Beta version of Fixers Vanilla Patch (no balance changes, currently far more bug fixes than the main mod, can be found here.



2018 version

Revamped hero classes. With a load of new abilities every hero class is viable and substantially different from each other. Also features some other changes and bug fixes. Details in description. Applies to already started shards and campaigns. Easy to install and uninstall: place the packet file in your Eador folder. If you have other mods active (or version 1.0 of this mod) you must uninstall those first, see description. Enjoy and give feedback. This game is still loved.

Installation/Un-installation:

Open the zip-file and place the data.611.pak file into your Eador: Masters of the Broken World folder. To disable the mod, remove the .pak file.

If you have other mods active (or version 1.0 of this mod) you must uninstall those first. To uninstall version 1.0 go to your Eador folder directory, open "data" folder and delete the folders called "gui", "game" and "scripts". If you don't do this, the old files will override the new version and the game won't work.


Changes


Changes to hero classes:

  • Recruiting a hero class you have already is only twice as expensive, down from 10x.
  • Combined hero classes can learn skills of both classes up to Mastery Level 5 after reaching level 20.


Pure Warrior

  • Berserker gains Round Attack (Stamina Cost: 7).
  • Chieftain gains Battlecry ability — Neighboring ally units gain +1 speed until the end of turn and up to 6 morale. Neighboring enemy units lose 2 morale. Does not expend turn but is deactivated until next melee attack.


Warrior / Scout

  • Slayer gains the skills First Strike and Slayer (30) — Has 30% more attack against heroes and rank 4 units. 15% more against rank 3 units.
  • Master Slayer gains Precise Shot (3) and Slayer (60).


Warrior / Commander

  • Holy Knight gains 1 Resistance, Regeneration (1), Aura of Healing (2), Aura of Resistance (2) and Smite Evil value is now 2. In addition, he gains Faithful (3) — 3 extra Resistance against Sacred spells and they benefit from 3 extra spell power, duration and summoning power.
  • Champion gains 2 Resistance, Regeneration (2), Aura of Healing (4), Aura of Resistance (3) and Smite Evil value is now 4.


Warrior / Wizard

  • Dark Knight Soul Steal value is now 5, and he gains Madness (3) — 3 extra resistance against Chaos spells and they benefit from 3 extra spell power, duration and summoning power. In addition, every mortal unit in his army start battles with Dark Pact binding them — A demon of the same rank is summoned in their place when they die.
  • Death Knight gains Master of the Undead — Units slain by him (excluding spells) are raised as undead. In addition, he gains Undead Summoning Power (8) — Raised undead are 8 levels higher.


Pure Scout

  • Sharpshooter gains Precise Shot (5) and has its stamina cost reduction of Double Shot removed.


Scout / Warrior

  • Adventurer gains 30% more experience and gains the skill Adventurous (15) — Morale lifted when clearing province locations. Can spread to other units in the army and reduces upkeep with mercenaries.
  • Mercenary speed bonus reduced to 1 and he gains Agility — Enemies can't counterattack against him.


Scout / Commander

  • Ringleader can plunder provinces after conquering them without spending an additional turn, and gains Infamous (1) — Reduces the morale of enemy defenders and lifts the morale of allied evil units when attacking provinces. Infamy increases by plundering provinces.
  • Raider grants all units in the army +1 speed.


Scout / Wizard

  • Ranger gains 3x random Terrain Knowledge (8), Stealth ability and grants temporary Stealth to all army units at the start of a battle unless he has lower initiative and is the defending party — The temporary Stealth wears off from all units without Stealth ability when they move on the battlefield.
  • Ranger and Pathfinder province exploration bonus increased 15. Ranger gains Spiritual (2) and Pathfinder gains Spiritual (4) — Extra resistance against Elemental spells and they benefit from extra spell power, duration and summoning power.
  • Sabotage bonus (which Ranger and Pathfinder have) is twice as effective with False Alarm and Raise Panic.


Pure Commander

  • General and Marshal have their attack and counter-attack bonus removed.
  • General gains Authority (50) — Medal upkeep cost of the army units is reduced by 50%.
  • Units under Marshal gain 25% more experience.


