http://www.nexusmods.com/fallenenchantress/mods/1891/
This mod improves AI and makes some aspects of the game more comfortable to play.
Last update to v.1.6. April 01 2014DescriptionThis mod improves AI and makes some aspects of the game more comfortable to play.Compatibility: v.1.5 and 1-4 DLS's. Compatible with Parrottmath's mods and others which doesn't change units and abilities.To install the mod, first backup your English folder, then copy the downloaded files into it. If you don't have DLC's, delete appropriate DLC files.This folder is here: /steam/steamapps/common/FE Legendary Heroes/data/EnglishDo not put files to: /Documents/My Games/FE Legendary Heroes/ModsThere were lots of features that were not be possible to be done like regular mods, so I decided to put everything into one folder (English). It’s better than have to copy files to both folders (English and Mods)FeaturesFixes1. Fixed unusable unit designs forgotten in v.1.5. (forgotten shields with one-handed weapons2. Fixed vanilla Scrap Golem having no weapon.3. Fixed problems of 1.5 patch with Wilding Hermit and Darkling shaman unable to summon lesser units.4. Fixed issue resulted in lightning attack of Lightning Longbow was not calculated as ranged attack.AI improvements1. AI trains more units;2. AI equips his units better;3. AI trains more elite and mounted troops;4. AI builds more fortresses to produce better troops;5. AI more often enchants his cities with unit enchanting spells;6. AI pays more attention to increase production rates in his cities;7. AI pays more attention to develop combat traits of his heroes;8. AI politics is more aggressive than in original;9. AI hunts for monsters and quests more often;10. Default AI races are more combat oriented;11. Traits that AI doesn’t use properly are changed or disabled;12. More units are available to AI to suit in every gameplay condition. Every of 11 races has:• 1 additional type of pioneers• 2 additional types of scouts (1 of them is mounted);• 2 additional types of clubsmen;• 2 additional types of spearmen;• 2 additional types of defenders;• 2 additional types of light warriors;• 2 additional types of medium warriors (1 of them is mounted);• 2 additional types of heavy warriors (all mounted versions);• 2 additional types of medium magic warriors (all mounted versions);• 2 additional types of heavy magic warriors (all mounted versions);• 2 additional types of horsemen (all mounted versions);• 5 additional types of archers (including mounted versions);• 5 additional types of crossbowmen (including mounted versions);• 5 additional types of mages (including mounted versions);• 3-5 (depending on race) additional types of zealots (including mounted versions).13. Also:• 9 additional types of henchmen for Altarians;• 3 additional types of golems for Ironneers;• 3 additional types of juggernauts for Trogs;• 1 additional type of each spider for the trait “Cult of hundred eyes”.Gameplay1. Good starting locations every new game. No need for Ctrl+N;2. Monetary economic model. All units require gold to train. All buildings require gold to build.3. If you train a unit, the number of its soldiers is subtracted from city’s population. (Thanks to Parrottmath!)4. Intensive combat. (Units gain more dodge, critical chances and some happy/unhappy battle events);5. More types of weapons and armors for unit design;6. Added traits to unit design: alchemist, guard and road building for every race;7. More chances to find armor and weapons in loot;8. Lower prices in shops. No need to rely on loot equipment for heroes;9. Added 24 premium heroes of 15 level;10. Added 18 Undead heroes;11. Garrison units reduce unrest and gain 1 experience per turn;12. Every trained unit requires gold and population to be trained;13. Every building requires gold to be built.14. Each weapon has its special strike.15. Each race has its unique set of weapons.16. Added unique city defenders. Some mages defend conclaves, some knights defend fortresses, some crossbowmen defend towns. Common defenders such as city militia and city archers remain too.17. Added medium fire and ice staffs. Earlier mages had to wait too long to get good staffs, so these medium staffs were added.18. Rebalanced quendar slaves to act more like cannon fodder rather than unlucky losers.19. At the start of the game all items that are available for training units are also available in the shop.20. Unrest doesn't increase with the number of cities. It increases while the city grows in levels. This is vital for gameplay on huge maps.21. Heroes don't divide experience.22. Enchanter specialty gives a full set of 3 lightning staffs with increasing lightning attack and they replace fire staffs. AI prefers to use lightning staffs over fire staffs if he has opportunity.23. Hero traits that are of low or even negative use for AI are changed or disabled.24. Thrown weapons now deal amount of damage equal to the number of soldiers in the group (Thanks to Parrottmath!)25. Staff class of weapons is expanded. Earlier there were just a staff and monk's staff with no possibility to upgrade. Now this possibility exists up to Arcane weapons.26. Added new class of troops - zealots. They fight with melee staffs.27. Added new racial trait "Monk Robes" (costs 0 to choose like Masterwork Chain) which replaces Leather armor with a set of robes. If you wish your light troops look like mages, or you prefer Dodge over Defence, this option is for you.28. Added hardened leather cuirass, light chainmail and some trait-specific weapons available to unit design. Now you have richer choice while designing your units. Perfect crossbow is rebalanced and added to Arcane weapons and thus available for unit design.29. I tried to make AI enchant his cities with more unit spells, such as Heart of Fire, Aura of Might. I set better priorities for these spells but still the best priority is with Enchanted Hammers spell. Then goes Heart of fire, Inspiration and the rest combat and city spells.30. 