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Topic Subject: Strange Lands Mod [was LOW]
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posted 09-12-08 10:27 PM EDT (US)   


Quasi-familiar world, filled with surprising adventures.

Intro video (oldish)


Features:

- 15 new Races, each with unique style, strengths and weaknesses.
- Units have 20% reduced Attack, Defense and Resistance scores, compared to the original version.
- 30 new wizards and new wizard ability and skill pick system.
- 70+ heroes, new hero classes and level upgrades.
- New Spell Schools (previously Spheres), with many new spells and icons.
- Over 70 new artifacts, some with "special" properties.
- Many new sounds for units.
- 800+ units, ranging usually between levels 0 to 8. Exploring them all might take a while.
- Converted to MPE patch, providing many nice extra features.

You can see more details below and some additional info can be found in the Strange Lands Docs once you install the mod.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Install order:

1. uPatch 1.4
2. 3-in-1 pack
3. MP Evolution 1.5
4. Strange Lands 2.0 (420mb)

Notice!
You need to use MPE-Setup to enable the mod. Set English language and Strange Lands -custom resources there, and run Strange Lands Mod.exe (or use the link provided) to play the mod. Campaign wont work with this mod, but random maps should work just fine. There are also few custom maps converted to the mod now, see below.

Have fun.

P.S. Thanks to hatstand for previously hosting the SL mod files for a long time.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Custom maps:

Strange Lands of Non by Dorbungan
Unexpected Conflict by Fly
Converted:
Strange Promising Land by Tendril
Strange Vikings by Tendril
Strange Valleys of the Lost II by Galumbovic
Anarchy and Treachery by Oleg123

In case some map is made for earlier version, you can convert it by selecting Strange Lands -custom resources in MPE setup, opening the map you want to convert with the MPE editor, and simply save it.




\/~~~~~~~~~~~~~~~~~~~~~~~~~~~ Overview ~~~~~~~~~~~~~~~~~~~~~~~~~~~\/




___________________________________ Good races ___________________________________






Revenants [dwarf]
+ Units are relatively strong for their price, with good protection abilities. Undead ability gives even more protections.
- Units actually get weaker with experience, especially at gold medal. Being undead can be a weakness as well.

Visitors [syron]
+ Units have haste and invisibility, making this an excellent sneaking race. Towns get very strong research bonus. The race has strong ranged attackers.
- Units can be bit costly for their combat effectiveness. Towns get major penalty at growth and some penalty to production as well.

Ainúr [archons]
+ Can make some of the strongest units in game, and just generally looks cool. Mana and research bonus.
- Units are expensive and cost more upkeep than in average. In addition, towns have gold penalty as well, so gold might be in short supply.

Alliance [halfling]
+ Very diverse selection of trainable units. Because of the diverse population, gets some bonus to gold, mana, production and growth.
- Is not especially strong at anything, but relatively good in everything.

Enchanted Forest [elf]
+ Units can be quite sneaky, and on top of that, the town can be hidden in a huge forest as well. Can make powerfull ents at early stages in the game.
- Most units are tiny and have low hitpoints.


__________________________________ Neutral races __________________________________






Viking [frostling]
+ Strong melee units, and all of them have willpower. They can also move in snow and water at ease.
- Not very good ranged abilities. Towns get some production bonus, but nothing else.

Consortium [tigran]
+ Most units have summoned property, so you can save your gold income. Towns have great mana income bonus.
- Units being summoned, you can run out of mana easily, and the units have extra weaknesses.

Avian [nomads]
+ Most units can fly, and they have good vision. The towns can be sent flying as well, and act as transports.
- Units can be bit squishy.

Automatons [humans]
+ Units have good amount of protection abilities. They are mechanical as well, so they have even additional immunities. Towns have huge production bonus.
- Mechanical units mean additional weknesses as well. They also have lightning weakness, and mana penalty.

Dragonkin [draconians]
+ Lots of morphing abilities. Units also have swimming. Powerfull priest units. Mana and reseach bonus.
- Most units have kinda low defense value.


____________________________________ Evil races ____________________________________






Legion [dark elf]
+ Strong fire and death based abilities. Can train godlike Balrogs at top tier.
- Many units have holy or secret weakness.

Undead
+ Many units have physical protection or resurgence. High level units are possessed. Good research bonus.
- Most units have holy weakness. Not good at scouting.

Gremlins [shadow demon]
+ Tricky units, who commonly have sabotage, taunt and repair machine. Units can also multiply and grow stronger in battle. Awesome growth rate and some mana bonus.
- Low level units can be bit squishy, and most units have cold weakness. Production penalty.