Commander / Warrior

  • Warlord gains Parry (2) and Battlecry ability — Neighboring ally units gain +1 speed until the end of turn and up to 6 morale. Neighboring enemy units lose 2 morale. Does not expend turn but is deactivated until next melee attack.
  • Warlord grants 3 Attack and 2 Counter-Attack to all units in the army instead of 1 Defence/Ranged Defence.
  • Battlemaster gains Parry (4) and grants Recuperation (2) and 2 Defence and Ranged Defence to all units in the army, and has its regeneration bonus removed.


Commander / Scout

  • Tactician and Strategist ranged attack bonus for units removed.
  • Tactician gains Volley ability — All ranged units fire simultaneously at a 7-hex area damaging all units within and gaining bonuses depending on how many units are in the area and how many shots are fired.
  • Strategist gains +15 Siege and grants +1 Ammo to all units that use any type of ammo, excluding summoned units.


Commander / Wizard

  • Priest bestows Smite Evil (1) on non-evil units and Regeneration (1) upon living units in the army, and gains Faithful (2) — 2 extra Resistance against Sacred spells and they benefit from 2 extra spell power, duration and summoning power.
  • High Priest gains Faithful (4) and bestows Regeneration (2) upon living units in the army.


Pure Wizard

  • When recruiting a new wizard he gains random spell school expertise — 1 extra resistance against spells from that school and they benefit from 1 extra spell power, duration and summoning power.
  • Mage gains three randomly distributed spell school expertise points.
  • Archmage's second cast gem cost is multiplied by the spell level of the first cast. Furthermore, the combined levels of both spells cannot exceed 6.


Wizard / Warrior

  • Battlemage gains Spell Imbuement ability — Can imbue melee weapon and armor of himself and allied units with spells that are unleashed every time the unit attacks or takes damage until the spell is worn out.


Wizard / Scout

  • Necromancer reduces undead upkeep cost by 1 gem per unit rank, heals undead 10% per turn outside combat and gains Magic Shot. In addition, he gains Occultism (2) — 2 extra resistance against Necromancy spells and they benefit from 2 extra spell power, duration and summoning power.
  • Master Necromancer reduces undead upkeep cost by 2 gems per unit rank, heals undead 20% per turn outside combat, gains Occultism (4) and inflicts Disease on melee and ranged attack.
  • Spell cost reduction removed from Necromancer and Master Necromancer.


Wizard / Commander

  • Enchanter gains the skill Group Enchanter — Enchantment spells are cast on 7-hex area where the perimeter targets get half the duration of the spell. Gem cost is increased based on the number of targets.
  • Enchanter's spell duration bonus reduced to 2 and Master Enchanter's spell duration bonus reduced to 4.




Skill changes:

  • Precise Strike no longer affects Round Attack.
  • Round Attack now requires full movement points.
  • Precise Shot no longer affects Double Shot.
  • Double Shot has its range reduced by 2.
  • Master of the Undead now raises slain rank 3 and 4 units as Ghouls instead of Skeletons.
  • Stealth mode no longer depletes 5 Stamina at the start of every turn.
  • Attacks and spells ignore the respective enemy defence/resistance by 3 when done from stealth mode.
  • Stealth is revealed and cannot be reactivated if there are enemies in neigbouring hex cells at the start of turn.
  • AI seeks stealthed units only if there are no visible units present on the battlefield.
  • Marauder now takes a fixed amount of looting gold and no gems.
  • Web (Giant Spider skill) duration now depends entirely on the target's attack, stamina and morale. Furthermore, Web now exhausts 1 stamina every turn and no longer grants extra defense.
  • Entanglement (Centaur Huntsman skill) no longer works on units with Entanglement Immunity and its duration is reduced on units with over 20 attack or 50 hit points.




