Arcane Wars is extensive mod for Kohan 2 game and continuation of my old project released as 0.7 version in 2010. Mod is aimed to bring back old units from Kohan Ahriman's Gift add new units and expand game options with added system of Global Spells along with faction/nation system of sovereign citadels and kingdom units/structures.

Description

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

Preview
Arcane Wars 0.82beta
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Guest
Guest - - 690,340 comments

Keep up the good work, I really liked this update due to the enclaves and titans. I want to see some more diverse characters.

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OWSEEX
OWSEEX - - 1 comments

Thank you, I love this mod

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DarquanMortis Author
DarquanMortis - - 26 comments

Thank you for kind comments, mod is still work in progress thanks to process of expanding content. It will take some time to finish mod, hope I'll be able to do that, for now there is slow work on balance patch thanks to feedback and multiplayer games and should be finished in couple of weeks to improve PvP balance and get rid of some bugs.

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VladMashina
VladMashina - - 7 comments

Hi, cool mod, but how to summon a titan from people, otherwise it's somehow simple, it's already built into the citadel, and there are some problems with people

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DarquanMortis Author
DarquanMortis - - 26 comments

Hi, it's probably problem with translation of word "people" and must admit that I'm not sure what you meant. Can you elaborate bit more?

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VladMashina
VladMashina - - 7 comments

Everything is fine, I figured it out, I just had to capture some kind of tower and the titan was unlocked. Another problem is when you bet on the highest difficulty, AI does not always play as high, especially allies, opponents already have 5 castles, and my ally still runs with 3 armies and does not know what to do, and when he set the average difficulty by default, then the ally makes an army and builds outposts

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DarquanMortis Author
DarquanMortis - - 26 comments

Got it, that was Empyrean, it is only Titan available for "good side", I really just didn't understood what you've meant by word "people".
In case of SAI(AI) for now I've made only basic tweaks so it can work with new stockpile resource Khaldunite Shards that are for now used only to cast Global Powers and that SAI builds Sov. Citadel as one of its priorities, I'll attend to it more closely after I'm done with finishing global system, unit placement and other definitions required to implement added content to game system. For now count SAI performance as bit unreliable, it mostly do what it's supposed to do, but isn't fully reliable.
Hope you'll have fun with this version of mod, if I can continue in development there should be next version of mod released at end of this year.

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Guest
Guest - - 690,340 comments

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VladMashina
VladMashina - - 7 comments

Hi, I dream of playing your mod in the company of a game, but without magic

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DarquanMortis Author
DarquanMortis - - 26 comments

Hi Vlad, sorry for late reply as I'm passing through "Interesting times" I don't check on mod page regurlary.
If I'm correct you've joined AoW group on Discord few days ago so you may have more info from my posts in AW group. I expect that by "magic" you've meant Global Powers, for now GP has been nerfed by patches released in AW group so it may be more to you're liking, they're still mostly experimental version to test potential for GP and make them more diverse and balanced in future, if it goes for full removeal of "magic" I can try to check if it's possible to remove them by game rules, but I don't plan to remove them as feature.
At this time I'm slowly working at least on release of large patch that will improve multiplayer gameplay, remove some bugs and add reworked models for few units, but I'll be able to release public version here on DB site in month or so.

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Guest
Guest - - 690,340 comments

Global powers are absurdly powerful, wish there was a way to turn them off. For me everything else is fine but global powers are ruining the experience.

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DarquanMortis Author
DarquanMortis - - 26 comments

Global powers, at least damage dealing ones were for now nerfed in comunity patches and I'll keep them that way when I release patch here, hope it will improve experience for you a bit.

They are still quiet experimental feature and will be changed in future if I can continue work on mod, to be clear I want to have at least one "superpower" for each side, but it will take much more balancing to keep them destructive enough while with high enough cast cost or recharge time.