Beastmen [orc]
+ Lots of trainable units, and they are relatively cheap. Good growth rate and mana bonus.
- Units are beasts, so they could be easily controlled by certain units.

Giants [goblin]
+ Units have huge amount of hitpoints, they can move through most terrain easily and are immune to entangle. Awesome production rate.
- Units move bit slowly, and have low resistance. Growth penalty.

____________________________________________________________

Also most buildable units can morph to better form atleast once at gold medal

*Race in [] means the replaced race

___________________________________________________________


Magic Schools
(Idea for new spheres by Merkraad)

Thaumaturgy
One of the two schools that have more diverse types of spells. Thaumaturgis main speciality is health affecting spells, having 5 of those. It also has spells like Holy Light, Turn Undead and Holy Champion to combat forces of evil.
Thaumaturgy has total of 5 combat spells, 2 combat attack spells, 3 summoning spells, 4 overmap spells, 3 general enchantments and 4 unit enchantments.

Necromancy
The other school that has diverse types of spells. Necromancers command the forces of death and darkness with great skill. He is specialized on the undead, having spells like Animate Hero, Animate Dead, Animate Ruins, Animate Dragon and Create Undead. Also they have spells like Power Word Fear, Rot, Infection, Corpus Furia, Weaken and Poison Ray to throw at enemies in combat. It is also one of the few schools that can learn Mastery spell, but at an increased cost.
Necromancy has total of 5 combat spells, 3 combat attack spells, 3 summoning spells, 5 overmap spells, 4 general enchantments and 2 unit enchantments.

Alteration
Alterers specialize in bringing changes on the general environment. They can alter terrain with spells like Mist, Spiders Curse, Freeze Water, Clear Terrain, Level and Raise Terrain etc, and also they have very strong General Enchantment spells. They can also learn Mastery spell at reduced cost.
Alteration has total of 3 combat spells, 1 combat attack spells, 1 summoning spells, 6 overmap spells, 10 general enchantments and 2 unit enchantments.

Conjuration
Conjurers specialize in conjuring various creatures to their aid, and sometimes forces of nature. Their summoning spells are generally cheaper than those of other schools, and they are very diverse. They can also learn spells like Conjure Comet, Call Tremors, City Quake and Tornado.
Conjuration has total of 2 combat spells, 2 combat attack spells, 12 summoning spells, 5 overmap spells, 2 general enchantments and 1 unit enchantment.

Evocation
Evokers command the forces of destruction like no other. Their Combat attack spells are generally cheaper than those of other schools, and they are very diverse. They also have spells like Storm, Forge Blast, Fire Storm, Tornado and Fire Domain for blasting enemies from afar.
Evocation has total of 2 combat spells, 9 combat attack spells, 2 summoning spell, 5 overmap spells, 1 general enchantment and 1 unit enchantment.

Enchantment
Enchanters can fortify their units with wide variety of unit enchantments, and also use certain Power Words and charms on enemy units.
Enchantment has total of 4 combat spells, 1 combat attack spell, 2 summoning spell, 1 overmap spell, 2 general enchantments and 11 unit enchantments.

Cosmos
Cosmos spells are available for all wizards, regardless of their school. There are some spells that will be available only on certain conditions though, like Spell of Mastery is only available for multiclass wizards and Mighty -enchantment can only be gotten if Shadow World is available. In addition to more general type of spells, Cosmos spells include some usefull summoning and enchanting spells, alltough theyre generally pretty expensive.
Cosmos has total of 5 combat spells, 1 combat attack spell, 2 summoning spells, 4 overmap spells, 5 general enchantments and 3 unit enchantments.

____________________________________________________________

New abilities:
(At least some of them)

Clarity [Crusader]
Gives Willpower & Immunity to Drain Will.

Prismatic Breath [Cold Breath]
Deals Fire, Cold and Lightning damage. Only for some of the most powerfull units..

Aimed Shot [Fire Crossbow]
13ATT, 7DAM, extra long range, 1 shot. Advanced archer skill.

Kill Shot [Throw Spear]
10ATT, 15DAM, long range, 1 shot / day. Advanced archer skill.

Gunfire [Poison Darts]
11ATT, 6DAM, medium range, 3 shots. Powerfull ranged attack for some advanced technological units.

Psychic Attack [Shoot Javelin]
12ATT, 8DAM, unlimited range. Magic and holy damage types. Combined with seeker, this ability can be real nasty..

Energy Beams [Lightning Bolts]
10ATT, 5DAM, long range, 3 shots. Lightning and magic damage. Doom gaze animation.

Corrosive Breath [Fire Breath]
11ATT, 7DAM, breath attack. Physical and wall damage. New breath attack with physical damage type attacks defense instead of resistance and damages walls.