Hero perk changes:

  • Combat (Warrior) no longer grants Round Attack and instead gives +2 Parry at level 5.
  • Constitution (Warrior) grants 1 more Hit Point at level 1, 2 and 4. In addition, 1 more Stamina at level 2 and 1 less Stamina at level 5. Furthermore, 1 extra Regeneration at level 5.
  • Willpower (Warrior) grants 1 more Morale every level.
  • Scouting (Scout) now grants +10 Province Exploration at every level. Scouting cost reduced to 10 gold. Poison water supplies default poison strength is now 2 damage per turn for 3 turns.
  • Diplomacy (Scout) now grants +20% reward bonus at every level.
  • Discipline (Commander) grants 1 more Hit Point at level 2.
  • Concentration (Wizard) grants 1 more First Aid at level 3 and 5.
  • Necromancy (Wizard) undead summoning power bonus at level 5 reduced to 1.



Unit changes:

  • Shaman gold upkeep reduced to 4 gold and gem upkeep increased to 2 gems.
  • Crossbowman Hit Points increased to 14.
  • Ballista gains Tireless and its Range is increased to 6.
  • Catapult gains Tireless and its Range is increased to 7.
  • Skeletons are unaffected by armor-piercing shots.
  • Ghost now has 100 Defence and Ranged Defence making it actually immune to physical attacks.
  • Vampire gem upkeep increased to 20.



Spell changes:

  • Extra turn granted by spells can only be gained once per player turn.
  • Spell effect durations can now stack with diminishing returns.
  • Web spell's duration now depends on the target's resistance, attack, stamina and morale. Furthermore, Web now exhausts 1 stamina every turn and no longer grants extra defense.
  • Information about the magnitude of non-damage non-duration spells is now given when hovering over the spell target.
  • Area spell highlighting now differentiates between empty space, immune targets and potential targets.




Other changes:

  • Resurrecting heroes is 30% cheaper.
  • Mercenaries are now only 50% more expensive, don't require extra resources and their price is unaffected by stronghold buildings.




Bug fixes:

  • Guards will now resurrect over time at a maximum rate of one unit per turn per squad.
    The chance to resurrect is the inverse of current HP% of the squad + 10% (e.g. 20% hp squad has 90% chance to resurrect a unit while 70% HP squad has 40% chance and so on.)
    If the guard squad consists of different ranks of units lower ranks have a higher chance of resurrection.
  • Swiftness ability no more allows casting spells after attacking.
  • Battlecry now correctly depletes stamina.
  • Foreign Quarter building descriptions corrected.
  • Medal of Resilience description corrected.

Report any bugs, although for people who experience invalid access errors, the root cause is somewhere in the game engine so on script level, which all these changes are, there is little do about that. It's been said that it's more prevalent for computers with an Nvidia graphics card.

Also, this mod was created and tested for latest Steam version with Allied Forces DLC. How it behaves with other versions is unknown to me.

Furthermore, in-game tooltips are available only for English language. While it should work perfectly with any other language setting, the instructions will be the same as in non-modded game.

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Fixers of the Broken World v1 1

Fixers of the Broken World v1 1

Script

Version 1.1 - Revamped hero classes. With a load of new abilities every hero class is viable and substantially different from each other. Also features...

Fixers of the Broken World

Fixers of the Broken World

Script

Version 1.0 - Archmage's second cast costs five times more Gems. - Guards will resurrect over time. - Buying a hero class you have already is only twice...

Comments  (0 - 10 of 79)
jorko80
jorko80

Hi again! We have finally tried the multiplayer game. It works good with some exceptions. We played 1 game that ended without fighting between us, because my friend was suddenly killed by inquisitors :) . The only thing I observed was that my mercenary creature, that is available for hiring in the capitol, never changed. That was for over 160 turns. We play a second game now and there occurred the bug with the killed creatures staying still on the battlefield. Once that happened it continued to happen to every fight afterwards. I use quick combat just to get the victory screen. Also after lets say 2 hours of playing I get the access violation error. I have just 8gb memory , maybe more will help? Still I think the game is playable.

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Jagulars Creator
Jagulars

Be sure to get the latest version: Steamcommunity.com
I keep updating it.

I will look into the mercenary problem. I've also been working on something to help with the Access Violation Errors, but it takes time.

