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 second that matreus!
Hey Sean.
For some reason my game keeps crashing whenever I finish building my Flame Altar. The Sovereign I'm playing has Binding if that makes any difference.
Doesn't matter if I let the Altar build itself or Rush it, crashes me every time.
Summon Fire Elemental is fine.
I already built an Earth Altar with no issues and if I cast Corruption and then build a Death Altar where the fire was it works fine so.. =/ I'd just avoid Fire Shards but I'm kinda expecting the AI to grab one and crash my game lol
Binding uses a special altar, so only you will probably crash it. I'll take a a look at it and add it to the next update. Thanks for the heads up.
[Edit]
I looked it up and I apparently edited out the young version of the spawn. So it will crash each time a young burning wraith is summoned.
Oh yeah I see that now. I added BurningWraith_Young back into CoreMonsterUnitTypes.xml but the game still crashes so I'm guessing when you start a new match it pre-loads all these XMLs and ignores future changes? Is it possible to fix this in an existing game?
It's not really a big deal - just getting into the swing of things on this one (and got decent tile layouts for once my god!) so if it's possible to avoid a new map that'd be cool. God knows it's rare for me to get a good start with your brutally unforgiving mod (<3) so getting a nice corner of the map to myself with good layouts makes winning seem vaguely possible for once haha. If not I'll just have to go track down and brutally murder Ceresa before she finds a fire shard.
Hey there Sean, new mod user here.
I've experienced a repeatable crash in one of my saves while using your mod. After checking the debug.err file I noticed a whole list of entries stating that the game was missing definitions for the Scout unit for every faction, as well as the archer definition for the trog faction. I'm guessing that since the faction was said to have access to a unit that doesn't exist, maybe the AI tried to build a scout and the game crashed as a result?
I've commented out the scout lines in the XML, we will see if my next game crashes or not. It was a real shame since I had a starting city of 4/2/3 as Procipinee. That city would have had 5 essence
I'm kinda torn on this mod. On the one hand I love the new tech trees, skill progressions, equipment balancing, reworked stats, everything except the new monsters. I'm not keen on watching the wildlings conquer the world, or a dozen packs of bandits with 50 attack keep me cornered on my little peninsula. And this is with the difficulty on "normal", the wildlings and monsters on "sparse." I think the spawn rates are just right in vanilla. With tweaks to the difficulty settings they could go from an annoyance to a serious threat. Is there a way to keep that? On "sparse" they're more like vanilla, on "dense" you need an army just to get pioneers settled. That'd be nice.
Yes, but you have to realize that the things you like about the mod give the player some supreme power. If the world was the same and you had all the balance changes, you would never be challenged. Still, you could try a few things. Make a custom map where you set the lairs up. You could try using the vanilla CoreGoodieHuts. Like I mentioned in my treatise on the mod, this is just a template. Feel free to change it to your liking. [e digicons]:thumbsup:[/e]
[Edit] Try setting the world difficulty to beginner. This will prevent lairs from upgrading into massive armies.
Where did you find more scout code? I have been trying to eradicate those. I want to be known as the scout nazi. Why oh why did the devs make such a useless unit?
I'm loving the mod but for the 2nd time I reach a point (now at season 92) that the game just crashes at the end of the same turn, dont know what's causing it.
I have the save game and debug log if it helps...
I am putting together some bug fixes. It should stop alot of crashes. I'll have it ready this morning, GMT -700.
Regarding permanent crush:
Load game save it and load it from a new save - it helped me in one case
Nice to know! eagerly awaiting the next update!
Thanks a bunch for your work. The mod is a blast and cleverly thought out. Sadly i've yet to be able to play it through a game because of the constant crashes :/
Regardless I applaud your craftsmanship and vision.
Sean - i have found a bug, I think. I am happy you can choose to upgrade your unit to bigger troop but i am not sure:
- i can upgrade even shadow warg and have a group of them
- when i am upgrading my troops i am paying only for citizen and guildar, i am not paying for their equipment (metal, crystal); this can be easily abused
The devs said they fixed the problem with upgrades. It's a hardcoded feature that is bugged. Basically it's not checking how many troops are in the unit. Too bad, because I would love it if it worked. But for gear and unit size it still gives you a cheap deal. I will make the default cost much higher I suppose.
1.0.004 is up. Changelog in the OP. Please let me know if you are still crashing. I deleted the scouts and fixed the bad elemental spawn. It mostly helps to know what you were building, training, attacking, and turn number. Maybe check the AI too if I can't nail it down. I should have taken the Infallible trait before writing the code.
tyvm for the update
Dont forget to edit your main post, it still says 003 version at the top and ppl might not notice a new version is up, making a new game now!
Thanks for your work on this great project.
Just noticed something unintended, but worthy of awe. Knights of Asok have been powered up and are set to wander a bit around their lair. When a road is near their lair, they use it often. Because they have such a high movement rate, they begin to take over a large area near their lair at high movement. I was fighting some Troll Warriors near their lair on a road. I barely survived the battle and ended turn. I found out the hard way not go anywhere near Asok territory unless I am looking to hire them. Now that I look at it, they are hitting trade caravans as well. They have totally blocked my supply route for my campaign against Tarth and have killed my greatest army.
