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Skilled Magic Calradia v.0.9.4 by High_priest_of_Ru
for M&B 1.011
Huge map and hardcore gameplay modification with many kinds of magic arts.
NB: i advise you to cap corpses or even set it to 0 to number of summons.

Requirements
Permissions and credits
Skilled Magic Calradia v.0.9.4 by High_priest_of_Ru
for M&B 1.011

Huge map and hardcore gameplay modification with many kinds of magic arts.

NB: It's recommended to CAP CORPSES OR EVEN SET ITS NUMBER TO 0 due to number of summons.




Features:

1. Skillful and highlevel balance -  all traits and features of army NPC corresponds to those skills that a player would have at the appropriate level.

2. Huge and diverse world - 485 villages, 100 castles and 51 towns on the unique map. There are up to 510 lords' parties, 500 bandits' and 480 patrols too.

3. Historical battle skills - every country have specialized branch of army, the best among all Calradian ones.

4. Magic - learn spells with one staff or seek for staffs with different, but single powers:
 a. Classic magic - seek teachers and learn different spells. Use it by wasting mana.
 b. Elemental Artefaction - Air, Fire, Earth and Ice missiles.
 c. Advanced Elemental Magic - deal damage to different areas.
 d. Telekinesis - summon dancing weapon and damage far located opponents with melee hits.
 e. Holy magic - heal all people around.
 f. Mental magic - turn far staying NPC into state of fighting with each other.
 g. Portal magic - teleport for short distance in battle at will or open portals forward to teleport opponents back.
 h. Necromancy - summon great number of weak skeletons up to limit and sustain them.
 j. Blood magic - stay near opponents to suck their blood or manage their and your blood.

  
5. Items for mages and artificers.



Classic magic:

1. Learn your first destructive spell in Arcane Order Hall after talking with Secretary.
2. In battle press 6 (battle spells), then E and left mouse button. Now you are ready to use Mystic Blast.
3. Buttons 7,8,9 are matched with other magic schools.
4. If u know more then 1 spell of school, press T between E and left mouse button to choose it.
5. You can learn more then dozen of spells in single game (not all 18).


CLASSIC MAGES:


+ Classic mages are very, very, very powerful. 
+ They doesn't take into account any obstacles on the way to their target.
+ There is Dispelling feature - big number of mages will randomly dispell magic of opponents.
+ A single staff will give you access to all spells of classic magic after learning them.
+ Cast at point-blank range can beat even atacking cavalry.

- Its long in time and distance to seek teachers and up magic levels. 
- Classic mages also suffers from weight (equipment should be lighter then 20) and distance (AI strikes up to 40 steps forward, you have no sight) penalty, they have no good armor and depends on mana reserve. 
- They need very expensive magic staffs, and with cheap ones it will be hard to cast spells in a row.
- AI classic magic is destructive only, they can't summon undead or heal nearest people. 
- Its very hard start. To have soft one, you need gold for potions to up your magic level faster.


MODERN MAGIC:


+ Wide variety of magic spells.
+ No distance or weight penalty.
+ Need no skill (except Artefaction) to beat enemies.
+ All spells are available since start of game. However, gold is required too.
+ Almost all spells adds experience on use, not on hitting enemies. You can up your level just by teleporting around  city.
- All spells are linked to devices, and to cast 2 different spells you need 2 different staffs.
- AI will cast spells with shots of its weapon, and this can be aborted by your formation.
- Its very conditional magic. It works the best on defend or in sieges, and very weak in field, especially against cavalry. 
- Every magic branch have its own conditions of greatness, and conditions of losing are wider.
- Your perspective with modern magic connected with your gold and your luck. Unique staffs of magic academies' teachers and archmages are hard to find and they're too expensive.


Credits:

a. Core credits
Magic World by Pure Dark
Baldur Gate sounds of magic casting
Merlin's Magic Collection (New Age music)
NewAnimation mod by MAXHARDMAN

b. Credits to authors of OSPs TES IV and weapon packs for Skyrim and Oblivion(all or almost all items are used).
Oblivion OSPs - by Nexxon, by Jojjo and by the authors' collective
Kearsage Magic Staves Pack for Skyrim
Defensive Staves v25d by Keersage for Skyrim (badly adopted and almost completely removed)
Macadamstreet Blesed magic staves pack for Skyrim
MC's Staff Pack for Skyrim
Crown Jewels by Khugan for Oblivion 
Blue Glass Weapons by killover509 for Oblivion
Crystal Staves mod by css0101 for Oblivion
Crystal Staffs mod by Rinzei for Oblivion
DaggerCraftPackage mod by faxivcm for Skyrim
Trollf's Armamentarium: Staffs v1.0 for Oblivion
  
c. Credits to authors of different M&B OSP packs of items (as a rule i used a few items from each).
TLD Team for Saruman rod and rivendell robe
Some models from Unique Armoury 1.1 by Talak.
OSP Indo-Persian Armor by drakharios
Pino Armors Pack OSP v1.2
Skeleton model by barf
LotR: Gondor Equipment by Turambar
Battlefield Priests for Calradia by Yamabusi
Some models and scripts from Betrayal at Calradia by HokieBT
Arabian Equipment OSP by dia151
Angels, demons and gargoyle from 战争之风:新纪元 元宵整合精简版发布 by 无面的无名氏

 
 
 
Future plans:

1. BALANCE. Ideal balance. Funny ideal balance.
2. New unique and expensive magic items for new unique types of lords.
3. New branches of magic (if possible).





