Adds new character/experience levels, as well as rebalances perks and adds new perk ranks. Designed to be only a small gameplay modification.

Post news Report RSS Announcing two mods for Lionheart: Legacy of the Crusader

One small gameplay mod and one cheat mod for Lionheart are ready to download & play.

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Two mods for Lionheart

Two miniature mods for Lionheart: Legacy of the Crusader newly made (just the day before) and added to ModDB: Learnerheart and Scion of Lionheart. After playing Lionheart a bit, noticed that Lionheart has very few mods and only "rumours" of its moddability were around the vast Internet. That was the main reason to change things a little and make these two mods.

Right to the business, what does each mod change?

Both mods feature 280 character levels instead of just 70, and new perk ranks - almost every perk has now at least 4 ranks (in vanilla Lionheart most perks had only 1 rank), mainly to accomodate gameplay/exp levels changes.

What's the difference between the two mods?
Learnerheart is basically a cheat mod - it helps you level very quickly. The base Learnerheart version (or alternatively Furyheart) is recommended.
Scion of Lionheart is a small gameplay mod, designed to be an "elegant" modification with completely balanced & fair leveling system. You can still level your character up some 4 times faster than in the original Lionheart.


Downloads below, these two mods are tiny - each mod filesize is around 1MB. (No graphical/interface changes.)

Full changelog of all mods: Moddb.com

Downloads

Learnerheart (cheat mod)
Base version: Moddb.com
Furyheart: Moddb.com
Stormheart: Moddb.com

Scion of Lionheart: Moddb.com

Post comment Comments
Gezzdt
Gezzdt - - 6 comments

Nice to see some mods for this game. Good work!

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fredamora
fredamora - - 38 comments

Awesome! I really like the game, if not for its blasphemous storyline that I couldn't bare to finish it because of this. Can someone please correct me in that aspect like it isn't actually a blasphemy because of this and that just to change my outlook of the game? I might as well pick it up again (as always do from time to time) and grab this awesome mod too. Please keep this up, the first and hopefully not the last LLotC mod.

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feillyne Author
feillyne - - 5,816 comments

You don't need to take it seriously. This is just a game.

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fredamora
fredamora - - 38 comments

Yeah I know that. I have played lots of games with gods of their own, I didn't mind. But for what seems to be a blatant attack, it's kinda bothering - e.g. destroying holy cross symbols as they're the "source of evil". Feels so wrong. Good game none-the-less, but devs should have kept things like that in check and subtle, not all people are non-believers. Just saying.

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Guest - - 689,404 comments

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fredamora
fredamora - - 38 comments

This was tested on version 1.1 I suppose?

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feillyne Author
feillyne - - 5,816 comments

Yes 1.1 build 3021. The version bought on GOG.com to be exact. Does it work?

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fredamora
fredamora - - 38 comments

Yup it works perfectly. Mana regeneration would no longer be a pain thanks to you.

Hey bud, do you think you can mod the movement speed of enemies and make them a little bit slower? It's annoying that protagonist is handicapped to walking while enemies can run. That I think is a better and easier workaround than making a run animation. Maybe there's a global variable somewhere?

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feillyne Author
feillyne - - 5,816 comments

There should be. You can unpack the whole data.dat file (using WinRAR, Winzip or other archive tool) and play with these files yourself. :-)

There's a modding tutorial here: Moddb.com

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fredamora
fredamora - - 38 comments

Cool, you even made a tutorial, thanks Feillyne! I'll also upload the mod if I ever get to finish it in my free time.

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fredamora
fredamora - - 38 comments

I'd just like to share that it seems the movement speed of enemies are fixed. Editing won't work. As a workaround, I added 60% speed boost on my trait and set the game speed to 70%. Now it would appear that I'm also running at the same speed as the enemies. :-)

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feillyne Author
feillyne - - 5,816 comments

You can even add quests to the game. :-)

But no new areas. However, when looking at the exe, sadly, there's something about map editor/console though there's no info anywhere about what command/key to use to launch them. It'd be interesting to add new levels.

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fredamora
fredamora - - 38 comments

You can??? Would you be so kind to share how? I'm just following in your footsteps.

Now, I'm trying to totally revamp the perks and traits, making all them unique so there'd be more strategic elements to perk selection/build relative to stat build in order to create archetypes or combine them to some degree. I've added 20 or so, about 80 more remaining in my draft. Nothing fancy, but I think something different would always be nice. I'm stuck at Rules\CriticalHitDamageIncrease though.. 25*(1 + ((Random of 1 to 100) + "Derived\PhysicalCrit")/20). Seems very unintuitive formula. I don't know whether to just make function calls to chance constant of Derived\PhysicalCrit and stick by the original rule; or revise the rule itself, but I'm not so sure as it might be game-breaking.

Enemy speed can be modified in Races folder by the way. But it's tedious to modify each enemy speed. I don't know how to make something like a global variable for all enemies.

Also, animation files are present it seems. I wonder if anyone here is good at animating, several animations including that of the PC are jerky. Maybe someday.

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fredamora
fredamora - - 38 comments

Nevermind, I had read the formula wrong. It's 25*(1 + ([(Random of 1 to 100) + "Derived\PhysicalCrit")]/20) and every 80 amount of modification to cconstant of Derived\PhysicalCrit would result to a guaranteed +100% critical damage. Now I'm more interested on changing item rarity, so for example adding Fortune Finder perk would not only yield more gold gain, but also better item chance. Would you happen to have an idea on how to do this, buddy?

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fredamora
fredamora - - 38 comments

+100% crit damage on top of the base randomized crit damage - that is, if I had interpreted it correctly. Another one boggling me are the perks Necrosage and Undead Glory that alter stats of summoned units. The Weapon Specialization perk is simple enough that all of two-handed weapons are checked whether or not it has that perk. But Necrosage and UG don't do this, nor do they change any value in CCharacterPerk. If anyone would have happened to see how they do that, please please let me know.

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