3 level city adds 1 essense. I hope this helps AI to enchant his cities with more unit spells.31. Units have 5 perk slots instead of 4.32. Quest for Arctic wolf cloak is replaced for IceWarg Cloak quest. Player has to fight wargs instead of wolfs, and gains IceWarg Cloak. In this world Arctic wolf cloaks are available in shops from the beginning of the game, so there was somehow rather useless to fight wolves in order to get an item of low interest.33. Added new racial trait “Guile”, which gives additional perk slot for training units.34. Added new racial trait “Manufacturer”, which gives additional production per material.35. “Wholesale Purchase” spell is added. In case player has excessive gold and doesn't need it, then for 1200 gildars it's possible buy 120 metals, 60 crystals, 10 horses and 10 wargs. Usage of this operation increases Fame by +10. This spell is unlocked by Economics technology.36. New tech City Enchantment was added. It unlocks Scrying pool, Guardian Statue and spells: Heart of Fire, Aura of Might, Aura of Grace, Aura of Vitality. Unlocking these spells allows to cast these spells early, not depending on types of recruited heroes and chosen magic schools. This thech was made especially for AI.37. New tech was added Advanced Warfare. It gives some bonuses that earlier belonged to War Colleges tech. At the same time War Colleges give some expensive books to upgrade heroes. This was done also in case if a player has excessive gold. There will never be too much gold, be sure.38. Updated economic model. Now player has to pay for every equipment and even traits of his trained units. Skilled and highly armed and armored troops should be more expensive. Tested how AI survives in new circumstances. AI is just brilliant!!!39. Added an option to choose Rusty Armor to replace common chainmail. By default Undead race wears rusty armor. This armor is available to unit design like Light Plate armor and has the same parameters, but looks great on undead.40. Added Gladiator armor to unit design. Player can choose it to replace Raider's chainmail. By default Tarthians have gladiator's armor. It's even written in its description, that Tarths wear gladiator's armor with pride.41. If you have DLC 02 installed, then while choosing Assasins tools you gain another design of leather armor. It looks like assasin's armor but has paramenters of common leather armor. So, welcome Urxens-ninjas.42. Catapults are much stronger now. Deadly machines.43. AI has higher value for the following priorities: upgrade heroes to Commander path and teach Leadership and Tactics, build more fortresses and enchant cities with spells that give combat bonuses to units. AI builds less conclaves and rarely builds towns.44. Summoned Skath and Spider mounts for trained troops.
Company of Legendary Heroes:
You know, perhaps you are right with militia. The game becomes more defensive and AI vs AI often can't capture cities. Even human player may feel in safety with strong garrison. So in future update this will be changed.
As for dragonlords - how player can access them early? It needs 600+ fame to get them. This amount coul not be collected quickly. I also plan to reduce powers of ashwake dragon mounts.
Children of Storm compatibiity patch mod is ready: https://forums.elementalgame.com/451910
And as a direct consequence of the previous post, the Patchwork Mod version of Champion Bonanza has also been updated for CoS compatibility (pant, pant!).
(Talking about this: https://forums.elementalgame.com/445026/ )
Hello,
you only need to spec your 2 first heroes as warriors and get 9 levels on them, which is rather easy. I think I've had a dragon lord as early as about turn 40.
As I suggested before, I wouldn't mind removing them all together.
What if dragon mounts have -4 Initiative instead of current +2 and don't have +10 Fire Attack? They wouldn't be so overpowered? But would they be still fun to play if they still have Fire breath?
Yes but in this case your warriors get not so valuable skills. You waste many points and have weaker warriors for one elite unit.
Hey,
in my opinion, it's the fire breath that makes these units devastating. When attacking an AI controlled town the dragon lord instantly kills 5-8 defending stacks. The initiative and +attack are of no concern to me, at least. Should you be able to remove that, I think it would balance the units out nicely. And as mounts the dragons are cool - maybe rename them drakes and remove that breath attack?
