

Fair enough I can see the logic in that, Perhaps then pick a few of your favourite weapons and give them a small chance of spawning on some of the more powerfull monsters that only appear later in the tree, that way people would still have to invest in the adventure tree in order to get them. or perhaps leave weapons to the goodie huts and then if you make a randomiser for armor or rings etc you could add some of those to the high level monsters.

Reply #7 Top

It would be very sweet if the items could also drop from monsters. The drop chance should be really low, I think not more than 1 per cent. It becomes quiet boring to hunt the spawning monsters (especially on the highest world difficulty) and this would bring a little variety to the killing cycle. Maybe add the weapons a tier lower than the monsters are. So 1. tier monsters will have nothing, and from the latest you can get only tier 4 weapons.

I dont know how much work it is to add the items to the loot tables, maybe it is easier to add special monsters or quests or something in a later version.

And thanks for your hard work, I really enjoy your mods.

Reply #8 Top

The problem is the monsters are sooo weak, mid- to late-game. And if I add stronger monsters, which would be the way to do this, they'll start attacking villages and such and people will complain about that. Anyway, there's a bug with the loot system where, if you kill a monster that drops something awesome, it can end up in the inventory of a unit. That unit cannot use, sell or trade the item. I'm not going to use the loot system until that gets fixed. It would be completely retarded to have a powerful item get stuck like that.

Reply #9 Top

Fuckin sweet thxs for the work , def looks like this wil lbe a top mod.

Reply #10 Top

Thanks for your reply heavenfall. What a shame with this loot bug. I hope it get fixed sometimes...

Yeah, the monsters are too weak and the fights are very boring. I don't use autoresolve because I'm a f... perfectionist. Maybe I should coerce me...

Maybe adding some simple quests that spawns a stationary army (that is very strong) to get a random item could be a good solution to add a second possibility to get a item (what a sentence, as you see english is not my native language).

Reply #11 Top

Certainly any possible amount of solutions are available. For now, and for the foreseeable future, the focus will be on improving the perceived quality of the items rather than how they are obtained.

However, if you feel like doing some modding yourself, this is an easy mod to hook into (the internalnames are following a pattern).

Reply #12 Top

Ok, yesterday was my last working day for this year so I have some spare time to work on a few possibilities to add these nice items to the game.

First I looked into the quest system, but I didn't like that, because I think there is no way to respawn a quest but I like to add a repeatable way to gatter these items.

Second I thought it could be possible to spawn a static (not moving on stratetic map) mob, that has a chance to drop an artifact. I think it is not possible to add a likelihod to monster spawns (<NPCSpawnLikelihood> works only for recruiteable npcs), so I've made only one monster for each tier with a big loot table.

Some things that I must test before I can give this to the community:

- How will the AI kindoms/empires react to overpowered mobs in the wilderness. Will they station to many guards in their near cities because they are afraid? Will they stay to far away from these?

- The wandering monsters can join the liar. Will there be to few wandering monsters because of this. Will the strenght of the static army becomes to strong in the endgame?

- If a monster blocks the way for the AI, how will they handles this?

- Balancing the power of the created artefact holding monsters (I have made some dragons with really high attack/defence and hitpoints). The problem is, that magic can surpass the defence, maybe they must become immun to magic..

Update:

After playing a game with those spawns I don't like it anymore. Too much changes, the wandering monsters often joins the stationary group so the difficult level overall is lower. Also the balancing of the mobs is very hard, I would like to make the encounter so hard that only a big army has a change and looses must be taken. But this is not very easy. And if the dragon spawns on a resource, you cannot build something on it...

So I went another way: I added a loot table to some normal mobs. The drop chance is about 5% at the moment, I will play with this and we will see.. Maybe with 5% its a little out of balance..

Second Update:

Only integer values are possibile for the <Likelihood> tag in a loot table. So the minimum likelihood is 1 per cent. For a single item this is too much. Also a mob can only drop one item, so the items at the beginning has a greater chance to drop.. I have no solution at the moment, I think it is necessary to dublicate the definition of spawning mobs and each one gets a small set of the loot table.. I will work further and update my progress..

Third update:

To get a chance of 1% for an artifact drop on a normaly spawned mob we must duplicate each mob between 10 and 100 times. This ends in a mess for the performance of the game, so I leave this idea behind. Stardock should support a floating point number in the likelihood tag, without this, I see no way to bring so many different items with such a low drop chance on normal mobs.

Reply #13 Top

Liklihood tags are not % but weighted against each other. 25+25 = 50. 25 likelihood = 25/50=50%. Same with rarity. Liklihood=1 only means 1% if all the other liklihoods add up to 99.

 

 

Reply #14 Top

Ok, thanks for the hint heavenfall, I have changed the loot table for a 5% chance to drop an artefact (so each item has a drop chance from roughly 0,05% for each tier). I play-tested this for 2 hours (with cheats) but no artefact droppt. I killed in this time more than 200 mobs with this loot table. I think it is not working... (To get this low chance I have added a small gildar loot with a high liklihood or have modified the available loottable - I am sure I have done it right). I will look further, but maybe so a small chance is not supported or the loottable is too big.