Smite [Spread Attack]
10ATT, 10DAM, holy damage. Divine storm animation.

Secret Weakness [Dragon]
Powerfull units have this attribute, and also some other strange creatures. Slayer ability [Dragon Slaying] gives +5 ATT against these.

Might [Shadow Walking]
Gives +2 to all stats, allows immunity to shadow sickness, and disables Changeling ability from unit. The temporeal version of this ability gives +1 to all stats, and any unit can get it from the Altar of Might [Shadow Weed], except the units that allready got permanent version (or enchantment) of this ability.

Normal [Shadow Walker]
Allows immunity to shadow sickness, and disables Changeling ability from unit. All units in game have either this ability or the Might ability, meaning that all units are immune to shadow sickness and cant use changeling ability. Normal unit is able to get temporeal version of Mighty ability.

Dragonkin Growth [Draconian Growth]
Allows Dragonkin Warriors to become either Dragonkin Nobles or Allosaurs at gold medal.

Natures Blessing [Free Movement]
Nature lends its aid for the unit. Gives free movement, +2RES and immunity to entangle.

Rune of Mastery [Wind Walking]
Allows a Unit to Float across all Terrain, gives +2ATT and immunity to freezing.

Multiply [Devour]
Gives the Unit a chance to steal it's Targets life force with each Melee Strike and, when a unit is disintegrated, produce a Gremlin in a new combat round.

____________________________________________________________

Hero Classes:
(Some possible quidelines..)

Champion [Warrior]
- Decent ATT, high DEF, high HP
- Block, extra strike, mounted, polearm, physical protection and other protections are common
- Leadership I and holy or unholy champion, willpower at start

Bard [Paladin]
- Decent RES, decent HP
- Aimed shot, taunt, pixie dust and seduce are common
- Spell casting I, bards skills, leaderhip II-IV, some have ranged attack with mark 1-2 at start

Ranger
- Decent ATT, decent MP
- Control animal, archery, critical / aimed shot, spear of slaying, natures blessing, trap and concealment are common
- Mark 3-5, vision 2-3, heroism and some ranged attack at start

Assasin [Rogue]
- Decent ATT, low DAM (compensated by mighty meek feat), high MP
- Double strike, first strike, blurred, energy drain, throw blades, venomous spit, gas breath and poison strike are common
- Some concealment or invisibility, mighty meek, vision I and wall climbing at start

Cleric [Priest]
- Decent DEF, high RES
- Holy dagger, hurl lightning, black bolts, divine breath, lightning abilities, protections, holy strike are common
- Spell casting I, true seeing, turn undead, healing 1-2, mark 2-3 at start

Sorcerer [Shaman]
- Low ATT, low DAM, high RES, low HP
- Magic bolts, fire bolts, frost bolts, flame throwing, frost blowing, bombard, lightning abilities and some protections are common
- Spell casting III, mark 4-5, and some ranged attack at start, willpower


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Good Wizards: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
outdated




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Neutral Wizards: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
outdated




