1.02.016 Now available!
Elemental: Master's Affliction
A total conversion mod by Sean W. III and Werewindle
Dolor hic tibi proderit olim; aut vincere aut mori
To give sum to this realm which I have created is simple: Some day this pain will be of use to you; either to conquer or die. When I read the description for Fallen Enchantress, I imagined Pandemonium. I believed too much in a realm of chaos and desolation. A realm where the monsters have lease and ancient demons rule. The realm that was finished is quite simply too soft for my tastes. My thirst for strife is impossible to satisfy. I want, nay need, the realm to devour humanity. This can't be accomplished in the realm of the Fallen Enchantress. The world is but a piece of cloth, on which simple empires are built. There is not danger, no survival against impossible beasts. Cities do not grow from fledgling villages into towering dominions. Magic does not rip the realm in two. Humanity is nowhere near sufficiently scared. Without challenge, victory is hollow. Without pain, defeat is meaningless. But I, I have the power to change that. I will build my own realm. I will populate it with terrible beasts and ancient demons. I will give true power to humanity and watch them destroy themselves. I will lure those that think themselves masters of magic straight into the pits of affliction. Defeat will be their turmoil. Hubris, their lure. Welcome to the Master's Affliction.
But not everything I do is to cause you pain. There would be no reason to play if I did not offer things a master needs. First and foremost I offer more strategic and tactical depth. Balance is a word for making things equal. I want to add depth to my scales of balance. I will provide links to charts and descriptions of what I have changed and why. There will likely be many more changes and content additions. For now I want to get a core depth to tactical battles. I will be primarily focusing on rebalancing monsters to provide appropriate levels of challenge throughout the game. The basic concept is that each tile must be fought for in a war against the world. This will be explained in detail in the Mod Explanations section. For now, try it out and please provide feedback.
FE Mod Library Page
FE Nexus Page
Download Here (1.02.016)
Mod Install Instructions
Mod Explanations
Mod Charts
Weapon Balance
Changelog
With Contributions from:
The King of Despair Heavenfall
Noticed your comments in your latest video, SeanW, about how difficult it is in this version of your mod to level up your sovereign past level 5 or 6. Won't this drastically curtail the ability of Pariden to benefit from the Spellbooks tech? It's just my understanding of matters, but Pariden sacrifices early game advantages for midgame spells, and here that access to higher tiers of spells seems to have been pushed back later.
I might add in some books for level 2 and three elements.
I am playing Pariden with 002 mod, and there is a slow sovereign level up already. I dint apply mod 003 becouse of this. ( I am near the end game and level 6-7 still).
But:
I like this mod very much! It is ,more challanging more fun! THX. I had a game last night where i lost my starting city and then in a fight my sovereign was dead, and my 2. hero with 3 life point. I survived and settled on other place, it was epic.
Thank you again and a Carma from me if i can figure out how is it working
What overall difficulty level and monster density are you using, if you don't mind me asking? If it's slowed down between the last mod version and this one, and the endgame has Pariden's sovereign at only level 7, I would hope your difficulty is set at Normal, so that a couple of levels higher bring in more experience and commensurately higher levels by endgame.
Good feedback. I am all tied up at the moment, so I can't test out the leveling. Nice to know it is taking longer. My goal is to have level 20 heroes by the endgame. If we are doing level 7 at that point, I will lower the E=3.20 to E=2.95. E is the exponent in the level equation. It's hard to calculate because we don't current have the whole equation. I am just guessing on how it will work.
I suspect I'm missing something. Salikgyula is saying his Pariden sovereign is level 7 in the endgame, using your previous mod version. You want a higher level for sovereigns, but you're going to lower experience gain. Or did I read the quote above incorrectly? It seems as though given the semi-random allocation of level-up traits you can get, if a sovereign can only rise to level 7 by the time the game ends, the chances of seeing tier 4 or 5 spells in any book are almost non-existent. Mind, there's nothing necessarily wrong with being a jack-of-all-trades, master of none, but with respect, that really seems like it should be a user choice, rather than built into the game.
EDIT: If the longbow does significantly better damage than the short bow for only an initiative cost of one between them, and each is priced at one to the sovereign in the character generator, it seems there's little reason to choose the short bow. Just my two cents.
Son of Edit: Adding random traits to improve AI sovereigns was one of the things I disliked the most in the Age of Wonders series. The AI was braindead, so I can understand why they did it, but Brad's a very good AI coder. I hope, like you, this is moddable, and that Stardock will come through with the info.
Daughter of Edit: If you raise water shrills' spell resistance, consider making their fire resistance nil. It seems reasonable that each elemental type of shrill would have a weakness for the opposing element.
I tried your version 1.952.003. It seems there is no change in technologies. Barracks are unchanged too.
Sometimes I see an empty fence, in which normally a champion should be. When I come to such empty fence, it disappears.
You made three Slags instead of one. They have Epic power now. I can't defeat them in early game. In other hand I defeated Ahwake Dragon level 15 using Freeze spell with sovereign at level 4. It is discussed in this thread. Freeze spell is OP. Also maybe all dragons should be multiplied to prevent kiting.
About Conclave: In average case first city has 1 Essence. So you have 6 research in Conclave and 3 research in Town. So Conclave is only optimal choice, because research is very important in early game. 3 research are much better than 1 material. With additional 3 research points you research Administration, Mining and Construction much faster. So you have more growth and production in all cities faster. So with Conclave you expand with almost the same speed as with Town, but have more research.
Banished Ogre is unchanged.
When Verga had level up, Double Strike skill were in skill list, but he already had Double Strike from the beginning.
