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About This File

First: GW features require the «Green!». Spells, effects, potions will not work without it!
Second: This mod is in development — issues are expected!

What"s interesting:

  • New zone - Green Swamp;
  • New creatures: lizardmens, green tentacles and green snakes;
  • New objects on the map: marshberry bushes and Ancient Watcher;
  • New magic weapons;
  • Shorttime effects for characters and equipment;
  • Elite creatures with random affixes;
  • Magic potions;
  • New boss and some new loot.
     

Magic weapons

  • Lightning Spear — deals electrical damage in a conus area;
  • Amethyst axe — shatters the ground in front of caster, dealing damage;
  • Tentacle staff — summons a poison cloud that damages everything inside it;
  • Bonestaff — try to breathe life into inanimate objects... or challenge the new boss by animating the Pig Figure;
  • Lava dart — deal damage from range, damage depends on range;
  • Axe — Lucien — yes, it can be used as a throwing weapon;
  • Doomhammer — pull the ghost hounds.

Spell scrolls
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  • Crushing Wave — extinguish fires and freeze your enemies;
  • Chain lightning — what could be easier than a chain lightning?
  • Frost nova — catch your opponent in a cage of ice spikes;
  • Meteorite — inflict damage on group of enemies;
  • Tranquility — heal your wounds after a hard battle.

 

Stylish caster set
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Wizard Coat — decreases cooldowns for spells and items;
Wizard's Hat — increases damage and power of spell effects, also allows you to read scrolls even when taking damage.

For some characters the base spell power is changed:

  • Wigfrid — base spell power reduced by 35%;
  • Wendy — base spell power increased by 20%;
  • Maxwell — the base spell power increased by 20%;
  • Winona — cooldowns decreased by 20%.

 

Enchants

5e70ef9d3c830bbef8f8e45a89c2717a.png

  • Red glyph — weapon — vampirism, armor — movement speed;
  • Yellow glyph — weapon — chance to unleash the chain lightning, armor — releasess lightnings to attackesr
  • Blue glyph — weapon — shattered armor (target gets more damage from all sources), armor — toughness (you take less damage);
  • Green glyph  — weapon —  applies a weakness effect on attacks, armor — poison immune;

Potions

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  • Rejuvenation Potion — Restores health and sanity;
  • Haste Potion — Increases movement speed;
  • Firefly Potion — Shows the way in the darkness;
  • Worker Potion — Work better, work harder;
  • Resourcefulness Potion — Simplifies the crafting of items;
  • Genius Potion — Crafting without prototypes;
  • Evocation Potion — Boosts your spell power;
  • Inspiration Potion — Boosts your physical damage;
  • Armor Potion — If you constantly forget the armor;
  • Antidot — Removes the poison effect and make invulnerable to it for a short time.

Materials
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  • Green scales — can be obtained from lizardmen and green tentacles;
  • A great soul can be obtained by solving the riddle of the Ancient Watcher or by defeating the new boss;
  • Essences — can be obtained from elite creatures.

 

New in the world

  • Lizardmen cave — a home for lizardmens — day-time creatures, which can attack from a long range;
  • Snake hole, a home for nocturnal creatures — green snakes;
  • Green tentacles — they are almost like normal tentacles, but more dangerous, because they can attack you from a distance;
  • Ancient Watcher is a statue, which ready to reward player, who will be able to solve its runic riddle;
  • Marshberry — berry bushes, which grow only in the rain.

Steam link: click
 


What's New in Version 1.0.3   See changelog

Released

Fixed some boarrior stuff

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User Feedback

Recommended Comments



37 minutes ago, deaththeking said:

dont know why cant use,cant apply the tick  sorry my bad eng

I don't understand you. This is together-only mod, may be you try to run it on singleplayer DS?

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On 3/8/2018 at 1:07 AM, ksaab said:

I don't understand you. This is together-only mod, may be you try to run it on singleplayer DS?

oh ok sorry yes i try at singleplayer

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1 hour ago, FerBa said:

Add on RoG?

I'll try to port it later. I don't have enough time for now.

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1 hour ago, ManuelSeNNN123 said:

You didn”t mention about finding them ... ; could you tell me ? Thanks ;)

All new items can be crafted at the magic tab. New creatures dwell in the new biome.

