This mod adds 2 companies reaper_mod and reaper_mod+(based on the original company). List of changes:
- Traps from different mods have been added, keeping the original ones. Some were created by me. All of them are available in campaigns and are unlocked as you progress.
- Starting at level 8, the Soul Reaper trap becomes available, which by default summons 1 fly of the 1st level. If you sacrifice creatures in a temple, the level of the summoned creature will increase, as well as the number of summoned creatures. At the same time, you can find a magic box in the missions, upon activation of which the summoned creature will change (there are different creatures at each level).
- When activating the magic box, a message will appear stating that the soul reaper is ready to offer his help in completing the mission. If you fulfill his conditions (mostly sacrifices), he will send various curses on your opponents that will last until the end of the mission: desease, killing all enemy chickens, turning enemies into chickens, freeze, slowing down, fear, annoyance, plunging the enemy base into lava, changing diplomacy, opening doors for good heroes who will destroy enemy keepers, steal levels from enemies and increase the experience of your creatures, bribe enemy creatures to rebel within the army. And in the end, the reaper can personally appear to destroy anyone who gets his hands on, including you.
- A creature has been added: The reaper of souls. In fact, it is an enlarged and repainted horned reaper, but at the same time it is stronger than any other unit. In the company, he can appear as an enemy boss, but you can fully use him in other missions and summon him through the portal by building 18 temple tiles and 10 tiles of scavenger room, specifying the level in the scenario so that he is available. 2 spells have been added to him: healing and fear, increased health, chance of crit damage. He is stronger than the Avatar, although there is a small chance that the reaper will lose in this duel with equal levels.
- In companies, a bird, a spiderling, a druid, a time mage, a maiden can come through the portal. There will be a text message with a hint on how to attract them through the portal. These creatures are also available to enemies.
- Added spidey and birdie creatures so that the druid and maiden familiars are separate creatures with their own stats.
- Added music from different games. Each track has an average duration of 30 minutes. List of games: Robin Hood: The Legend of Sherwood, The Nations, Beyond divinity, Age of wonders, Age of mythology, Tzar: Burden of the Crown.
Minor changes:
Imps gain experience when completing tasks, imps bodies can be taken to the graveyard, creating vampires, a ghost in the torture chamber turns into a floating spirit (it can be useful in one of the missions), some traps can be placed on subtiles, all traps can be placed on the bridge, and the TMT trap can be sold. There are many additional recipes for the temple that are necessary for the mod to work correctly. An Alpha patch is required. Hardcore fans will not like this mod, as it greatly simplifies the gameplay.
The bonus missions remained unchanged.
The mod supports the following localizations: English, Chinese, Czech, Dutch, French, German, Italian, Japanese, Korean, Latin, Polish, Russian, Spanish, Swedish.
The mod now supports the following localizations: English, Chinese, Czech, Dutch, French, German, Italian, Japanese, Korean, Latin, Polish, Russian, Spanish, Swedish.
The build has been updated again. Added spidey and birdie creatures so that the druid and maiden familiars are separate creatures with their own stats.
I have updated the mod. Now there should be no empty lines in localizations. But I didn't translate it. So far, they are in English. And I've redone my files altogether so that game updates don't conflict with my mod.
I've started playing reaper_mod+ and I've encountered a few issues:
-The Bird creature can't make a lair, you might want to edit the cfg file and add one
-I receive "untranslated messages" instead of regular messages
I'll come back soon and add more feedback.
I've adjusted literally every file to the alpha patch. It didn't help. I checked with the original company, adding a bird to the level. In the alpha patch, the bird is not looking for a lair.
I added a bird and a druid to my build. Now the bird sets up a lair, and the druid has a torture animation.
Birds are configured as summoned creatures by default, so they are making no lair on purpose. If you want to modify the birds, make sure in bird.cfg they have a lairsize of above 0, and a healrequirement above 0. Then they will make lairs again.
What is your localization language? I didn't do anything except English and Russian. But since that's the case, I guess I'll have to. As for the bird, the alpha patch is to blame. The creatures, their parameters, and magic have changed. I will have to examine the files that are changed.
I'm playing in french, but english messages show without issues usually.
Also, spiderlings also don't make lairs. As Loobinex explained, these are summons normally, so you might need to edit their cfg. They are not worth keeping as a creature anyway, but still.
I have removed HungerRate from bird and spiderling. I noticed that the bird summoned by the druid eats all the chickens without getting enough. Probably the same thing will happen with the spiderling.
The spiderling can now build a lair too. In addition, I gave him added jobs: research and workshop.
I will try to make localization into different languages. Naturally, this will be lousy, since all languages have their own specifics, and I'll just add it with the help of a translator. But an archive has already been uploaded, where there should be no empty lines. And I can add a lair for spiderling.
Using Loobinex's tool should be enough. You can find it in the workshop here.
I think the problem is you copied the new game + campaign but forgot about the translation file. That means the messages inside the script files can't be read as the numbers of the DISPLAY_OBJECTIVE, for example, point to nothing. I might be wrong about that, better ask the big brains on the discord. Looking at you campaign's global cfg, I think I'm right though.
Initially, I made the text in only 2 languages. In other localizations, there was simply nothing to refer to. Now everything works. But I will gradually translate into other languages.
The mod has been reworked. The only file it replaces is campgn_order.txt. I added it just in case. It may not be needed.
You can leave it out. It is added in alphabetical order to the bottom, below the bundled ones.
Got it, thank you.
I heard you all, guys. I'll think about how to redo all of this. Companies are added to the general list without replacing the original maps, but I'll have to redo the script of 38 missions, output the text to a separate file, come up with something with trapdoor, object, magic and many other files.
It's quite easy actually:
fxdata
, you can put incampgns\reaper_cfg
.campgns\reaper_crtr
campgns\reaper_media
keeporig(Reaper_mod)
simply toreaper_mod
, and do that with the cfg and folder and for origplus too.Then edit the reaper_mod.cfg file to use these folders.
Or do you think there's a problem somewhere there?
Thanks for the advice. It seems I managed to redo it. I uploaded a new archive.
Great. It automatically made it available for download again.
there's a keeporig.cfg and a origplus.cfg in your campagns folder, you want to copy paste that file and change the stuff inside to make it appear as a seperate Campaign
This mod replaces a bunch of original game files.
@StrangEveryman Can you separate it so people don't change their own game when installing your stuff?
I just said that 3 minutes ago.
You should update the website and automatically show new comments while you are on the page because I was writing and did not see yours yet.
@StrangEveryman:
Could you please update the item to not overwrite the default files. This only requires some minor changes. You can have campaign specific creature, configs (fxdata) and music folders. Use those so people have the exact same experience as you intend now when playing your campaign, but it would leave the original campaigns intact.