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Guest
Guest - - 690,340 comments

''Mystic shield'' is bugged there is no area effect. It is used only on the hero and not on the entire regiment

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DarquanMortis Author
DarquanMortis - - 26 comments

Thank you for your feedback, I'll try to look at it, not sure where may be problem at the moment.

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Noone-
Noone- - - 15 comments

About this please also check Storm Shield as well. Same ''no area effect'' thing. Newly added Storm Armor and Ice Armor also have no area effect but I don't know if you intended them to be like this. And it would be so nice if you got some balancing for heroes as well some of them are better than others with no abilities and ranged ones end up being better than melees almost always due to survivability. Anyway thank you very much I've been enjoying your mod for a time now it's very cool!

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DarquanMortis Author
DarquanMortis - - 26 comments

Hi, sorry for late reply end of last year was rather busy and it didn't got better with start of new year.
I'll try to check on Storm Shield, most of these changes were already included in 0.7 version of mod which I've released in 2010 bit too long to remember why I've made these changes, expecting that I've done it to make spells closer to their versions in KIS and KAG games where most of shield spells were only for spellcaster and only rarely worked for whole company.

Will try to look at balancing Kohans a bit, but probably won't be able to make changes for upcoming patch.

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Noone-
Noone- - - 15 comments

Wow, that indeed is a long time! Well as someone hot on the topic, I can easily tell you that spellcasters casting those shields only for themselves are making those spells almost useless due to the low survivability of spellcaster units and maybe even wasting precious DPS times which ended up making me very rarely prefer to use any of spellcaster units with shield spells. But for melee heroes shield spells will always be useful anyway.

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DarquanMortis Author
DarquanMortis - - 26 comments

Yep, sorry about that delay.
To spellcasters I understand your concern, but I still plan to differ somehow between buff spells(blessings) and shields, I've didn't had time yet to check on shield spells that were mentioned in this topic, but it's most likely that I'll keep them as "personal shield" at start and add company wide shield for higher experience rank of company or Kohan.
For instance Invoker support unit added in KAG where main strength of this support unit was ability to cast enemy damaging Flame Shield on whole company instead of "personal" version of Flame Shield that some spellcasters already used. Will see what I can do with.

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nerodarker
nerodarker - - 3 comments

how do i install? i put the beta folder in Documents\Kohan2\data i also tried to unpack de beta folder there. but i am not geting the new units or powers?

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DarquanMortis Author
DarquanMortis - - 26 comments

Hi, extract content of archive in Documents\Kohan2. "data" folder is one that should directly contain most of modified files, not another "data subdirectory.

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Noone-
Noone- - - 15 comments

Hey! I want to thank you for all the crazy effort! You made me play a game that I gave up playing long ago and love it again. I just wondered how are things going with the next version. Any possible dates?

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DarquanMortis Author
DarquanMortis - - 26 comments

Hi there, sorry didn't had time to check mod page, end of year and start of new one was rather hectic.
Thank you very much, glad that my mod made game interesting to you again, even that it's still in beta version.

To upcomming patch, I've got delayed by work on new models for Icebringer and Nightclaw Disciple, hope to have patch prepared for testing for this weekend if there won't be problems patch will be released here next week. I'll try tomorrow to at least upload screens for new models and article with list of changes made in patch so players know what to expect.

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Noone-
Noone- - - 15 comments

Very nice news! Looking forward to test it out!

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Guest
Guest - - 690,340 comments

Hey did new patch released? Seems like it already should be around in here did you release it in some other website?

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DarquanMortis Author
DarquanMortis - - 26 comments

Hi, I wasn't able to finish and release patch yet, new terrain properties ended up to be more extensive modification that have to acomodate properly all "companies" including militias, workers and monsters, I've also ended up reworking model for Icebringer to add some armour proper to elite unit.

Unfortunately real life issues took precedence again and I wasn't able to find any time to finish work on mentioned changes and test them properly, hope to be able to progress with patch more at end of next week.

Patch will be for sure released here when it's ready for release.

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