I am playing on expert, on default monster density settings (dunno which). There are turns, where i am attacked 5-6 times, with medium strong monster armies. i got only 5-7 XP. Now i tried +15 % XP trait, +25% another trait, +25% XP spell. With all of them now 10-12 XP/battle. I know why you want slower hero leveling, but it will be too slow for me with the 003 settings. Now it is OK.
This is too slow, for me. I understand the extra value of the traits, but I like the higher level spells. Each to their own. It's probably something that could be changed through traits--say, sacrifice two schools of magic completely at start for two levels up in the others; but that seems very unbalanced. At least it would be, on default leveling. Not sure what would work, here. At least only Pariden suffers in this way, because the race's spell focus is configured to improve across the long game. With the flattening out of levels much earlier, no other race should have this issue. I think I'll try Kraxis.
I was unclear. There are three factors for XP and leveling. The amount of XP from killing is unchanged since .001. The other two functions are how much XP is needed to level. I can increase it by multiplying: 10XP to get to level two from level one with a 1.5 multiplier means it would take 15XP more to get to level 3. That is a total of 25XP. The Exponential function allows me to add in a quadratic variable so that that later levels take extreme amounts of XP. I talk about M as the multiplier and E as the exponent. Reducing M means easier levels early on. Increasing E means harder leveling past a certain point. Like I said, I am shooting for level 10 to have a big jerk in XP needed to level. I want Wildlands to be the main way to level past that point.
Longbows are superior. Currently there should only be a crude shortbow and a hunter's bow for Sov customization. Anything else is a bug.
As to spellbooks, I opted to guarantee them. You WILL get the next level of spellbook as soon as you meet the new level requirements. The theme is that you get level 2 books at level 2, level 3 books at level 4 or 5, level 4 books at level 7 or 8, and level 5 books at level 9 or 10. Some books are by nature superior to others and have a higher level requirement. I am largely using the current overviews of spells on these here forums to make those decisions. Just expect to not see any fireballs or blizzards until the end of the midgame, when sieges are actually feasible.
Better city defense coming soon.
I will look into it, thanks. Freeze nerf incoming. Dragon balance will come when I start balancing trainable monsters. I don't like how dragons are currently portrayed.
What is wrong with Banished Ogre? It is supposed to be weak and sad.
The majorly cool thing about Verga or the Warlord trait in general is that he can choose to double up on those traits. Each one has a long cooldown, so getting two of the same trait can be very powerful.
Thanks for explaining that. It's a rather radical redesign, and in theory, at least, I like it. I'll give it a try, next.
You improved ogre dramatically and made three ogres instead of one. I thought Banished Ogre should correlate with usual ogre.
Banished Ogre is a starting point monster. He needs to be weak so we can level our Sovs and the AI can not get killed right away.
On another note, are people seeing alot of enemy factions getting killed? I don't know how Kraxis could have died on turn one.
I'm not seeing it yet, but I also don't start up and abandon many games. Can you give the AI leaders 50+ HPs for 5 turns, then do a check for HPs and take it away if above a certain amount?
By the way, I also noticed the inappropriate spawning of ruffians, and that was without your mod. It happened repeatedly in the game with this latest beta.
My Verga at level 6 in season 33 defeated all armies in Arena and gained level 8.
It seems some skills and items are OP. I used hit and retreat strategy due to very high Initiative. Maybe Necromonger skill +10 Initiative is OP.
Items that are maybe OP:
Tear of Cyndrum: +10 Hit Points for kill. Allows Verga to survive in Arena.
Longstrider Boots: +2 moves. Allows to use hit and retreat strategy and allows to get XP very fast.
Shadow Broadsword: Ignores 66% of the victim's Defence. In addition Warlord skill gives bonus +25% Cutting Attack to this weapon.
Also Apprentice Marksman skill gives +30 attack instead of +3 attack. But I didn't use it in Arena.
Wow!
Kiting is a serious issue now. Was the AI moving only once per turn again? I hate to do this, but I may just add +6 moves to Umberdroths, Dragons, Golems and other units that only move one turn at a time. That might fix the issue until we get an AI update. The Arena is a small map. I am surprised you were able to kite there.
Tear of Cyndrum will be getting a nerf and be less common in the loot.
Longstrider Boots will switch to +1 Move.
Shadow Broadsword will go to ignoring 33% of defense.
App Marksmen typo. Sorry about that.
New minor update: v.1.952.0004.
I tried to fix things based on feedback. I don't have a total rebalance of quests yet. Let me know if Wildlands bosses and dragonkind are moving towards the player efficiently. I added 9 moves to almost all monsters with the Large trait to see if this could prevent that weird one move per turn bug. Dragons can fly, so moving 9 is not that unrealistic.
.004 leveling is too easy. I will work on the numbers and come back with something better.
v1.952.005 has a better level progression. Missing a digit can really screw things up.
The link at the top of the page is supposedly for .005, but it actually links to a file labeled .004.
Mislabeled it. I assure you it has the .005 changes.
Thanks.
While I understand the reasons for mite proliferation, I think matters are a bit too extreme, now. I'm literally doing almost nothing for a long period of time except mite eradication. And then, of course, once the source has been destroyed, another pops up a few doors down the block, churning out more mite armies with ease. I've given up battling them, and resorted to auto-resolution, but it still seems like a roadblock in the way of playing the game.
*Clasps hands together*
Muahaha... hahahaha... muah ha ha ha ha!
You really are evil, aren't you? For those who wonder: I don't mind too much. It's a nuisance, but an interesting one that's different from the usual neutrals because the real threat is their reproductive systems, not their skill at killing. Give them a try. You may want to take a good, stiff drink after facing a horde of the little buggers, but there are some fine single malt liquors that are worth investigating, anyway.
I think the give-away is the bright purple beams of energy radiating from his cranium.
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