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
In the late game (~300) one lair mites can produce 10 armies of company strength mites...
If anyone is playing, please let me know how the balance feels. It's not perfect in terms of trained vs. lair recruits vs. heroes vs. Sovs, but now there are 4 legitimate categories of units. I'll be adding city fortifications to that list too. I want to make city defense roughly equal in turns of construction to training the units normally. The benefit will be no wages, but maybe some maintenance (~1 gildar per turn). Level 1 cities are not going to see a change. Level 2 cities will be pushovers unless you spend time improving them. Level 3 cities will get special defenders based on the specialization of the city. Level 4 cities will get a special defense unit, trained in smashing sieges. Level 5 will get an Epic monster to protect the city. Fortresses will get better levels for defending units. Conclaves will get mages and elemental resistances. Towns will get more Hp than you can shake a stick at. All will get Spell Towers from the Magic Tree. These towers are mutually exclusive spells that will be cast before the battle begins. These sieges may have a slow speed due to current optimization problems, but I think it will be worthwhile to add some content here. It's the kind thing I can make into a small mod and release for the final version of the game.
Also, anyone tried specializing in poisons and air magic? You can really lay waste to units if you haste your enemy after you have poisoned them. I forgot to mention that change to spell targeting, but any unit can have Slow or Haste cast on them.
This is how I am thinking about city defenses:
(All weapons and armor are based on available tech.)
Fortifications All Levels:Spell Tower>Elemental Choice (Sorcery) [Casts Spell at beginning of combat]Advenuterers Guild [Provides Adventurer Defenders]
Level 1:1 frontline weakling unit.
Level 2:3 weak frontlines and an archer
Conclave:Acolyte Tower [Provides Mage Defenders]
Town:Militias Pub [Provides extra militia]
Fortress:Wood Fort/Hedge Wall [Similar to Vanilla]Forge [Increases Defense of all defenders]Command Post [Increases Level of all defenders]Hideout (Tarth) [Provides Extra Archers]
Level 3:5 medium frontlines and 2 medium archers
Conclave:Mages Tower [Provides Mage Defenders]Emblazened Tower (Magnar) [Special Spell Tower]
Town:Hall of Honor [Provides extra troops]
Fortress:Fort/Castle [Similar to 1.952.005]Blacksmith [Increases Defense of all defenders]War College/Warrior Temple [Increases Level of all defenders]
Level 4:4 Elite Frontlines and 3 Elite Archers
Conclave:Heroic Mages [Provides Elite Mage Defenders]Archmage Tower [Upgrades Elite Mage Defenders to Heroic]
Town:Heroic Tank [Provides Elite Tank Unit]Heroic Hall [Provides extra troops]
Fortress:Heroic Elites [Increases Level of all defenders]Archer Strike [All enemies are struck with a strong bow attack on their approach to the battle]Armorer/Weaponsmith [Increases Defense and Attack of all defenders]Knights Hall [Provides Elite Knight Units]
Level 5:4 Company Elites, 3 Elite Archers and 2 Knights
All:Sovereign Towers [Casts Spell at beginning of combat]
Conclave:Dragon [Provides Dragon Defender]
Town:Grange Hall [+15Hp per soldier]
Fortress:Double Archer Strike [All enemies are struck with 2 strong bow attacks on their approach to the battle]+10 to DefensePaladin Hall [Provides Elite Paladin Units]
I hope they all take up residence inside your shorts.
Interesting. I've never tried that. I've found multiple items that poison, of course, but I was under the impression they don't stack. And the tradeoff between hasted enemy attacks and two-poison-per-turn would seem weighted towards the former.
Now, hitting an enemy at a distance with poison, haste, and mud would make a fun combination.
Poisons stack like this:
Poison: 1 damage per turn
Poison1: 2-6 damage per turn
Poison2: 4-8 damage per turn
Poison3: 6-12 damage per turn
That stacks to 13-26 damage, not factoring crit chance. Then you haste them...
When I get to my Path Mod, Assassins will have poison damage bonuses and less crit and crit multiplier bonuses.
Really. I never knew. Well, duh, as my wife would say.
The mites will cease setting up lairs in your shorts at that point.
Maybe my new update will convince you to find them alternate housing?
Not everything is the same as I originally thought, but it never is.
Changes:
Town:All Buildings that give Food to the whole empire, now also give Hp to defending units.
Town:
All Buildings that give Food to the whole empire, now also give Hp to defending units.
Conclave:Archmage Tower [Upgrades Elite Mage Defenders to Heroic]
Fortress:Archer Strike [All enemies are struck with a strong bow attack on their approach to the battle]Armorer/Weaponsmith [Increases Defense and Attack of all defenders]Knights Hall [Provides Elite Knight Units]
Conclave:2 Paladins for city defense
+15Hp per soldier
Fortress:Double Archer Strike [All enemies are struck with 2 strong bow attacks on their approach to the battle]
New Faction Buildings:
Hideout:
Add 2 extra archers and +4 initiative to city archers for any faction with the "Archers" trait. Is unlocked with Banditry.
Emblazoned Tower:
Casts a fire spell at the beginning of city defense for 6 fire damage, +3 per Fireshard. Is unlocked with Sorcery.
