Mod is now in 0.82beta version, it's still in testing stage and without finished game system, this version added first two Enclaves to random maps, solving some basic issues with Global Powers that make them in some cases easy to exploit, and tries to present bit more balanced units stats for multiplayer games.

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List of changes:


General changes:

Khaldunite Shards - shards production increased from 2xbase mana production to 3x in all structures, added shards
production to few structures that produces mana and lacked shard production

Global Powers - all damage powers are now significantly weakened, causing less damage or using weakened effect,
hope that it will enough, will know more after some games and feedback


Buildings/Structures and Settlements:


Rhaksha Foundation Camp - fixed problem which prevented monster militia to defend camp

Rhaksha Chosen Nide - resource produced changed to Iron

Rhaksha Shadowcaster Nide - resource changed to Mana, added production of Shards

Slaanri Mystic Lodge - added production of Shards

Branch Thing Dwelling - fixed bug that give lair building property along with living wood property

Shadow Sepulcher - fixed description text to properly describe benefits when captured


Units:


Macabre - changed to frontline only, added separate definition for Shadow to prevent problems with company layout

Kerberos - added separate definition for Shadow to prevent problems with company layout

Si'Arian - added separate definition for Shadow to prevent problems with company layout, fixed problem with hidden property requirement

Quasim Majere - fixed name of attack to proper weapon

Death Wyrm - added undead supply property to prevent morale loss and allow healing out of supply zone


version 0.82.1.4 changes:

- fixed issue with broken company formations and group behavior

- created and implemented target type "flyer" for air scouts and few defender flyers used as experiment in Ancient Laygrounds,
Spirit Tree and Dragua Marauder camp structures, flyers can be targeted by ranged units with exception of siege ranged units

- updated system for air scouts:
- cost reduced to 20 gold
- number of scouts send per "wing" reduced to 2 for keeps and normal settlements
- Keep, 2 scouts, can send one scout "wing"
- Keep Upgrade, 4 scouts, can send two scout "wings" simultaneously
- City, added 2 scouts, can send one scout "wing"
- Citadel, 4 scouts, can send two scout "wings" simultaneously
- Citadel upgrade, 6 scouts, can send three scout "wings" simultaneously
- Sov. Citadel, 6 scouts, 3 scouts per "wing", can send two scout "wings" simultaneously
- Sov. Citadel Upgrade, 9 scouts, 3 scouts per "wing", can send three scout "wings" simultaneously

- added Berserk property to Marauder companies summoned by Drauga Marauder Camp

- added reverse damage effect and visuals to Maelstrom Destroyer, melee attackers take 10 khaldunite damage each 2 seconds

- Maelstrom Engine, min. range increased to 4

- Dragonfire Balistae, min. range increased to 4, slightly reduced damage against units

- Vorpal Engine, min. range increased to 4, reduced damage against units


version 0.82.1.6 changes:

- fixed "seppuku bug" when any unit with Large Target property attacked itself

- added definition for Summoned companies addressing problem for low morale summons

- slightly increased movement speed for all air scouts and readjusted turn radius

- added definition for Large Lair to random map along with slider in generator, it is used for all dragon lairs, Branch Thing,
Dark Rift and wyvern lair, large lairs are created further away from start location and all of them have increased reward in
gold and shards

- increased guard range and added detection range penalty for Human Border Keep and Haroun Plain Guard Camp to compensate for
fact they now have to be placed on foundation spot

- added Seeker support unit to Haroun Windrider Plains Guard companies to improve their speed and combat effectiveness


version 0.82.1.8 changes:

- to further implement flyers as target type following spells and abilities are no longer able to target flyer units:
Blinding Light, Clockwork Bomb, Wrath of Desert, Earthshock, Forcewave, Glacial Arrow, Liliput, Shadow Ring, Shooting Stars,
Entangle, Grasping Thorns, Heavens Cage, Immolation, Meteor, Petrify, Shadow Shock, Web and all Summon Spells with exception
of Apparation and Sentry Turret

- changed rules for standard summon spells to prevent instant death of summon moment it's not in combat, also to get rid of
slowly dying summons that roam map long after battle is over(most apparent with summoners used as settlement militia),
with new rules summoned units remain in combat even if summoners company leaves combat, if there are now enemies left in
range of summoner unit it will return to its starting point and after 5 seconds of inactivity dies. This should make
summoners more interesting option to recruit and make rules for summoned units more like in KIS and KAG.
There are still few special summons that don't use new rules most notably Summon Marauders, Summon Legion and The Gate as they
have different role and some of them roam map as part of their intended use.

