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About This File

DZM Expanded


DroZzhat is taking a break from modding and I have been given permission to keep things updated and to expand upon content.

 

 

What to expect?

-Expanded Holding Options
Tribal and Feudal, and some Republic, holdings can build all sorts of game play enhancing content. You can have access to Court Assassins, Thieves Guilds, Mercenary and Fighter's Guilds. Create hidden tunnels and your own mystical workshop to tap into the arcane. Build a private library to improve your mind. Build a workshop to improve your tech level!

 

-Soul Forging.

Find relics of old and from other worlds to create and/or summon heroes to serve you in whichever way you see fit.(A lot of video game and anime characters)

 

-Magical Mastery

Find or steal mysterious spells to become a master of the mystical arts. Raise a spirit army, drain life force from your enemies, courtiers, or random wildlife. Regenerate from fatal wounds. Enhance yourself! Be it your mind, strength or beauty!

 

For a more in depth explanation of content please check out the Original Description.



What's the difference?

 

DZM Expanded started out to expand primarily just Soulforging. Now that I am supporting DZM I will be fleshing out other features and adding new ones as my skills progress and my time permits.

 

You will not be the only one summoning minions. Soulforges have been sorted into various classes and the AI has the potential to have one of each class. This is primarily based on the Fate Stay series. Each having traits and bonuses I expanded to reflect their class. I have it set that you will not be able to steal these servants from other lords to create your own little Chaldea from Fate Grand Order. For the time being I am focusing on adding more Soulforges to the world. When I am happy with the results I will slowly remove some of the ones spawning in the world and add them to the list of player Soulforges. Right now you just have the chance to duel other mystics for their tomes to expand your own spells. I added localization to unfinished traits and some systems. This adds for more uniqueness and individualizes many Soulforges.

 

More differences will become apparent as I progress in development.

 

:To Do:

 

Soulforges:
Finish implementing all of the servants from the Fate Franchise. After that I'll add Zelda and Fire Emblem characters. I'll jump off into other franchises.

 

Artifacts:

Not all of the Soulforges I've made have their own unique artifacts. This is mostly because the process is soul crushing and I have no ability to make custom artifact art. I will get this done however.

 

Complete and expand non-Soulforge content. I haven't really touched it yet but I will expand after I finish my prioritization list.

:Compatibility:



-Supported:

Luxuria Fantasia: Various traits will be given to characters if active.

 

Ala's Body Mod: Fully supported if you have it activated.

 

Dark World Tentacles: The vast majority of characters will be immune to tentacle content but a handful of them will be supported and some will even feature scenes and add content

 

Tale of Nine Tails: Kitsune characters will have their traits replaced with the ones ToNT uses and they will be given the appropriate number of tails.

 

-Incompatible:

Mods that add new religion icons. All that happens is that the icons in this mod will look odd but it's nothing game breaking. I'm looking into fixing this.

 

Overhaul Mods: This is waaaay out of my skill range right now. If you want to help make patches or something I welcome the aid.


Q&A


Q: Will you make mod A or B compatible with DZM Expanded?

A: Unless it's a minor conflict, no. DZM in general has very few conflicts with non-overhaul mods. I may be willing to change a trait name or something but don't expect something that would require major alterations.

Q: Will you be adding content to nomads?

A: No. A lot of stuff relies on remaining in one place and I'm not gonna make that huge of an alteration.

 

Q: Will you be adding content to Republics

A: It's not the priority but I will give a definitive yes.
 

Q: Can you add [Insert thing here]?

A: I'm gonna copy paste DZ's response.
 

Quote

-I'm not an artist.  If there's something you think I should add, and it would require artwork you're going to have to provide appropriate artwork that either you or someone else (don't go stealing stuff off of patreon or other paywalled nonsense) has created, unless it's something I can just toss together from vanilla assets, that is.  Also, I'd have to know how to code it, but my coding knowledge is getting better.


Q: All of the added Soulforges use official anime looking art.

A: 

Quote

-I'm not an artist.  If there's something you think I should add, and it would require artwork you're going to have to provide appropriate artwork that either you or someone else (don't go stealing stuff off of patreon or other paywalled nonsense) has created, unless it's something I can just toss together from vanilla assets, that is.  Also, I'd have to know how to code it, but my coding knowledge is getting better.

 


What's New in Version 0.0.4b

Released

===

0.0.4b3


Full credit goes to blorb who went out of his way to overhaul buildings in Republics and fix some other bugs while I'm busy with college finals..

 

"0.0.4b3 change log: can build most DZ buildings in Patrician family palace, and can build DZ guild buildings in any city holdings in capital province (need a vanilla city market and/or guild hall [upgrade from market] first); fixed bugs with assassins and thieves guild decisions (assassins guild decision was checking thieves guild flag; decisions were not checking all holdings in province for modifier; decisions were not checking entire province for relevant buildings); fixed thieves guild / fighters guild contacts sometimes not being assignable even though you have the necessary buildings; fixed ascension to not kill you if you use a city you own; fixed 'combat_raiting' typo on some artifacts; disabled unnecessary has_full_court trigger in soulforge decisions; switched event type for bandits' den notifications to show target province; added is_triggered_only = yes to all of the seeding events, since the error log complains that they don't have that or MTTH and they're all supposed to be triggered from on_action; fixed some errors in history files and semitic culture definition; added conditional code to the personality traits events overwrite file to be compatible with both HIP and vanilla (way of life events overwrites file still is not HIP compatible) ... this is a complete mod package and includes all fixes previously shared"

 

This shouldn't break saves and arguably should fix some to an extent.

 

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0.0.3f

 

I cleaned up some character old flags

 

Rulers will no longer sell their soulforges to the dragons in Lux Fantasia. You still can if that's your thing.

 

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0.0.3e

 

Ton of fixes thanks to Blorb, dynasty fixes and smaller additions done by me.

 

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0.0.3b

 

Several coding and localization fixes donated by Blorb

 

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0.0.3

 

Localization fixes.

 

Added portraits to the other Intoners.

 

Code fixes thanks to Blorb

 

Added a rule to prevent NPC soulforges. No longer will you face a five armies with commanders with 100+ Martial

 

=====

 

0.0.2 Fix #1

 

Zero's communion event was bugged. It should work now.

 

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0.0.2

Soulforges now regenerate and are immune to illnesses.

 

Soulforges become "mortal" by breaking free from their masters upon gaining a title. They are immune to illness, but can no longer regenerate and are able to have children.

 

Zero from Drakenguard 3 has been added as a player Soulforge.

 

Several bug fixes and localization fixes.

 

More artifacts.

 

Beginnings of the Casters being seeded.

 

A "Thank You" list added to the main page which will detail contributions.

 

 

 



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