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Evil Wizards: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
outdated




~~~~~~~~~~~~Wizard Skills:~~~~~~~~~~~~

Explorer: 4 Skill Picks
Conqueror: 4 Skill Picks
Summoner: 3 Skill Picks
Peace Keeper: 3 Skill Picks
Merchant: 3 Skill Picks
Survivalist: 3 Skill Picks
Constructor: 3 Skill Picks
Scholar: 3 Skill Picks
Expander: 3 Skill Picks
Enchanter: 2 Skill Picks
War Mage: 2 Skill Picks
Channeler: 2 Skill Picks
Casting Specialist: 1 Skill Pick

Anarchist: 4 Extra Skill Picks
Pacifist: 4 Extra Skill Picks
Decadence: 5 Extra Skill Picks
Bureaucrat: 6 Extra Skill Picks
Technophobe: 6 Extra Skill Picks

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Special thanks to Kirky Picardo and BNW mod for the additional graphics!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If you got cool ideas for improving the mod further, or something, feel welcome to post here.

[This message has been edited by Griffith (edited 01-19-2018 @ 06:05 AM).]

Replies:
posted 03-18-13 08:55 AM EDT (US)     211 / 241  
Hi,

This mod looks cool! However after installing and starting up 3 in 1 and SL I got a runtime error 216 message. Can anyone help me with this?
posted 03-18-13 12:00 PM EDT (US)     212 / 241  
I'm not sure what that error message means, but there are few oddities involving the usage of this mod.. Did you read this?
Notice!
You need to use MPE-Setup to enable the mod. Set English language and Strange Lands -custom resources there, and run Strange Lands Mod.exe (or use the link provided) to play the mod. Campaign wont work with this mod, but random maps should work just fine. There are also few custom maps converted to the mod now, see below.
Also note that you need to use MPE version 1.5 with this mod, MPE 2.0 doesn't have support yet.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 03-19-13 05:46 AM EDT (US)     213 / 241  
Hi Griffith,

thanks for the reply. Well I installed SL2.0 and could select it at setup.

However when I try to open SL2.0 I got the runtime error 216 message.
When I open MPE with SL selected I am able to choose the SL races, but they still have their original AoWSM names (Like Shadow Demons) and some of the images are missing..So in a sense I am able to experience SL abit lol.

[This message has been edited by kyho78 (edited 03-19-2013 @ 02:31 PM).]

posted 03-30-13 05:02 AM EDT (US)     214 / 241  
Hmm.. did you install all the required components in right order, and did you run the mod with Strange Lands Mod.exe? Cause it sounds a bit that you used MPE executable.. Also note that you should select english language at setup for correct labels on things.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 03-30-13 12:18 PM EDT (US)     215 / 241  
Fly made a cool map some time ago, and we have tested it occasionally online. He was unable to upload it himself, so I put it up. You can find it here.

It has interesting design, lots of things to explore and 4 different starting races: Enchanted Forest, Ainúr, Beastmen and Giants. You can customize you wizards magic school and skills, but the race and starting troops are fixed.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom

[This message has been edited by Griffith (edited 03-30-2013 @ 12:19 PM).]

posted 05-17-13 11:48 AM EDT (US)     216 / 241  
The game crashes sometimes before I even move, when just switching between messages, groups and areas. My suspicions are on video problems and/or disk access of unloaded sprites/tiles.
It only happens in my Strange Lands mod games

Another type of crashes happens in fights in Magic Vaults. It may be that one of the spells that pound the attacking party *always* causes a crash in TC when chosen from the possible spells list. No idea which one and if this is the case, because it happens before its animation shows.

Also, the Mud spell - I stopped to use it because it in a couple of times I tryed it in this mod, it only affected my party instead of the enemies!!

Spell check failed - not enough mana

[This message has been edited by Oleg123 (edited 05-17-2013 @ 11:50 AM).]

posted 05-17-13 12:39 PM EDT (US)     217 / 241  
Hmm.. The only crash I've been able to reproduce is with the psychic attack ability (it might crash the game randomly, probably relating to the animation used). Last time I tried the mud spell it affected both sides as usual. Are all the players in your game using the same version (of SL and MPE) ?

I'm not so much of a tech-wiz, so dunno if I can give much useful advice. You could try without direct3d or installing latest drivers for your video card if that helps. Also the mod might require more memory that usual, but dunno if that matters.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom

[This message has been edited by Griffith (edited 05-17-2013 @ 12:40 PM).]

posted 05-17-13 01:28 PM EDT (US)     218 / 241  
I do not play in multiplayer, only single and PBEM. In the single mode it almost does not matter, but in PBEM it produces restart messages.

Never had problems with Psychic attacks, at least.

Spell check failed - not enough mana
posted 05-18-13 01:28 AM EDT (US)     219 / 241  
do you love me ? I like you~ Are you like dancing?

Runescape Gold
D3 Gold
Cheap Runescape Gold
posted 05-19-13 02:07 PM EDT (US)     220 / 241  
having problems with psychic attack too.. dunno what can it be..
also skills from frost cannon and flame cannon, dont work on red movement like said in description! dont remember if other thing to note , really really enjoying strange lands!! thanks!
posted 05-20-13 04:12 PM EDT (US)     221 / 241  
yw
Ah yeah, those descriptions are misleading

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 05-23-13 02:25 AM EDT (US)     222 / 241  
hulker unit has morph on gold, but it morph to a flying unit, i think is bulky or some.
mayhem has missing unit graphic, and ravager too. (im the only one?)