- added new model for Royal Court Hunter unit as model previously used had change to cause crash when using cast animation.


Unreleased changes:


- new model for Haroun/Council unit that can be found in mod pictures

- new model for Nightbringer Disciple, can be found in mod pictures same as Icebringer

- changes to terrain properties to improve speed and usability if Cavalry companies(now in work and need testing before it can be added to mod).


- if it goes for numbered patch releases they can be found on AoW discord server, if you dig up in history of AW mod tab, otherwise wait a bit for release on ModDB.

Add file RSS Files
Arcane Wars 0.82beta

Arcane Wars 0.82beta

Full Version 25 comments

Another update for Arcane Wars mod, adding first version if Slaanri and Rhaksha enclave and foundation spots.

Arcane Wars v0.79 beta

Arcane Wars v0.79 beta

Full Version 3 comments

New version of Arcane Wars mod, mostly aimed to update visuals for mod content, fixing several bugs and improving performance/stability issues.

Arcane Wars v0.78beta

Arcane Wars v0.78beta

Full Version 1 comment

Test version released for purpose of test of global spells and expanded game system.

Post comment Comments  (0 - 10 of 28)
Guest
Guest - - 689,669 comments

hi discord channel this mod plis

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DarquanMortis Creator
DarquanMortis - - 26 comments

Hi, I thought that name of discord group and nickname of it's owner is enough, but for convinience, here's link for discord group.

Discord.gg

Reply Good karma+2 votes
BlackeyeVuk
BlackeyeVuk - - 48 comments

Brooooo my favorite game. Thank you so much for this mod. I cri.

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DarquanMortis Creator
DarquanMortis - - 26 comments

Hello BlackeyeVuk, sorry for very late reply. Glad you enjoyed my mod, work on mod had some further delays, but I hope to release at least quiet extensive patch in next month that will fix some general gameplay issues same as other issues along with few new models for some already existing units.
If you're still following my mod you can join AoW group on Discord, managed by MartialDoctor as I've AW development subgroup there and always looking for more multiplayer players to test my mod.

Reply Good karma+3 votes
BlackeyeVuk
BlackeyeVuk - - 48 comments

It's oke. I will join Discord maybe. Sorry for late reply yourself. I was playing your mod the other day and remember to check on here. Glad it's been updated, gonna check this right away.

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DarquanMortis Creator
DarquanMortis - - 26 comments

I'm still trying to progress on promised patch release when possible, unfortunately my situation is in constant turmoil and I must constantly attend to it even at expense of my health.

For now I'm stuck at implementing "evil terrain" type to random map generation and still need to set up proper values to mentioned changes to terrain properties, also model for Icebringer got updated in meantime to represent elite unit bit more and to add some armour to model.

If it goes for last patch I've released in Discord group 0.82.1.8 I've at least added it to kohan-files tab in Discord group, it was rather hard to find in arcane-wars tab as it was originaly released in July 2023, you can download it there and any player that is tired of waiting till I can finish and release next patch version here.

Reply Good karma+1 vote
quiethydra
quiethydra - - 1 comments

Very excited for this, since you mentioned people wanting it to work for Multiplayer does that mean this mod or the games community has an active MP group out there? I'm a little curious, hope development is going as well as it can.

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DarquanMortis Creator
DarquanMortis - - 26 comments

Yes, I was tasked by members of one Discord group to prepare mod for basic balancement of multiplayer games(it wasn't possible in previous version thanks to problem with usage of Gold as casting resource for Global Powers), you can found that group quiet easily in discussion forum for Kohan 2 on Steam, it's named Art of War and led by Martial Doctor.
To my knowledge there are also private groups that play their own private modified versions od vanilla game, but not sure if they accept new members.

Reply Good karma+3 votes
Sziklamester
Sziklamester - - 17 comments

Not tested yet the very latest changes but glad you work on the game still and do it well. Once I have time I will check the game if I can find some issues or maybe solutions to share.

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DarquanMortis Creator
DarquanMortis - - 26 comments

New version isn't released yet, I'm just keeping up info about progress in development.
Next version should be finished in month or two, got request to prepare it for multiplayer games so I'm working on it and will announce it when next version will be published.

Reply Good karma+1 vote
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