Considering the tactic raising 600 fame fast, you also get 3 more heroes while going at that milestone. A tleast one of them heroes is a level 9 with better than decent gear, which on turn helps keep those 2 early warriors going. And after that, level up those warriors twice more and they have Maul. I find them rather effective.
Yes,that's the good idea. Even with downgraded dragon mount Fire breath is rather devastating.
But a dragon without some sort of fire attack seems a little bit unusual. What if to change Fire breath with:
1. <DisplayName>Spit Fire</DisplayName> <Description>Target unit takes the caster's attack strength in fire damage</Description>
2. <StrVal>FlameTongue</StrVal> <Provides>Flame Tongue- Does 2 fire damage per level to the victim</Provides>
I'll also change priorities for AI to equip his units with Fireresistable cloaks.
Yes, perhaps +300 fame is too much, then may be +200 will be enough? +150? Just +100 seems too cheap.
I like where this is going... Maybe make the fire breath ability similar to Ignys' ability, like a straight fire beam 3 tiles straight in front of the unit. Modify the power with x level, and maybe it would get spellcasting bonuses as other abilities do if the champion is a properly specced mage?
200 fame and maybe +5% exp for army as the warrior would be legendary and inspire others? Or +100 fame and +1 per turn after that?
After you have balanced these things, I think I'm going to be utilizing summoners from D&W more as the summoned dragon seems a much more valuable unit then.
I tested this. Ignys has Spit Fire ability but dragon mount doesn't receive any visual effect from it.
I'm thinking of making a special race trait Magic Mounts which will allow to summon scath and spider mounts for regular troops. If player wants to be independent on horse or warg resources of a map, he may reseacrh a special tech and summon scaths and spiders and equip regular units with these mounts. Also these scaths and spiders will appear in the shop to be purchased for heroes. May be it would be fun to have more different magic summoned mounts? Bears, stalkers, river slags? Not powerful, but just for visual and gameplay difference. I thinkk to create a new resource Monstrous Egg. These eggs will be summoned by spell and if there enough eggs player may equip his troops with monstrous mounts.
these changes were very good and would like to know if you are willing to get some review and ideas for future updates.reviews: 1 - I believe that the spells could continue with the attribute "per essence", the removal of this took an important aspect of the game, where the number of essences defines the "power" of magic in a city, I understand that the number of essences were brutally increased and this could disrupt the balance of the game, but still feel that this is an important element to the gameplay, I believe that putting a limit solution such as meditation gives 1 mana per essence for a limit of 4 or 5 essences, could help with this. 2 - Towns are places of economic development, Forts used to fortify the borders with the training of new military and Conclaves are for the Research and mana improvements. Giving the "training" structures to all types of buildings basically destroyed the needs of a fort, when playing I usually have 2 to 3 Forts and they were created only to lower the unrest of my kingdom , I know u did this to help the A.I. and if it is possible, that change could be for A.I. alone.Ideas:Those are some Ideas that I believe may help with some troublesome aspects of the gameplay, hope u agree 1 - Military Upgrade: the upgrade system is just too much limited, even if you "upgrade" your veteran troops, they still cant match the new ones, for example, I have that small lancer group and they survived until the end, even if I give them the best spear, helm, etc, they'll still be a lot weak and horseless if u compare with the new trained ones, instead of just auto-upgrading, it could open a small window with the possible new weapons, armor, accessories, equipment, traits, etc. Like the customized unit window.Old traits could be "forgotten" to learn new ones, through the "forget spell", that could be learned by skill tree, and each cast could erase an specific or random trait.Another thing are the essences buffs and training builds, to improve the spearman group with new stats, we could pay X for them to be immobilized on the city for X turns and then their "training" would be upgraded with the essences and building bonus.I guess that's "only" this, I know nothing about modding and don't know how hard it is, the lack of time on my day also don't let me learn more about it, I have about 2 hours to play, the others are working or taking care of my kid, I came to you because I found amazing what you did with the gameplay, you changed it without game breaking it, the A.I. is just a lot better, it is true it takes more time between turns, but I guess it is needed for the new calculations.Those are just my thoughts about what could be changed and what could be added, thanks for that mod and good night
Here I agree with you. I'm also not satisfied with city enchantment bonuses. I made them to help AI who doesn't care where to build cities and where to produce troops. It is one step to give more options to a player, but at the same time it is one step to reduce AI challenge. I still think about it, perhaps giving 0.5 bonus per essence will be better?
