Rise of the Magi
v .952 for FE 1.20
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AboutRise of the Magi introduces new concepts and content to Fallen Enchantress which are generally centered around balancing and expanding the choices of the Mage character, and magic use in general. Among the changes introduced are: ** 35 new spells ** A new concept called shard synergy. Shard synergy acts as a unit-based multiplier to shard based spell effects. These unit stats are visible in the unit details screen. Shard synergy bonus is added to every elemental shard synergy stat. ** New abilities to the Path of the Mage line. The Wizard specializes in spell mastery and shard synergy bonus, and unlocks new spells. The Channeler specializes in mana production and efficiency. The Elementalist specializes in shard synergy of a particular element. ** Many spells now have damage effects based on the caster's level; as your hero gets more powerful so do her spells ** Tactical spells default to double mana cost. ** Changed Affinity ability to be selectable by any hero. It now reduces tactical mana cost, gives synergy bonus, and mana production. ** The addition of new sovereign creation professions and traits centered around magic use ** Elemental tactical damage spells now have interesting side effects based on the element. For instance, fire damage spells now have a burn effect, which applies a short DoT; cold damage spells have a frostbite effect, which applies an initiative debuff and a dodge debuff; lightning damage spells have a shock effect, which applies a disorienting (clumsy) effect and a debuff to accuracy; poison damage spells have an envenom effect, which applies weakening effects like attack debuffs and weight capacity debuffs. ** and much more.
For the full spell list and chagelog, please see the rotm_details.txt file included with the mod.
View current rotm_details.txt Only
Shard Synergy
Shard synergy can be thought of as a unit based multiplier to your faction-wide shard power.
As an example we'll look at Fireball, cast by a tenth level mage with 3 fire shards. We'll say the mage has a fire shard synergy of 175 and shard synergy bonus of 40. It currently works like this:
RotM version of fireball does 1 fire damage per caster level + 1.5 per fire shard in a radius of 1.
175 + 40 = 215 >> fire shard synergy + shard synergy bonus
215 / 100 = 2.15 >> This is your shard power multiplier. [FYI I use 100* numbers so you can see what's happening in the UI. Smaller decimal numbers would simply show up as integers unless you moused over them.]
3 fire shards * 2.15 = 6.45 >> This the mage's adjusted shard power.
1.5 * 6.45 = 9.68 = 10 >> Fire damage from fire shards
10 + 10 = 20 total fire damage >> 1 damage per caster level plus shard bonus
Total damage is then multiplied by spell damage adjustments from Warlock or Path of the Mage, etc.
Recent Changes
v. .952+ [Balance]Changed Frostbite initiative debuff to -.2 per water shard (can stack)+ [Fix]Fixed Ice Bolt to properly deal 1 damage per level of the caster+ [Fix]New Mage abilities are much more likely to appear at level 5 (after picking Path of the Mage)+ [Fix]Fixed an issue with Ice Bolt spell where the shard damage was much too high+ [Fix]Fixed bugs where the shard synergy bonus from the Wizard line of abilities wasn't being applied properly (thanks to ManiiNames)+ [Balance]Pillar of Flame now deals 7 fire damage (+1 per fire shard)+ [Balance]Firestorm now deals 1.5 fire damage per caster level (+2 per fire shard)+ [Balance]Heal now heals 1 per caster level (+1 per life shard)+ [Balance]Lay on Hands now heals 5 (+2 per life shard)+ [Balance]Changed Affinity ability. It is now available to all champions, and is uncommon. It now has five tiers (I-V.) Effect each tier: -3% tactical spell cost, +10 shard synergy bonus, +1 mana production.
