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
Sean, in your mod, does merchant building no longer work? I am using a custom faction, built the first merchant building which is supposed to give me +2 gold but it isn't giving me anything. Still only making .8 gold on low tax with a lvl 1 town. Did you change how it works maybe?
Yeah, seems mysterious to me too. For example, city income is 1.8 in this shot but it shows 8.8.
The code in coreimprovements seems fine, so not sure what else could be affecting it. I should be producing 12 gold right now but I am only producing 2.4 and I built 1 spearmen which is costing me 1.1 so I am basically making no money. Given, the rate is on low, but still even on higher levels it isn't much. At normal 4.8 and high 7.2. This is with 2 cities. Something is wrong here.
Sean, did you also do something to magic? I cast firedart (or whatever it is called) at a bandit and it resisted and took 1 damage. The firedart spell should be doing like 38 dmg and it says if resisted, half dmg. Taking 1 dmg is definitely not half dmg.
I guess I see what you did, you changed the way resist magic works perhaps?
Also I see how the taxes work. You get a percentage of the max. The percentage depends on tax rate?
Hey allan, why in your screenshot doesn't any of your units cost wages?
Cuz I designed these spear dudettes. [e digicons][/e] I added the negative trait weak which Sean modded to -20 labor cost. Note they cost only 3 production to build. I think the game looks at them like slaves.
Sean - updated playthrough turn 70 in reply #293. Intense. The world is not my friend.
You are playing on a small map (even large size is small)
I created a much larger map with elementerra. There are lots of monsters around but I can still settle and develop comfortably. I prefer it that way. Although I might have to add more factions so that no one faction can get too big quickly. Map is huge so there is a lot of space to settle.
Epic. Loving the journal style of your writeup.
Spells are doing 1-Max Damage for some reason. That is a vanilla game mechanic too. Same with Merchant. The vanilla sets up taxes so that you only get a percentage of the max gildar a city can produce. Increasing your tax levels will increase gildar per turn, but increase unrest as well. Empires are able to get to Oppressive Taxes in the late game with Slave Pen and Slave University or whatever I called it. Kingdoms have more ways to reduce overall unrest, instead of ignoring it. I am trying to get the faction types to play differently. Let me know how that goes.
As to weapon balance, you have to think that a mace army is going to be bashing a ton with those high values. So even though their damage over 100 turns is low, you will have several situations where you incapacitate your foe. And certain factions get bonuses to weight capacity, allowing them to have better initiative with maces. It really depends on who you play as. There is also a trait rebalance incoming that removes all trait labor and has the traits based on race and faction bonuses. Each trait will have a trade off. Your choices will direct a unit towards a specific tactical or strategic choice.
Oh, and shields counter bows with Air Dodge. I will be adding that stat to the unit details. Not sure why it is hidden. Also adding some stats to the leveling screen. Not sure why so few are shown.
I was referring to mauls and doom mauls. Maces are fine. The wieght on mauls restricting gear and the initiative penalty inhibiting movement not withstanding, the damage is half of same tech weaponry. But whatever.. I did find a bug though. Masterwork chain is available at armor tech, instead of chain being available at armor tech, and mastework chain at heavy armor tech.
Actually I agree about Mauls after taking a second look. They will now do 30 damage, which is a solid 10% chance to bash. A group with then have 20% to 40% chance to bash with full hits. Also going to increase the labor costs of horses, since it counters so many tactics.
[Edit]
Wow, mounts had zero labor costs? Added 40 to horses and 50 to wargs. Added building cost to their resource improvements too. No more stocking up on horses for 100 turns before you research the tech. Now it will take some time out of your game.
Anyone else getting a consistent crash between turn 50 and 100?
Yeah, I've had several crashes running the mod. But can't pin it down... have had a couple corrupt saves too.
Sean - continued the 1.0.002 playthrough in a new thread here: https://forums.elementalgame.com/435202
I did a check of all my files. I don't see how the crashes could be from the mod. It seems to have something to do with meshes or a spider graphic as far as what warnings are coming from the error log. I guess I'll just hope the next updates from the devs fixes the issue.
After some further testing, the crashes seem to have been coming from my custom maps. I think there may be some problems with the cartographer's table.
Sean - can warcry be resisted? I just used it and 2/4 enemy units were afflicted. Verified the 2 without the graphic do not have it on them.
I figure you're probably already aware of these Sean but thought I'd mention it just incase.
Was tinkering with the mod today just for laughs and noticed a few ultimate spells so busted out the cheat client to give a couple a whirl. Ran into a couple issues.
Diluvium - causes some pretty serious client chugging when cast, talk about drowning everything in the remote vicinity though yeesh ._. Units whose tiles have been turned to water (AI) just end up standing on water. Quite odd to watch.
Great Flood/The Oncoming Storm - client locks up when you click cast spell on these. Seems to show most targets as invalid. Wasn't actually able to make it cast in the end.
Omen of Astaroth - No delay issues but shows all targets as protected from hostile spells
Strip Mountain - Seems to work mostly though I have yet to see any resources pop out from the ones I tested.
Break Realm - Guessing this is meant to be ridiculous with that crazy mana cost. Talk about turning everything into bananas, floating rivers and resources popping out of the side everywhere ._.
Tested on an i7 @ 3.85GHz, Nvidia GTX 480s.
Ya, I am a little sad that the MoM 2 game has zero frakking support for these kinds of spells. I have a few ideas about fixing them. One thing I could do is spawn lairs about the realm that change the land around them. This would allow for a slower process and maybe less chugging. Still, I want to get the early and midgame closer to perfection before I start working on globals again. Did you try Troll Legion or Shadow Rift? You can totally screw over a leading faction with those. It just wrecks cities you think are safe.
I have never installed a Mod before but really want to try this out. Can someone walk me through on how to do this? I would be greatly appreciated !!!
Sure. Start by reading the installation link I have at the top. Basically you should think of it as taking the old rules out of the game and adding new ones. The game folder has a series of files. You need to make a copy of the folder called English and put it somewhere safe that is not in the game folder. I usually set up a Backups folder in my user directory. Once those are saved, we can put my files in. The installation link shows you how to do this. Basically, you just take the folder I provided and move it into the folder called English. It should merge everything. If it asks you if you want to replace a file or merge a folder. click yes and make sure it does it for all files. There is not yet a units folder, so you can ignore that part. If you followed these instructions, start the game. Check "Use Mods" in the options menu. Now restart the game. This should now be modded to play as Master's Affliction.
Go ahead and post here if you have any questions.
Hi Sean,
Your mod is simply incredible. I spent the last 10 hours playing with Altar and trying to survive and to expand while fighting the never-ending hordes of brigands, darklings and shrill. The tweaks you’ve done to the monsters aggressiveness and groupings really add an impressive challenge and depth to the game. We really need to cleverly plan our defense and your mod makes city spamming a non viable solution, as we need to fortify, build defensive structures and really plan our expansions. As a long-time strategy gamer, I never felt such challenge in any game so far. Many thanks for your effort, and I’m eager to see the next update to your awesome mod.
PS : I really hope that Master's Affliction will be one day compatible with Stormworld.
Thanks,
Mat
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