It wasn't even a battle. It was a massacre. I even used Flurry and 3 shockwaves. Not enough damage to subdue even one unit. They cut right through my leather and made colanders out of my roundshields. They have spared my general, only taking his ear as a reminder of our defeat. My faction power is much lower now. Several factions just went high enough above me and are declaring war.
The only honorable thing to do is to commit an oath of vengeance on the knights of Asok. I, Warlord Verga of the Ahilga tribe, swear an oath of vengeance on the Order of the Knights of Asok. Let every sun that sets from this day forward be a portent of the days to come, when the Trogs flow over this land like a mighty rushing wind. It is then that we will seek out every member of their order and cut them limb from limb, so that all in this realm shall know to fear the name Trog.
*Cuts forearm to let his blood mark the rite of vengeance.*
Did you get the Trog archer entries too Sean? They're all in CoreRaceTypes.xml
Those need to stay so that custom troggers can use archers. I am not sure any of that was crashing stuff. The only confirmed crashes are from a summoning that has no monster. Since scouts don't get summoned, it is unrelated. But scouts are evil and deserve to die. They destroy your economy and fill up armies with a crap unit. So I hit them with the old axe.
Running through game currently as a Kraxis Archsummoner. Took Path of the Mage. Running on the same world game settings as AlLanMandragoran (nice WoT ref, incidentally), using your custom map.
Thoughts so far... actually not been having too much trouble. That Shadow Warg is pretty beastly, and if it dies (which happens every so often, though I did lvl that first one to 6 before it finally bit it in a fairly epic battle) I just simply summon another one. Between that, a Assailant Path of the Warrior Hero (who keeps dying and getting injured - is there a way to make a game item outside of the quest restoration potion that can get rid of injuries? or is there already one?), a Path of the Warrior Defender, and two lvl 9 mercs I've gotten from scrolls, I can generally steamroll through all the early game stuff - I haven't had to actually make a unit yet.
Not sure if you want this to be a viable strategy, but I did something a bit amusing - once I unlocked the Nightswatch, I built a city right next to an Obsidian Golem camp, and then immediately Rushed a Nightswatch. Golems left, I raid the ruins, and get that nice Legendary Greatsword as loot. Granted, can't use yet, but it worked - Golems are just puttering over on the other side of the mountains (which, now that I think of, I might want to seal that pass off... just in case).
Problem: ran into an AI problem if you auto-fight (not auto-resolve, auto-fight) during a tactical battle - I took the Path of the Cleric trait, which gives you... I think it's called Restoration? Really nice heal spell, which for some reason is listed as a skill? for relatively cheap. If I auto-fight, he keeps using it whenever it is up to heal himself... even if he's at full health.
Other than that, definitely enjoying the game so far. I find that if possible (and you're strong enough), it really helps to beeline toward killing those spawn camps, trying to avoid as many fights on the way in as possible - if you kill the source, then you can mop up the spawns afterward.
I'll probably come up with some more things as I go - will try to keep you updated.
Nice to see some feedback, even if it is from inside the bowels of the Earth. (Silurian?)
I made some logic errors on the latest update. Things spawn way too far away from the starting point. It seems to add what I put in the ElementalDefs to the default numbers I have in the CoreMonsterUnitTypes. I'll get that fixed soon. I am also going to try to make Sparse Monsters extremely sparse for new users. It will be way out of course with Normal and Dense.
You are using Nightwatch correctly. But keep in mind that you spent an awful lot on the rush buy. Not to mention that the monsters sometimes take out a city or two even with the watch there. You got lucky.
I can't fix healing until the devs give me the IsWorthy calcs. Coming in 1.1 I think. Coincidentally, Path of the Healer has a Heal Injury Spell. 500 mana.
Ya, always go for the lair first. Just hope they don't all attack you the next turn. It's risk that can pay off. Glad you noticed the strategy.
Ironically, I chose the name Salurian years ago before I ever even heard of Silurians.
With regards to the Nightswatch, I did spend a lot to rush that - but then again, I'm playing Kraxis with that extra 1000g at the start (is there anyway to get Fortify back anywhere? That's the main reason I loved playing as Kraxis, great defense skill).
That said... the golems have come back, and are wandering around my city making me very nerv----
...
You know what? I didn't need that city anyway.
Alright, getting forced to make units now. I'm not doing enough damage with my weapons from individual heroes now, and I'm getting tired of trying to avoid the bigger guys (like a Slag that's just sitting right in a prime Outpost spot).
[e digicons]}[/e]
Fortify was axed because the devs never taught the AI how to use it. When they add tile based AI logic for tactical battles, I'll add it back in. Until then, you have 15 defense when under 50% Hp. Take that and Rage for a very solid spear and shield combo. And remember, your bronze shield is the best dodge item in the game. You are a great counter to bows.
There are many great features available to you once you register, including:
Sign in or Create Account