Changelog of last update:

v.0.9.4 - Large number of new Aura spells. Archmagic changes. Classic magic balance. Great number of bugfixes and performance changes. 

1. Changed classic magic cooldowns in attempt to bring some performance. It was 4 ticks for all destructive spells and it is 3 for mystic blast, 4 for searing ray and 5 for crushing wave. 
2. Reworked and fixed Classic' magic spell of Mind Fog. Now it is Word of Rage spell, which affects beings in 3 steps near caster with state of fighting with each other for 100 mana. Only opposite creatures are affected now (unlike modern magic).
3. Fixed bug with Secretary, which was replaced with Archmage Xcuyto. Added Archmage Vitaly the Racist to Arcane Order Hall. This scene is a bit more dwelled now.
4. After learning spells Secretary will not offer you to refresh knowledge of spells.
5. New description and pictures for classic magic' spells.
6. Instead of Ammunition restoration, classic magician background gives access to Stream of Life spell.
7. Cure and Mass Cure spells are replaced with Touch of Life and Stream of Life spells. They are reworked as a part of my Classic magic system (proficiency, cast time, cast cost, range, effect etc). Their description in magic reports is updated.
8. Fixed script of Elemental Aura (it worked, but printed warning).
9. Secretary now can teach you both healing and mental spells.
10. Now when AI is equipped with wands or sticks of classic magic (not rods), he will cast not destructive spells only, but something between touch of life and stream of life - aoe but short range healing.
11. Fixed bug when in bandit atack blood magic and Elemental aura didn't work.
12. Bandit leaders have got guarantee helmet to wear and loot after death.
13. Added 5 Blood Auras - enchantment of vampire clothes, which quite rarely and slightly damaging comparatively far staying opponents and heal caster for a very low percent of HP. Auras of blood manipulators works on higher distance and heal more HP her hit and more hp at maximum number of damaged opponents. Auras of judicators works on lower distance and heal less HP per damaged enemy but damage more opponents. These Auras requires from 3 to 6 levels of Magic of Flesh and Blood.
14. Due to this useful enchantment armor parameters of vampire clothes are weakened. Judicators still have heavier armor, then manipulators due to distance they are fighting on.
15. Added description for armor enchanted with Blood Auras.
16. Reworked description of skills - there are too much spells to count them in the character window.
17. New models of magic shields for wild mages. And transparent textures^) Not solid glob of fire now)
18. Added 5 Unstable Portal Auras - enchantment of portal mage clothes which often randomly teleport big number of close staying opponents a bit back. Armor of Time Lords teleport comparatively low number of opponents comparatively far instead.
19. Fixed expansion of Inner Legions. They again occupied 1 village more then should( Now Maplehurst belongs to Khanate, as it should.
20. Description of portal mages' armor is added.
21. Due to arriving of Auras defense parameters of portal mages' armor are decreased.
22. Added Blessing to robes of Holy mages. 1 time per 30 second they heal their owners.
23. Due to enchantment cost of holy mages' robes in gold is increased.
24. Fixed bug with archmagic which allows you to cast Storm spells without 10 level in Elemental magic.
25. Logic of Archmages and lord-mages is changed - now Archmages are dismounted again and, despite traditional casting by hit, they have 1 additional spell each 30 second. Affected staffs: elemental archmages', elemental wizards', lichs'. apostles', overlords'. You can not use this, but you are able to up magic skill of your companion and give him this staff.
           WHY? Its easy. The engine forces archmages, which are leaders of their army, to move without firing when using battle tactic. They casting spells only when they are not leaders (not marshalls or main lords on battlefield) or when charging order is done. And this greatly decreases potential of an Archmage (which is main leader of battle). There is a first change in changes spree of Archmagic. 
25. Due to performance reasons Searing Ray spell is replaced with Fire Burst spell. This one summons burst of fire in the target location or on the obtacles.
26. Due to very hard counter distance of AI' classic magic casting is decreased. It was 40 steps for Mystic Blast and Flame Burst and 50 steps for Wave and it is 25 steps for blast and burst and 30 steps for wave.
27. Due to performance reasons number of particles for Crushing Wave is decreased.
28. Robe of the Council have another, more atmospheric model.
29. Focus crown is moved down in attempt to see eyes of its wearer.
30. Casting spells adds smaller EXP. It is 50/100/150 for 3 ranks of trivial spells, 450 for highest rank spell, and doubled number for spell which can be casted a few times per battle (f.e. angel calling - 450*2=900, telekinetic ballet - 150*2=300). Description is updated.
31. ADDED IN 0.9.3 AFTER RELEASE - fixed bug when Legendary Mentors' owners released more then 1 spell per cast.
32. Lord-mages which are logically rangers have got tf_guarantee_ranged flag. They are taking all weapon all ways, but with this flag they are acting as archers and mage after released battle tactic. As well as mages this flag took all high councilors and all lords of rhodoks.
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