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Hello ksaab, when will be the next update? 

Your mod is wonderfull, thanks for do it.

I did the translation to Portuguese, if you want i can send to you.

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7 hours ago, vagnerdarochasantos said:

Hello ksaab, when will be the next update? 

Hey. Thanks, it's nice to see that someone likes it. Update will be soon, may be even this week (magic potions, reworked glyphs and some spells, pigmans-shamans with chain lightnings)

 

7 hours ago, vagnerdarochasantos said:

I did the translation to Portuguese, if you want i can send to you.

Yeah, send it to me.

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On 27.04.2018 at 10:40 PM, vagnerdarochasantos said:

Only a sugestion, Why don't you do a workbench in the  Green Swamp?
A workbench to do only the itens from your mod.

I wanted to do a small witch table for alchemy and enchanting stuff... but I'm too lazy to draw and animate it it will take a lot of time, I prefer to add new features instead.

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There is one very interestin in the mod Hero in the dark, and this mod don`t working in DST. Maybe you can ask for permission from the creator of this mod to use this table.

vivien-lulkowski-smelter-forge-alchemy-t

Edited by vagnerdarochasantos
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12 hours ago, vagnerdarochasantos said:

There is one very interestin in the mod Hero in the dark, and this mod don`t working in DST. Maybe you can ask for permission from the creator of this mod to use this table.

I think this was the last content update for GW. I don't know which direction to develop the mod — I don't have any feedback and ideas.

Edited by ksaab
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It's not difficult to write code for The Forge creatures. The Main problem is how to make new creatures lorefriendly and useful.

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Sometimes if we have two pigs, one sharman and another normal. In the combat the thunder from sharman can eletrocute the normal pig, then they will fight each other.

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Hi, i have two sugestions:

- Why don't you change the color from elite creatures? We can see only a tag on the name of creature, it is dificult to differentiate a normal creature from a elite.

- The terror effect are very potent, can you change it? You can do it like the poison effect, the player will lost the sanity for a certain time, and not instantaly. 
I was fighting versus four spiders and after a terrific spider hit me 4 times i lost all sanity. I could not prevent the attack because i could not differentiate the normal spider from the terrific, and when i saw the tag in the spider name i didn't had more sanity. 

 

I did the translations update

https://www.dropbox.com/s/j51za503tfbhkh8/strings_pt.lua?dl=0

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18 hours ago, vagnerdarochasantos said:

- Why don't you change the color from elite creatures? We can see only a tag on the name of creature, it is dificult to differentiate a normal creature from a elite.

I thought about it and even tried to deal with Klei shaders, but I've failed. It's possible to add an option for colour change, but creatures will look a bit weird. Maybe I should ask for help with shaders.

18 hours ago, vagnerdarochasantos said:

The terror effect are very potent, can you change it?

Yep. I reworked the spell and effect systems, and now can make affixes more "immersive".

Thanks for the translation.

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When we add the mod Green World, part of the map will be a green swamp, but what will happend with tre world map, the green swamp will replace some grounds in the world, or the world map will be bigger?
If i add more mod biomes, for exemple: windy plains and cherry florest. The default ground will be replaced and is possible to disapear, or the world map will be very bigger?

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9 hours ago, vagnerdarochasantos said:

world map will be bigger?

The world will be bigger. I think other mods do the same.

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Ksaab, i am using your tileradd to create  new grounds, thanks for you great work.

I create  a lot of simple ground, but now i want create a new kind of warter, It is possible to do a ground impassable with your tileradd? 

What i need to do? 

Thanks!

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On 11.06.2018 at 2:26 AM, ehrnehrn said:

does this work with vanilla/base game? looks really interesting.

It's not possible now, but I try to move all important staff to a standalone mod and make it compatible with single DS.

 

7 hours ago, vagnerdarochasantos said:

I create  a lot of simple ground, but now i want create a new kind of warter, It is possible to do a ground impassable with your tileradd? 

There are not "impassable" tiles in the game. The game draws a blocker line between the ground and... non-ground during the world creation. But there is a small hack — you can remove the tile, rebake the map and place the tile back. Rebaking takes about 0.5-1 second for a medium-size world on i5 4.0GHz.

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