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  #1  
Old April 9th, 2008, 09:52 AM
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Default Mists of Deception fix mod - New version

This mod replaces the spell Mist of Deception by a non abusable version, keeping the spirit of the original spell.

Spells ghost wolves and phantasmal warrior had also to be remade (just the names of the researchable versions are changed except if I made a mistake) to allow me to use the originals in #nextspell effects.

Mod has now a normal Mist effect and summon per round :
- (level+1) ghost wolves
- (levelx2) +1 phantasmal warriors
- 2 phantasmal beasts

(far more effects than the original, but original MoD without its bug would be extremely weak for a level 8 spell)

All coming from the sides (border summon).

Mist and summon effect remain active and creatures continue to fight even if the mage leaves the battlefield but after 9 rounds, the spell will stop to summon creatures then the battle will end normally.

(there is a special graphic effect on the mage square as long summoning is in action).

The spell can be cast several times for expanded duration / number of summons, but is no longer perpetual. If a defending mage cast it in round 41 it may still autorout opponents, but I think it's very unlikely to see a mage having gems to cast this spell after 40 rounds).

Edit : fixed a problem with phantasmal warriors and ghost wolves remakes, except I can't find the good graphics for these effects, the spells are now what they should be.
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File Type: zip 596055-MistofDeceptionFix.zip (646 Bytes, 264 views)

Last edited by lch; August 26th, 2008 at 08:13 AM..
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  #2  
Old April 9th, 2008, 10:41 AM
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Default Re: MoD mod

A very fine idea. This makes the spell still usable for those who have voiced concerns over it and doesn't hurt its usefulness too much.

Would be nice if it would give more than one type of unit. The original spell generates Phantom Beasts and other wonderful creatures, too. Maybe you can vary the unit output and throw in a little randomization, too?
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  #3  
Old April 9th, 2008, 12:17 PM
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Default Re: MoD mod

It should be possible as there are already multiples unit summon spells but I don't know how to make one (except with nextspell but it's already used for the mist).
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Old April 9th, 2008, 01:06 PM
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Default Re: MoD mod

Nextspell in mist as well.
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Old April 9th, 2008, 01:43 PM

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Default Re: MoD mod

That would mess up the vanilla spell mist though.
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Old April 9th, 2008, 02:18 PM
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Default Re: MoD mod

Mist of Deception #nextspell mists of phantasms #nextspell mists of false horrors #nextspell phantasmal wolves #nextspell Mist.

To use custom spells, easiest way is to #copystats existing spell and alter the original. That might or might not ruin the indep grimorie, but it does produce the wanted effect and works with all mods.
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Old April 9th, 2008, 02:18 PM
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Default Re: MoD mod

double post, please ignore
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