Only fortress gives better armor, special fortress' bonuses and War Colledge. Fortresses also have great production rate. I also build prisons. So even with trainning yards in every city fortresses remain good production centers and still they are the best sourse of elite troops.
One possible way is to turn every unit into a hero who can learn traits per level and have inventory. So it would be possible to equip and unequip troops. But this may require to rebalance the whole game. The other issue is that you have a pack of some soldiers in a unit but it requires just one weapon to equip them all. This leads to rebalancing weapons. So weapons should be named like "A set of Long Swords", not just "Long Sword". ...
I understand you, I have exactly the same situation I have to optimise all my day to have just a little more time for modding.
It would be nice if we could get more loot when defeating enemy champions, I feel we loose a lot of unique items otherwise...
I also would like to see more loot, but it's only possible to specify certain items to certain units and specify chances this loot will appear. Heroes have inventory which may be changed and thus any loot item added to some heroes may be different from their real equipment.
Here is the code how it's done:
The best possible thing is to add a set of some cheap weapons and armor to every unit and set very low chance of getting each loot item. But because there are many of such items, something random will appear. But your inventory will be filled with lots and lots of such stuff... And you can sell all this and perhaps to gain much gold. This may be a serious bonus against AI. And also this adds a serious workload to computer.
Webusver thanks for all your work including children of the storm!
I'm using all of your approved mods.
Bug report maybe: Eviscerate doesn't have a 100% chance of succeeding when I use it.
Catapults: I was using 3x catapults against 3x spear man units. Fired three times using area of effect (0 chance of missing and missed the target 3x times for a total of 9x miss?). I then hit 2x units. Weird
Treasure: when conquering a town you get: 0$ and 0 items. Can we gain a little loot please or my followers will abandon my rampaging urges?
Healing Champions's injuries: There must be a better way than to ruin my economy to buy an expensive potion to cure 1x condition.
City treasure rewards would help in this matter.
Thanks !
Quoting demetrio3000, reply 311
1 - I believe that the spells could continue with the attribute "per essence", the removal of this took an important aspect of the game, where the number of essences defines the "power" of magic in a city, I understand that the number of essences were brutally increased and this could disrupt the balance of the game, but still feel that this is an important element to the gameplay, I believe that putting a limit solution such as meditation gives 1 mana per essence for a limit of 4 or 5 essences, could help with this. Here I agree with you. I'm also not satisfied with city enchantment bonuses. I made them to help AI who doesn't care where to build cities and where to produce troops. It is one step to give more options to a player, but at the same time it is one step to reduce AI challenge. I still think about it, perhaps giving 0.5 bonus per essence will be better?
Probably, but I would put something like 0,75, so if we get a town with 7 essences it will give us about the same of a vanilla town with 5.
About the upgrades it will be a real mess I'll try to figure out something when I went on vacation on april
I will test it for a while.
BTW v.1.5. coming soon. There will be a new feature. Summoning of magic mounts for trained troops.
Just summon them:
And go to battle
The only resource a spell may use are mana and gold? to make it more consistent u could add a cost of horses/wolves as a "reagent", so players will not abuse it, and it will be great to finally being able to mount already trained units.
@Demetrio3000: There is already the summoning pool for that (see Demons and wizards 0.5)
@Webusver: What are your next plans? More classes, bug fixes, other compatible mods, more items?
Thanks!
yah, but it is not the same, the summong pool is supposed to be used to summon fighting units, it will turn to be a real problem if those mounts actually merge with already trained ones, lets say I'm a summoner and have an army that is sucking 10 from my Summoning Pool, and I have a limit of 10, if I want to summon a mount for my already trained units, it will be as giving them a buff, and not actually summoning new units to fights, so I'll have to sacrifice an already fighting unit to mount an already trained one, making my army weaker
Patchwork mod was updated to v.1.5.
1. As suggested Apheirox, city garrisons are a bit lowered. With strong garrisons AI had a tough time to capture cities.
2. As aerowreck said, Dragon mounts were very strong and now they are a bit weakened.
3. Added summoned Skath and Spider mounts. They are available only for trained troops. AI gained additional units with these mounts.
4. When player recruits the best premium hero he has an option to exchange his fame for gold and resources.
5. Spearmen have another pose on unit icons. This was made to make them look smart with and without shields.
If you use both Patchwork mod and Children of Storm mod together, I'd suggest to use v.1.4. and not upgrade to v.1.5. until I finish the next version of CoS compatibility patch, because CoS AI races still can't use summoned mounts.
I will think about this.
Now I'm going fo update CoS compatibility mod. Then I'll think the loot pack.
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