v. .951+ [Fix]Fixed issues which allowed picking new traits without first unlocking Path of the Mage.+ [Balance]Cantrips now have 2 base damage instead of 1.+ [Fix]Fixed an issue with the configuration.femm of the Stormworld version of the mod for the Mod Manager. (thanks to Murteas)
v. .95 + [Content]Created a Stormworld compatible version of the mod. Although using the non-SW version of the mod with Stormworld won't break the game, the SW version adds a few features which will enchance the experience of using both mods together. If you do not use Stormworld but want to use RotM, then use the regular version of the mod.+ [Content]Continued fleshing out of Elementalist abilities+ [Fix]Various bug fixes+ [Balance]Complete re-imagining of all shard-based damage spells. Most damage spells are being converted to a level-based damage system, and the base damage per shard is being reduced considerably. Now, along with the increase in tactical mana cost instituted in .90, it takes a significant degree of specialization in magical abilities to consistently deal high amounts of damage with spells in tactical combat. All elemental damage spells will also have side effects which are unique to their damage type, but consitent throughout that damage type. These effects are similar to the new cantrip spells outlined below. + [Content]Burn effect deals 1 fire damage (+.5 per fire shard) per turn for 3 turns.+ [Balance]Burning Blade has been renamed to Fire Brand. Fire Brand gives target champion 1 (+1 per fire shard) fire attack, plus burn effect on successful melee attack.+ [Balance]Burning Hands now does 7 (+1 per fire shard) fire damage, plus burn effect.+ [Balance]Feedback now disrupts a spell a unit is casting and does 1 fire damage per caster level (+.5 per fire shard) unless they resist, plus burn effect.+ [Balance]Fireball now does 1 per caster level (+1.5 per fire shard) fire damage to units within a 1 tile radius, resist for half damage. Burn effect added.+ [Balance]Firestorm now deals 1 fire damage for every 3 caster levels per fire shard.+ [Balance]Flame Dart now deals 1 fire damage per caster level (+1 per fire shard) plus burn effect.+ [Balance]Flame Wave now deals 3 fire damage (+1 per fire shard) plus burn effect.+ [Balance]Pillar of Fire now deals 3 fire damage per 2 fire shards+ [Balance]Soulburning now deals 2 fire damage per death and fire shard to the unit (plus burn effect), half if the victim resists. If the target dies it will reanimate as a burning wraith, and a fire will rage in the tile.+ [Balance]Blizzard now deals 1 cold damage per caster level (+1.5 per water shard) with frostbite effect.+ [Balance]Ice Bolt now deals the caster's level (+1 per water shard) in cold damage, plus frostbite effects.+ [Balance]Storm renamed to Electrical Storm. Lightning strikes a random enemy group and all surrounding units for 1 lightning damage per caster level (+1.5 per air shard) plus shock effects.+ [Balance]Removed Weight Capacity Penalty from the Wizard line, added shard synergy bonus per level+ [Balance]Removed spell damage penalty from the Channeler line+ [Balance]Thunderstrike now deals 3 (+1 per air shard) lightning damage, plus shock effects.+ [Fix]Removed Spark spell for now+ [Balance]All elemental summons now summon level 5 (+.5 per appropriate shard) elemental.+ [Content]Added x new spells this update:Cantrip: Burn Fire 1TacticalCost: 3 CastTime: - Range: - Radius: - Cooldown: can stackTarget enemy unit is set on fire, taking 1 (+.5 per fire shard) in fire damage per turn for 3 turns.Cantrip: Frostbite Water 1TacticalCost: 3 CastTime: - Range: - Radius: - Cooldown: can stackTarget enemy unit is chilled to the bone, taking 1 (+.5 per water shard) in cold damage plus -1 initiative per 2 water shards and -1 per water shard to dodge.Cantrip: Shock Air 1TacticalCost: 3 CastTime: - Range: - Radius: - Cooldown: can stackTarget enemy unit is shocked with electricity taking 1 (+.5 per air shard) in ligntning damage plus 5% (+3% per air shard) clumsy chance and -1 per air shard to accuracy.Lightning Bolt Air 2TacticalCost: 24 CastTime: - Range: - Radius: - Cooldown: 2; can stackA bolt of ligntning strikes for the caster's level (+1 per air shard) in lightning damage, plus shock effects.Planned Changes
+ Edit and create icons and effects for existing spells+ Add more spells+ Continue to balance and tweak existing and RotM spells to synergize with the new Mage abilities+ Add items and quests
Mod Installation and ManagementTo install, either use ev4debug's Mod Manager, or extract all folders and files to your MyDocuments/MyGames/FallenEnchantress/Mods directory.To use, enable mods in game options.This mod is modular meaning you can remove the aspects you don't want while keeping the parts you enjoy.To disable/delete parts of the mod you don't want navigate to MyDocuments/MyGames/FallenEnchantress/Mods/Aetheria/Astronomicon. In this folder are various .xml files named like the spells they define. To disable the file, delete it or cut and paste it into another container file (outside of the mods folder.)
Note: The spells included in this mod are intended for the enjoyment of the human player only, so it may give some advantage to said player. I do not guarantee that the AI will be able to properly use the spells to its own advantage.
Special Thanks
NaytchSG - spell ideas (Sanctuary), Heavenfall - bug squishing, Murteas - bug squashing, ManiiNames - playtesting
Soul burning and touch of entropy would need special Stormworld versions, but other than that I don't see anything stopping compatibility.
For touch of entropy (and ability) I summon Lurk_BG_Summon instead of the normal Lurk.
For soulburning and soulburning_ability I have +9 damage against hexed targets like so
Ok, that should be no problem to add into the SW compatible version, which could be available from the get-go.
