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
I hope you are ready when Tarth comes a knocking...
Season 32... As New Kids on the Block would say, hangin' tough.
The world feels hella dangerous. I like how you've buffed the city defenders with armor. May want to consider renaming those City Garrison since it's a design shift away from ragtag militia. My level 2 capital doesn't feel like a glass house now. I'm sure this will become even more crazy soon. More feedback incoming.
Also - those bandit hordes are frightening.
A Judas build I see. That particular build demands you reach out quickly with your extra money if you can. Getting heroes is much more important for you. Oh, and check the stats on your blood and the bronze shield. You are basically able to tank with every unit. You are also able to get Merchantcross Bazaar with that diplocap you start with. Or are you saving up for Great Mill?
Great Mill would be fantastic. I'm in an interesting place. Both chokepoints are manned by bandit hordes. Managed to clear the surrounding area, that wild hermit was spittin' fire but I got him. Now to free the countryside of bandits...
No. Both Hf and I are modding some core files. I may be doing a sort of adaptation mod that uses my affliction on Stormworld. That is something way at the back of a long list of mods I want to do. Honestly I think it is nice at least for now to have to very different interpretations of how the game might be modded.
The whole mod is incompatible unfortunately. Stormworld requires the A_LIB_UnitStat_BG_v* mod, which overwrites a ton of stuff seanw3 is also overwriting.
Edit: You should be able to use the Rivermod from Stormworld, I think that might be compatible.
So I'm torn. Now that FE is officially released, I'm really excited to try some mods. And naturally, the first two that spring to mind are Stormworld and Master's Affliction. Both seem to take the game in different directions, and both those directions look great to me. I'm leaning towards Stormworld because the reliquary items look very interesting. But the rebalancing and path specializations offered by Master's Affliction look enticing as well. Ideally, I'd like to have both but I suppose I have to pick one or the other. So, Seanw3 and Heavenfall, here's your chance to pitch your respective mods. Why should I try Master's Affliction over Stormworld, or vice versa? What type of player does each mod appeal to? I would love to see a short compare and contrast of the two mods.
Kinda interested to see this is as well.
I've been taking a quick look through the XMLs for both packs, I'm no modder by any means - a tinkerer at best, but some actual descriptions and contrasting between the two would be cool.
The information in this thread especially is a bit incomprehensible to me coming freshfaced into FE.
Stormworld is mostly the same game rules but with new fantasy content. Elves, gnomes, frost giants, rivers of magma, talking helmets, dragon mounts, that sort of thing. Basically a different setting for the game, filled with "traditional fantasy" content.
But will the Goetia mod be merged with Master's Affliction? Or with Stormworld for that matter (now that Heavenfall is reading)? I'm hoping for at least one, ideally more mega-mods to choose from, which will include all the awesome features developed by you guys (like the Goetia mod).
Goetia will be made for the vanilla game, and since Stormworld is as well it will be included in the pack. I' certain seanw3 will do a version for this as well, but he'll have to confirm that.
Great! You guys are awesome!
Sean - getting a reproduceable crash at end turn when I complete researching drills. Unsure if it's the mod or vanilla, but it crashed last night, I reloaded the autosave this morning, end turn and crash again. Dropbox is down atm or I'd post the full debug.
Here's the last lines of debug though:
Debug Message: ------------------------- Debug Message: - Ending Turn 67 - Debug Message: Current Memory Usage: 613588 KB Debug Message: Cities in World: 11 Debug Message: Units in World: 1341 DebugMessage: AutoSaving - Begin DebugMessage: AutoSaving - Complete DebugMessage: AI: Has chosen not to train any units. Debug Message: AI Lady Irane: Now researching Archery Debug Message: AI Lord Markin: Now researching Animal Husbandry
Sean - when installing your updates, is it as simple as extracting the new files into english folder or should I copy back all the vanilla files and then copy in the update? Probably a stupid question but wanted to confirm. Thanks.
It doesn't seem as though the merchant building is working as it should. It's supposed to generate 2 gildar/season, according to the tooltip, but gildars in a city before it was finished is 0, and the turn after it was finished, 0. Unrest is 10%. I haven't checked out markets.
Yes. Just add all the files to the English folder.
Are you sure you have your taxes set to at least low? The default tax rate in my mod is None.
is is intended that "Mod explanations" opens up "Weapon Balance" ?
I love Stormworld. Since each of us are working alone on our projects, the modder's skills determine the direction of the mod. Stormworld offers amazing visuals and excellently thought out races. The wiki alone offers hours of interesting lore. The rivermod is truly a work of art. The reliquary offers a chest full of items that are able to actually feel as if they are magical. It's a great place to start for players that like FE, but demand a traditional fantasy setting for their games.
But there are others that feel FE is lacking depth. Master's Affliction is designed for expert 4x gamers. It offers a better RPG progression for your characters. It makes the world a seriously dangerous foe. City leveling has a massive level of specialization. Leveling cities high is as powerful as city spam, making each a viable choice. It increases the types of viable units in the game. FE has two unit types: Heroes and Troops. Master's Affliction has five: Sovereigns, Heroes, Troops, Summons, Monsters. Sovs are immensely powerful from turn one. The mod boasts a more robust faction and Sov creation. Troops have a wider variety of tactics, derived from resource strategy. Summons are extremely powerful, but admittedly I need to add Goetia to really flesh this area out. Monsters like Ogres and Trolls now play a vital role in army supplementation. There are a huge list of changes to areas that I felt were under-realized by the devs. Master's Affliction seeks to give the expert players a new challenge and grants the wishes of those that say the vanilla version lacks depth.
As you see, the mods are aimed at two types of people. I suspect most will begin with Stormworld, as it is the most familiar to them. But eventually even with all those pretty centaur models, players will come to contract the master's affliction for challenge.
Fixed, thanks. Check it again. I have been writing some game concepts there.
Oh much better.
The Paths page is blank for some reason until you scroll down, looks like you chopped out an old chart and left the white space.
Will all the Skills listed in Paths have an explanation at some point as to what they actually do?
So why not put all this in the original post?
So is Goetia finished and included in MA (as it shall from now on be known!)?
nice, now I can read about the mod's design
There are many great features available to you once you register, including:
Sign in or Create Account