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jorko80
jorko80

After applying your latest patch, the ghost units disappeared :) . But the violation errors are very often in late game. We managed to finish the game,but had to load every 2 or 3 turns.It happened only on my PC , I created the game. I increased my memory to 16gb, but that didn't help. We started a 3rd game now and my friend created it, so we'll see how it progresses. Some more observations:
-Sometimes the blue lines outlining my friends provinces disappeared.
-When we fought, while he waited for my deployment(it took a long time, because we were just discussing things) the game returned him to the main screen.
-Sometimes when we load the game , the fog of war is somewhat absent and it starts building slowly.
-The experience after the game , which you can see in the astral is like millions and we still sit at level 1.

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Jagulars Creator
Jagulars

Thanks for reporting. The game will return to main menu if someone loses internet connection for a while. That could be the cause.

Access violations happen more often if you reload the game so I advise against that. If you reload, be sure to quit Eador before you reload. Also, after 200 turns access violations become more common so for now, I recommend to play only small maps.

I will look into the other bugs you mentioned.

EDIT: Updated the fixes. See if you notice any difference with access violations as well.

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jorko80
jorko80

Thank you for the information. Yesterday we played with version 0.9.24 and I can report that the game is way less stable with violations happening every 2 or 3 turns. We rolled back to 0.9.23 and it was fine.

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Jagulars Creator
Jagulars

Thanks for reporting. I have changed the download link to an earlier version until I find the cause.

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jorko80
jorko80

Hi again! I have some things to report after our third game. This time my friend was the host of the game and it still did violations only on my PC(only 2 times on his comp.). It was running fine for him, probably because he has huge amount of ram. Some bugs:
-I have burned 5 witches and every time i received exactly the same reward
-Artifact master does not show all prerequisites for building it.
-Sabotage does not work in hero vs hero fight. That was very bad, because I invested a lot in that skill.
-We started a new game and in the second turn all of our gold disappeared. After a reload it was also 0. So we had to start a new game.

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Jagulars Creator
Jagulars

Thanks for reporting. For now, I will focus on fixing the crashes and will solve these afterwards.

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jorko80
jorko80

Thank you for your work. I also think the crashes are the worst part.

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Jagulars Creator
Jagulars

I've updated the version. See if you notice a significant difference in crashes.

Unfortunately, I couldn't reproduce the witch burning, artifact master or gold disappearing issue. If you have a save file where these happen, it would help.

I will look into the sabotage bug.

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jorko80
jorko80

We tried it today in the middle of our game. At first it was OK, but then some animations in battle stopped. When you hit a creature it's like nothing happens and in the end they sit as ghost units. Some of the animations continued on my next fight. Violations happen again, but they were more convenient on the previous version, because they were usually in the beginning of the battle and now they happen randomly. We then tried to return the previous version of the mod, but the game does not load the save and now we'll try to finish it with the last version.

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Jagulars Creator
Jagulars

Thanks for reporting. I have changed the download link to an earlier version. It seems indeed that the game cannot load saves played with the latest version when trying with an older version. Do you remember if the crashes happened when casting spells?

By the way, you can enable logging by opening eador_mbw.ini file and changing LogFileEnabled to True. Then the game saves log files to log folder. These are often helpful to me in debugging.

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jorko80
jorko80

Most of the crashes happen now after a big fight or two of them ,if I try to cast a ritual on the map. Casting in combat is ok.
I have enabled the logs.

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Jagulars Creator
Jagulars

Does it happen directly after a fight, or only after you cast a ritual? Which rituals you used?

If you could send me the log file from the crashed games (the game creates a new file each time you launch Eador). You can easily upload them here for example: Dropmefiles.com

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jorko80
jorko80

Usually when casting. But it can happen just when hovering the mouse over things to observe them. I have uploaded some logs of the end of our last game with your newest patch. Now we start a new game with the previous version. You can download them here : Drive.google.com

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Jagulars Creator
Jagulars

Can you upload them on another site?

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jorko80
jorko80

Is this working ?
Dropmefiles.com

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Jagulars Creator
Jagulars

Thanks.

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