Code: xml
  1.     &lt;!-- Adding temporary treasure to get a small drop chance --&gt;
  2.     &lt;Treasure&gt; &lt;Title&gt;Gildar&lt;/Title&gt; &lt;Liklihood&gt;11400&lt;/Liklihood&gt; &lt;GameModifier&gt; &lt;ModType&gt;Resource&lt;/ModType&gt; &lt;Attribute&gt;Gold&lt;/Attribute&gt; &lt;Value&gt;1.00&lt;/Value&gt; &lt;PerTurn&gt;0&lt;/PerTurn&gt; &lt;/GameModifier&gt; &lt;/Treasure&gt;
  3.     &lt;!-- Treasure for tier 1 --&gt;
  4.     &lt;Treasure&gt; &lt;Title&gt;Artefact!&lt;/Title&gt; &lt;Liklihood&gt;5&lt;/Liklihood&gt; &lt;GameModifier&gt; &lt;ModType&gt;GiveItem&lt;/ModType&gt; &lt;Attribute&gt;artifact_tier1_1&lt;/Attribute&gt; &lt;/GameModifier&gt; &lt;/Treasure&gt;
  5.     &lt;Treasure&gt; &lt;Title&gt;Artefact!&lt;/Title&gt; &lt;Liklihood&gt;5&lt;/Liklihood&gt; &lt;GameModifier&gt; &lt;ModType&gt;GiveItem&lt;/ModType&gt; &lt;Attribute&gt;artifact_tier1_2&lt;/Attribute&gt; &lt;/GameModifier&gt; &lt;/Treasure&gt;
  6.     &lt;Treasure&gt; &lt;Title&gt;Artefact!&lt;/Title&gt; &lt;Liklihood&gt;5&lt;/Liklihood&gt; &lt;GameModifier&gt; &lt;ModType&gt;GiveItem&lt;/ModType&gt; &lt;Attribute&gt;artifact_tier1_3&lt;/Attribute&gt; &lt;/GameModifier&gt; &lt;/Treasure&gt;
  7.  
  8. aso..

Reply #15 Top

I think liklihood numbers have to be integers. Try putting a gildar drop at 150, and each individual item at 1.

Edit: Oops you did that. Alright, let me test something.

Reply #16 Top

Test: One item liklihood 500, 100 other items liklihood 5.

Looted 60 weapons. 28 were the item with liklihood 500.

Maybe your very high number is somehow not working, but for lower numbers it seems like a clear cut case.

Edit: I will re-do test with higher numbers, hang on.

 

Reply #17 Top

One item 500 000, 100 other items with 5000

Looted 60 weapons, 60 were the item with liklihood 500 000

So there's definitely something pulling it of course at higher numbers.

Reply #18 Top

One item 1, 100 other with 0.01

Looted 60 weapons, 60 were the item with liklihood 1

 

Onte item 100, 100 other with 1

Looted 60 weapons, 32 were the item with liklihood 100

 

Reply #19 Top

im not getting any of these items, am i doing something wrong put the two folders into the mod folder right?

Reply #20 Top

Yes. Define "not getting". Are you not seeing the goodiehut? Are you seeing the goodiehut, but not getting a weapon from it?

Reply #21 Top

Ok, the first version of the lootable artifacts mod is published.

This mod will add the artifacts created by Heavenfall to the loot table of a couple of roaming monsters. The drop chance is 5%. Look into the xml file to get more infos, there is a list of the modified monsters.

Version 1.0 is for Artifacts 1.0 and Elemental 1.1

You must have installed the artifacts mod to get this mod to work.

Simple copy the file "LootableArtifacts.xml" to the artifact mod dir.

Thanks to Heavenfall for the great Artifact mod!

https://www.wincustomize.com/explore/elemental_war_of_magic/18/

I would be happy about some feedback.

 

Heavenfall:

Thanks for your tests, I have lowered the values and the mod is now working. The dropchance is now 5%...

Reply #22 Top

Added a link in the OP

Reply #23 Top

Quoting Gid73, reply 21
Ok, the first version of the lootable artifacts mod is published.

This mod will add the artifacts created by Heavenfall to the loot table of a couple of roaming monsters. The drop chance is 5%. Look into the xml file to get more infos, there is a list of the modified monsters.

Version 1.0 is for Artifacts 1.0 and Elemental 1.1

You must have installed the artifacts mod to get this mod to work.

Thanks to Heavenfall for the great Artifact mod!

https://www.wincustomize.com/explore/elemental_war_of_magic/18/

I would be happy about some feedback.

 

Heavenfall:

Thanks for your tests, I have lowered the values and the mod is now working. The dropchance is now 5%...
End of Gid73's quote

 

Do we just drop that .xml file in the mods folder or does it have to go somewhere else?

 

Reply #24 Top

You can put this xml file in the root of the mod folder or you can copy it to the artifact mod dir (which I recommend). I will add a little hint about the installation..

And thanks heavenfall that you added the link to the OP.

I hope you will enjoy it..

Reply #25 Top

So I have the expanded factions mod, ACP, and Artifact.  Expanded factions and ACP are working just fine, but I'm not seeing any "Artifact" weapons in the weapon caches.  Any ideas?