also dragon lair is not accesible, even with flying units.
if i remember something else, i will post it. =)

tried another map and dragons lair are accesible, when playing "strange lands of non" from the visitors side, there is a dragons lair that is not reachable, also there is a "dragons lair" that dont have the dragons lair graphic, and it isnt accesible either..

[This message has been edited by paatoo (edited 05-23-2013 @ 06:53 PM).]

posted 05-30-13 09:49 AM EDT (US)     223 / 241  
I see.. I'll check those later. Mayhem isn't really available on game normally though, so I wouldn't worry about it. I should probably remove him from the resources. Dragon lair being not accessible sounds strange.. Or do you mean the new "planar embassy" recruit structure? (it might have wrong name if you dont use english language)

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 05-30-13 11:30 PM EDT (US)     224 / 241  
on map, "strange land of non" it is inaccesible, i dont know why, but in other map i played it is accesible.
in strange land of non, playing as visitors, there is a dragon lair that is not accesible, and other in underground if i remember well, that dont have dragons lair graphic, but it says dragons lair in text of the building =)
posted 06-02-13 10:13 PM EDT (US)     225 / 241  
Ok. You could make a mention of it on the maps page, if you have time . I cant do much about it without making a separate version of the map for download. Anyways, hopefully it doesn't hinder gameplay too much.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 07-27-13 02:57 AM EDT (US)     226 / 241  
Is this mod still being developed?
Specially interesting:

1) Will it be upgraded to be compatible with MPE 2?
2) Is it going to be overworked until its completely bug-free?
3) Are there any future plans for this mod, f.e. to be developed in a a special way?

[This message has been edited by Juma (edited 07-27-2013 @ 06:56 AM).]

posted 07-28-13 03:38 PM EDT (US)     227 / 241  
Hey Juma,

Yeah I was planning on making conversion to MPE 2. But I've grown bit lazy lately, and kinda expecting AoW3 alrdy, so not sure. Perhaps if enough people show interest . Answers to other of your questions follow the same lines. Sure theres lots of things to improve in this mod (there always is), but theres plenty of work done in it alrdy, and I'm not too unhappy with it anymore. It's still kinda weird for many people i suspect, but it's kinda experimental mod anyway..

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 07-29-13 12:33 PM EDT (US)     228 / 241  
At least the AoW3 was postponed to 2014, so you have more time to change your mind

Spell check failed - not enough mana
posted 08-02-13 04:26 PM EDT (US)     229 / 241  
I suppose.. But I dont feel very motivated right now. Even online games have pretty much died down lately.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 05-29-14 07:37 AM EDT (US)     230 / 241  
You once said in the download page of Arzheus new city mod you wanted to use some of his graphics for strange land. Did you do it in the end? If yes, what did you assimilate in your mod?
posted 05-30-14 01:01 PM EDT (US)     231 / 241  
@ Raruto

I cant recall anymore, it was a while back. Maybe some building graphics.. I think the purpose of that "mod" was to share some content, I dont think it functioned on its own..

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 05-30-14 03:27 PM EDT (US)     232 / 241  
OUCH! Thank you for the reply and the info (tough i imagined something was not really alright if that was the only mod not working for me... eheh).

And thank you for your wonderful mod!!!
It's the best one along with Brave new worlds
posted 05-31-14 09:26 AM EDT (US)     233 / 241  
Thank you, Sir

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom

[This message has been edited by Griffith (edited 05-31-2014 @ 09:26 AM).]

posted 06-15-14 10:36 AM EDT (US)     234 / 241  
Great mod Griffith.

I can't seem to get the Domain View to work. It works fine for the Brave New World mod.
Was this intentionally done by you?
posted 06-17-14 07:46 PM EDT (US)     235 / 241  
Hello starionx, and thanks.

Yeah the domain borders were removed to make finding opponent capitols etc a bit harder in multiplayer. Also makes Enchanted Forest and concealed heroes bit nastier.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 06-20-14 10:50 AM EDT (US)     236 / 241  
Thanks for the answer Griffith.
I hate it! lol
posted 06-22-14 00:31 AM EDT (US)     237 / 241  
oh, hehe

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 01-19-18 06:16 AM EDT (US)     238 / 241  
Since hatstands server seems to have gone down, and heavengames server seems to claim that the file is too big, I put the SL mod at google docs for the time being.

You can get it here.

Thx to the folks who brought this to my attention, and for the kind words.

Have fun

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom

[This message has been edited by Griffith (edited 01-19-2018 @ 06:16 AM).]

posted 05-27-18 09:35 AM EDT (US)     239 / 241  
Love your mod man! I play it with my brother almost since its launch. Would love to see some updates and port to MP Evolution 2.0. I say this because you were looking for feedback and here we are! haha
posted 07-11-18 04:52 PM EDT (US)     240 / 241  
Any chance of a CoMA or SL update for the new UPatch?

"Cain to command. Full barrage, danger close, immediate effect. Don't argue, just do it!"
posted 09-06-18 05:52 AM EDT (US)     241 / 241  
Hey guys,

Thx for the feedback. As for updating the mod, I'll make no promises. Dunno if it would help much adding uPatch 1.5 resources into the mod (maybe some new graphics?). MPE 2.0 had some features that could be nice, but I forgot what they were :-)

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
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