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
Oh! I see what you're pointing at now.
Yeah ok...I'll fix it, although it's strange that I have no problems with the spells when SW is loading.
Anyway, you're right.
Hotfix for Stormworld and Mod Manager users:
This fixes the configuration.femm to include the proper path for Stormworld users.
Thanks!
.951 is up, just a couple minor tweaks.
Download links in OP.
Hi,
What the spells start all with a cost double than normal, this is crippling in my opinion.
Pillar of flame has been totally nerfed whereas it was already rather weak.
Yep.
I rebalanced everything so that it takes some specialization to get really good at magic.
If your champion is not a Mage, spells will be much weaker and tactical spells will be much more difficult to cast. If you specialize properly, the Mage should become a powerhouse by mid game. I also have added more lower level spells (like the cantrips) that help to deal with the increased tactical mana cost.
So use your imagination and the tools at hand. It's not as bad as you think.
So in essence non-mage heroes will not use any spells tactically...
What about pillar of flame, 3 damages per 2 shards, are you serious? Unless it applies to all figures per units, but I don't think so, I don't get how it can be considered 'balanced'.
What would you suggest?
8 (+2 per fire shard) fire damage would definitely not be balanced in this mod.
How about 3 (+.5 per fire shard) fire damage?
They will consider the spells they choose to cast much more than a Mage would.
Just started my first 1.2 vanilla game with Rise of the Magi installed, playing as Gilden. Thusfar it seems to be very interesting. I'm loving the new 'basic' spells. Adds a lot of flavour to the magic part of the game. Just started the game and I don't have much time to continue it soon this week, but will keep you posted.
Please do. I know people are d/ling the mod, but I'm not getting nearly enough feedback. I can't test everything, and I keep finding old bugs, so I know others must be experiencing them as well.
Managed to play a bit further in my game today. Things I noticed:
- There seems to be a problem between your mod and the large UI mod made by Heavenfall. The magic synergy you implemented doesn't scale in the large UI mod so that text goes on top of other text. I uninstalled the large UI mod and now things are fine.
- (Some of) the descriptions of the traits you choose after getting path of the mage seem to have dots (.) in front of the text. Here's a screenshot from the channeler trait.
- Spells are expensive in the early game, but I guess that makes sense as they get stronger once you control more shards. I like that as it's in line with the concept of the game.
OK giving your mod a try. Vanilla FE + RotM, Snaking, Large UI and Riverbridge. Playing as Pariden to give myself the widest range of spellbook options. All Empire opponents, Expert difficulty. I have looked at your changelog, but frankly it is pretty difficult to read so I am learning this on the fly so to speak.
New Mechanics, Stats and Traits:
Earth Magic Comments:
Life Magic Comments:
Fire Magic:
Summoning Magic:
More comments tomorrow.
Thank you for trying the mod, and offering feedback.
No other impact other than what's stated. The resist is definitely the bigger early impact here (especially considering units like the Darkling Shaman.) +25 Mastery is just gravy. Maybe I ought to add a Shard Synergy Bonus as well.
In essence, you can think of shard synergy as a multiplier to your shard power. So if we 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:
(FYI in vanilla, the same mage casting fireball with 3 fire shards would do 30 fire damage (18 base + 12 (4 per shard)) and more for Path of the Mage and probably Warlock and all this for less mana than the RotM mage. The vanilla mage is kinda unbalanced, imo.)
The shard synergy described in Shard Bond ability should actually read Shard Synergy Bonus. Thanks for pointing that out (fixed for next version.)
Since this affects shard-based effects, summoning spells are effected (and very nicely, I might add.)
The xml doesn't allow variables on spell attributes like duration, range, radius, etc.
Yup. Now non-Mages (including lower level units) have to make tough decisions when casting spells. This makes the mage, and all things mage-ly like mana production, that much more valuable. I REALLY like this part of the mod. It seems out of whack at first, because you're used to the vanilla way of doing things. But play with it for a while. See if it doesn't make that mage you invested in just that much more special and unique. It really takes until about level 10 or so for the new mage skills to start to come together nicely.
Yeah. With shards. It should also be noted that there is a Frostbite effect for cold damage spells and a Shock effect for lightning damage spells. Soon there will be an Envenom effect for poison spells (and a cantrip), which causes weakness in the effected unit (attack and weight capacity debuff.)
OK. Started over, my new Sovereign looks like the old one, but has Water I instead of Earth. I noticed in your notes that all summoned Elementals start at L5 now, so going to try out a spiffier water elemental. I am also intrigued by the Mass Slow spell @ Water IV. Horrific Wail used to be Mass Slow, a year ago or more, and I loved it then so we'll see what I think now.
Q: I have seen three major changes to the spellcasting heroes that all seem to focus heavily on caster level. Do you think this is perhaps too large of a focus, driving a player towards Potential and Knowledge, which makes them even weaker in the early game than casters already are?
Q: The Wizard I trait claims to give +1 Shard Synergy Bonus per level, but it does not seem to show up on my Sovereign's stats? She still only has +20 from the Shard Bond trait and no other modifiers are listed.
I don't know. I haven't noticed this in my testing. The addition of the cantrips plus other lower lever spells seems to mitigate this effect a bit.
Another bug. It'll be fixed in the next update. Thanks.
Oh, and Ice Bolt is bugged in your version...it does way too much damage
Will the Stormworld Compatible version of your mod work with FE 1.20, especially since Stormworld was not updated?
Currently, Stormworld seems to work, but building pioneers does not cost population as intended in FE 1.20.
Does this mean Wizard I does not currently give Shard Synergy, or that it just isn't showing the values? I have been sitting here with a calculator trying to figure it out.
Should have been more clear. Wizard abilities are currently not giving the promised 1 shard synergy per level.
As long as Stormworld works, the Stormworld compatible version of my mod should work with it. There is really very little that is changed for Stormworld.
This x2 cost is really troubling me. I understand you want to incite STRONGLY people to specialize in magic skills, for mages, but in essence (haha) it also means that any non-mage with spells has no interest in picking magic traits anymore. So you end up with only 1 hero (2 at best) that will cast spells in battles, while the others won't. Also I'm wondering how the AI will cope with that.
Last, at game start, you don't have specialized mages. So the game is harder and poorer, as you won't cast that much spells with your initial heroes. I would have preferred if you proposed a simpler version of your mod with only extra spells and not this additional new mechanism. Is it possible to keep your spells and not your new concept? I don't want to be offensive and I appreciate all the efforts you put into your work, but using a mod is about choice, and I rather not use this mechanism of shard synergy.
Returning to the damages from pillar of fire. The game I play have routinely enemy units in the 200 HP range. So I don't get why you say that POF must do less damages compared to vanilla. For me balancing POF means strengthen its effect, not reduce it. Spending 48 mana to do 6 damages per units, over all units of a stack? No, thanks.
Thanks, I tried it and it seems to work fine, except that Pioneers still do not cost population. (a Stormworld issue)
Remember, the 2x spell cost is for tactical spells only. I have also introduced cheaper spells that even non-mage types can spam. The AI will use spells it has mana for, just like the human.
When I initially introduced shard synergy, I had thought that I might have to put out a 'vanilla' version of the spells. Unfortunately, I've become rather busy and can barely work on the mod itself so that probably won't be happening. Feel free to dig into the xml yourself though and change what you will.
I'll change it to be much closer to the original.
OK, now that I have played with it a bit more I have some more comments:
Testing some more.
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