Let's say you are a mod author and want to use all cool features of the MP Evolution patch. Good news: A. MPE supports modding in the same way SM does, so it's very possible; B. You don't need to recreate the mod from scratch, you just need to correct the most critical things, and this is a fairly simple process. Here's the guide that will walk you through it.
Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
- Copy your mod folder from
%aowdir%\User\Resources to%aowdir%\MP Evolution .- Remove
Build watch tower from all the units: it's calledDig adit now and builds an underground gateway instead of a watch tower.- Remove
Crusader from all the units and give themWillpower instead. Crusader is calledSnow wanderer now and nullifies snow speed penalty, while no longer providing Willpower.- Adjust the
skill pick costs . You now have 2 skill picks at start instead of 1, and some skills have gained new features, so your might want to reconsider skill balance. Also keep in mind that click-on-the-wizard-before-customizing trick is not working anymore.- Get rid of all
abilities with level < : they are not supported anymore. If you have units or items with weaker versions of some abilities and you achieved this by setting ability level to zero or a negative number, you should decrease main ability Atk/Dmg enough so Ability I will match the lowest Atk/Dmg you need, and give all units with this ability more levels to compensate that. Don't forget that this is applied to items as well.1
This might sound a bit convoluted, so here's example: let's say you have Pixie dust with Atk/Dmg = 16/8, Fairy dragon with Pixie dust I (16/8) and Fairy with Pixie dust -1 (12/6). You set Pixie dust to 12/6, give Fairy dragon Pixie dust III and give Fairy Pixie dust I.- Adjust
Block level for the units: Block I now dives +2 Def instead of +5 Def, so you might want to increase ability level to II (+4 Def) or III (+6 Def) for some (probably even most of the) units.- Delete
slots 0-9 of all unit rewards. . Spirit rewards start from slot 0 now, not from 10 (easy: 0-9, average: 10-19, hard: 20-29).- Consider giving
Frostling (or whatever race you have instead of them) units and heroesSnow wanderer . Snow - their native terrain - slows units down now, and Snow wanderer allows units to move with normal speed on it (Snow Wanderer II speeds them up on snow, just like Cave crawling in the underground).- Consider giving
Nomads (or whatever race you have instead of them) a small gold bonus: they can't grow crops any longer (we gave them 8/16/24/24 bonus in MPE default resources).- Consider moving some Cosmos spells to the
Common sphere. Cosmos sphere spells are now available to cosmos wizards only, and Common sphere spells are available to all the wizards (like cosmos spells were before).- Consider removing
Fire halo from unit upgrades, replacing it withFire immunity and/orIgnition . Fire halo gives unit Cold weakness now, which you might not want for an upgrade.- Consider removing
Liquid form from unit upgrades, replacing it withWater walking and/orPhysical protection . Liquid form gives unit Fire weakness and Water concealment now, which you might not want for an upgrade.- I strongly advice going through the
MPE changelog: it will give you the info about some new possibilities you might want to use and another mechanics improvements you might want to react on in your mod. - Remove
Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0