This would be the first time I add a mod. I am glad you detailed how to install the files because this is what scares me about modding. I don't want to screw up the main program but I also feel I'm missing out on some cool stuff if I don't try it. I hope someday I can mod for myself. How much programming knowledge would I need?
New version up: 1.952.010
Information:
This one add the above changes.
There are several things that have been balanced as well, don't remember exactly what is new and what is old.
The next mod will add spell towers to conclaves and Towns will get more growth. Then I will implement the Staves Mod. Then I plan to do a full balance of all monsters. Then I will do the Path balancing and content additions. Then I will look at spell balance and add in some major game changing spells, ala MoM.
Requests:
1. Keep playing. Never stop playing my mod. It is how I gain strength.
2. Keep complaining. It's too difficult for me to mod while things are imbalanced. Adding content screws up balance and needs feedback. I can mod faster if I know what to change and why.
3. Don't tell the devs we are playing mods. They probably hate me enough already.
4. Anything you want added to the game, I can probably do. Doesn't hurt to ask.
I, to this day, have zero programming knowledge. XML is really really easy to do. My advice is to start small and make a sword or some building. Much of it can be copied and pasted. Of course, I will make some modding tutorials once modding is officially opened.
My guess is they don't mind us testing stuff out, it's great for them. But the fact is, feedback on balance sort of becomes useless once you start modding the game because of ripple effects. If you increase the strength of Stoneskin and play an Earth-focused build with lucky spawns of Earth Shards... your opinion on how the game progressed really doesn't matter. You can't say "oh, Tarth are weak!" because they focus on pierce damage that is extra useless against your improved Stoneskin.
My point is, if you are modding the game and you do decide to speak about an issue, you SHOULD be honest about modding. "Don't tell the devs we are playing mods" is straight up counterproductive.
When I give beta feedback it's always based on the unmodded game or aspects which wouldn't be effected anyway (such as graphic bugs). Usually I try to play at least one unmodded game with each new version.
I was being fesecious. It was a joke about how we are supposed to be beta testing, but instead are playing mods.
On a side note, I got the random event in real life today where your motherboard craps out and you can't afford to get a new one. This is exactly the kind of "fuck you" event I love. I might not be able to mod as much anymore. Probably gonna take a tour soon anyhow. Cheers!
God damn that's bad timing.
I wish I had paid attention to this earlier. My next game will definitely be with this mod in pace, seanw3.
Sorry to hear this. I wish you the best, and hope your Grand Tour is a short one.
This.
Also, just found the Scroll of Fortune vanilla item, unable to be used (normally permanently increases your income by +1 when used). Intentional change? Or a bug?
Also, seems your trait letting non-Altarian races use Henchmen doesn't work. On the plus side, Altar can still build 'em, so presumably custom factions using their blood can too.
Yeah... I've been trying to mod something similar myself and it's impossible to remove unit design from the race type because it's defined in the race itself. Kinda frustrating since Golems/Slaves/Henchmen would better fit in Faction Abilities rather than racials.
I am sure I can get Henchmen working the right way.
On a side note, I am using a nearby computer. I had to cannabalize my old one for some parts, but at least things are up and running. Not sure how well the game will run on an old videocard, but this one has 2x my CPU power, which is supposedly where the engine shines. Also, this is a 64bit windows 7. It's at least enought to keep modding, but I am not sure how often I can use it.
Anyhow, have people started playing with the new city defense yet? The Knight defenders and Paladin defenders are pretty damn cool.
I just want to provide some feedback and impressions. First off I removed my own changes to weapons and installed the latest version overtop of it. The old phrase be careful what you ask for, you might just get it (more aggressive monsters). Applies.
Game settings: I changed monsters from dense down to moderate, play challenging, and moderate. 4-5 AI on medium map.
* Darkling armies need to be tweaked down. Warg riders - wtfpwning you with their armies on turn 1-2? Not only can they charge and close the distance they can completely take out a wussy, newly hired level 1 champion with only a dagger. Suggestion - mounted units shouldn't appear before turn 30-40. I might add that since there's like 4 to 5 armies of these things, hiring and avoiding is near impossible.
* I kept my fortress town continually pumping out defenders and was just able to stave off losses of units from darkling armies. Once ogres and troll armies started on the warpath, I was like F this. Rage quit.
* Levelling. I can see an imperative to tone it down, but it seems really really sloow.
I just wanted to tell you so maybe can feed the monsters a little less steroids.
PS> Sorry to hear about your computer. That sucks dude.
Your destruction sounds... delicious. That is exactly the kind of wanton rage quitting I am trying to elicit from the player. I will set up a precursor darkling camp with no mounts and fewer units. That will give you 50 turns before they come at you with those wtfpwn riders. Aren't I just the worst?
Yep. Downright evil. Better use those turns wisely or else then. Should be enough time to tech and build some basic units.
For my next trick I will be adding 50% monster aggression to cities and outposts. You can reduce that by constructing the Warden and Nightwatch respectively.
Can't wait to see it. It doesn't make sense to me that monsters wander around so hap hazardly. Even if you get some crappy message from them.
After an hour of work I realized that special units make more sense as race attributes than faction abilities. The better thing is to allow us to make custom races in addition to custom factions.
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