I'm excited to announce that Rise of the Magi v. .90 has been released!
Please be aware that this version now begins a new era for this mod. Core mechanics have been altered with the introduction of shard synergy. The spells included in this mod will no longer work with vanilla FE - they require RotM to function properly.
If there is enough call for it, I will make 'vanilla' versions of all of the spells.
Also note that I have not set this mod up to be fully functional with SW yet. Full compatibility should be included by version 1.0.
I also recommend that you use ev4debug's fabulous mod manager to manage this and other mods.
Hurl Boulder is currently bugged and not WAD.
I will fix it and upload a hotfix later today.
Cool! Looking forward to v1.0.
Me too!
I'm still trying to come up with some cool designs for the Elementalist line of abilities. I like what I have so far, but there's a lot left to do until 1.0.
.901 released.
Found lots of annoying bugs on an extended playthrough.
If y'all are interested, here's a download link for the next build I'm working on. This build is focused on balancing the spells (again) because the new Elementalist abilities blow the old damage numbers through the roof. With the new changes coming into place, it will take significant investment in magic to be a strong damage-dealing caster. I really need feedback on these changes.
Enjoy!
Changelog
But I like my lvl 23 fire elemental!
LOL yeah I know - that's what made me think something was a tad out of whack.
Are you planning to lift the summoning limit so a "Summoner" can do 2 units at Summoner 1, 3 at Summoner 3 etc.? If you bump the maintenance cost to 5 mp a turn that could be a good way to balance it... The AI is using root quite a bit but havent seen an AI hero using your mage subclasses yet.
And I can PM you a list of summoning spells (5 or 6 each magic realm) I came up with if you are interested in beefing up summoning as part of ROTM.
Great fun, keep at it!
I haven't looked into it yet, but I suspect I can't do something like that.
Sure I can always use more help.
.95 released.
I still need to create a poison specific cantrip and side effect.
My new vassal; he didn't get a chance to summon his own fiery wrecking crew, but the AI is picking your traits! Will load 0.95 tonight!
Excellent...
Wait...how did he pick that without path of the mage?
Sigh...
I noticed a problem in a game I was playing last night where I would randomly lose all my mana (go into the negative) even though I wasn't casting anything. Any ideas if ROM could cause something like this?
Latest version?
If it happens again shoot me a save.
Were you using Stormworld?
Yes to latest version and yes to stormworld (I am using the SW compatible version).
I'll try again. I'll send a save if it happens again.
I know a weird problem was reported to Heavenfall about a similar negative gildar glitch and he thought it might be related to Stormworld. I can't think of anything I'm doing in RotM that would cause a bug like this.
Keep me posted though.
Actually it almost certainly cannot cause negative mana. The bug I think I might have is frost giants upgrading their cloaks, which costs 217127217321 gildar. Of course the player never has this so he can't do it, but I think just maybe the computer bypasses the check and just pays. Anyway, pretty sure it is not related to mana.
I didn't see it my second game, but I think I may have found an issue in your .femm file. For the SW compatible version you failed to include the -sw in the path so all the spells get left out of the mod. I'll let you know if I see anything else.
Thanks for your work on this.
Ok I'll have this fixed for the next version.
edit: Just looked at the configuration.femm and everything looks ok to me. Did you have the Mod Manager erase all of the old files in the Mods folder when you installed the new version? I have a sneaking suspicion that you have both rotm_CoreSpells.xml AND rotm_CoreSpells_SW.xml in there... Actually, now that I think about it if you have both mods installed your going to have two files trying to compete to change a couple of the same spells which might cause wonky behavior.
edit2: I just installed both mods together and the spells showed up just fine.
Weird. Here is a picture of what I was talking about, maybe I am just incorrect in my understanding, but that still doesn't explain why I didn't get the spells the first time. Perhaps its a mod manager issue. In any case, I'll play more and let you know if I see a problem, sorry to send you on a wild goose chase.
http://screencast.com/t/oFKWnXuJHzvf
In response to your screenshot, no, rotm_SW is a folder and rotm_Abilities is a file - they are not the same thing. I don't have to refer to the rotm_SW folder, or any folders but Gfx for that matter, in the configuration.femm. Instead I list every xml file so as to allow somewhat more modular behavior; for instance you can easily disable certain spells you don't want included in your gaming experience without cut and pasting or deleting chunks of code. This is generally different then how Stormworld works, which is set up so that some folders can be enabled or disabled at the user's discretion, based on dependencies et cetera.
I hope this makes sense - kinda tired at this point
Fair enough, all I know is that if I change that to add the _sw it works and if I don't none of the spell files show up. Not sure why that would be the case.
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