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
Sounds like a cool mod.
Perhaps I'm being daft since I'm pretty new to Elemental modding (but not modding in general), but the unit definitions for Unit_Archer_Trog and Unit_Archer_Trog_AI don't actually exist in CoreUnits.xml and the debug log says as much, so how could anyone actually use them?
Custom Trog race that doesn't take the archer penalty.
Played your mod last night..... I spent about 3 hours stuggling with crashes with my custom faction at about the 60 turn mark. This sucked so I took a break for a while.
Then (and I dont know why I didnt see this to start with) I noticed you had changed the start weapons for the default leaders. So I gave up my custom avatar, deleted my saved factions/units/leaders from the directory and started with your default guys.
I got 184 turns with the Wraiths before I got another crash. Not bad... I unforunately forgot I disabled autosave (due to the earlier crashes)
Overall, I love the mod. Its a good way to play. I started with 5 civs and lost 2 within 50 turns, one at turn 10. The sov feels suitably strong when levelled and the world generally hates me. The world tryig to kill me is much more fun now. In vanilla I can sweep most of my immediate area of all mobs easily. Now I run into 5 unit stacks of darklings. its wonderful. Makes complete sense.
Just a couple of questions/suggestions though:
In closing.... your mod is awesome-sauce....
BT
Cults of spiders are strictly forbidden in my realm! Blasphemers! I will axe it. You won't ever see me dong anything with spiders. You see, a gypsy told me I would die from a spider's poison. They are the bane of my existence. Anyhow, the trait should not even show up. It's supposed to be with binding as it was before the devs changed it.
Those special unit traits are now custom faction options. It doesn't make sense to be racial from a design perspective. There is a free point when making custom races. It can be found with the weakness and should be called free point. Forgot to mention that.
Good call on the Golems. I was having trouble keeping them relevant.
Glad you enjoy playing. I should have most of the crashes I am causing under control. But there are still many from the core game. If you are getting a repeated crash, let me know and keep a save handy.
If I'm seeing things right, near as I can tell once the Nightswatch is up the only way that monsters will attack it is if they happen to path onto it through their normal wandering movement. They don't actively try to attack it, it just happens to be in the way.
Think I'm going to mess around a bit more early game to try to get a better feel for things.
Hi Sean - should warcry have a cooldown? Right now I can spam it until none resist...
Restarted with the world on beginner, wildlands and monsters on sparse, but the AI on normal. So far it is much more manageable, even too easy! Excellent! Now I know which settings to tweak.
Awesome mod!
Updated the Mod Explanations to include the differences between Empires and Kingdoms. You might be surprised how different they become later in the game.
Archsummoner makes the early mites and syndicates really easy to take down - you only need your sovereign and your shadow warg. Killing those Syndicates will likely eventually get you Letters of Mark, so you end up filling up the rest of your force with lvl 9 mercs. I keep restarting early game to try out different strategies - so far I've actually started farming those early syndicate/mite spawns for XP, going in, clearing most of the units out, then letting them respawn, then repeating the process. Basically, I keep doing that until I get high enough to start summoning elementals. I made the mistake of clearing them out too quickly in that first game, which left me with only Obsidian Golems, Wildling Riders, Knights of Asok (those guys really do like to crusade around, don't they? I had a situation where I wanted to get back to my capital and couldn't - they kept blocking me off!), a Slag, and some other various stuff I would've needed a pretty decent overhaul to pull off. Archsummoner is really kind of hurt right now for early level summons (which I assume is why you made the Shadow Warg so very powerful). Goetia will probably help with that if you get it added in later on.
I do think I'm going to need to consistently try to get that first city set up as a Conclave if I'm going to be serious about running a mage early on - due to the nature of the mod, placing down new settlements and outposts is a dangerous proposition unless you can really clear out the area - which I actually really like, I must note. It really feels like you are actually having to 'conquer' areas before you can safely settle them. You can somewhat cheat that if you have a lot of gold by rushing a Nightswatch, but we all saw how that ended up - it's not a guarantee that it'll be safe. An early Conclave helps me get the research going, in addition to feeding me extra mana (which I need if my summons die).
Early spawns for mites and the syndicate are not upgrading fast enough? I'll make a note. My solution to farming is to make the easily farmed spawns random explode with armies. If you farm them too long, you get farmed. I have a nice little idea for how to make those two seem different from your average lairs. Thanks for the heads up.
As to Goetia, soon you will get a taste of the early level spells. A mere 20 summons for low level casters. That should shore up the Archsummoner and allow me to nerf the dark warg.
If you are trying new strategies, have you gone for a Warlord Verga build yet? All fortresses, all battleaxes. He can take a basic axe army and farm wildings or darklings. It is a huge difference playing as a necromonger.
Archsummoner, so long as the Warg doesn't go down, just eats those early spawns. If I take Path of the Cleric, any time I need to heal the warg, I go into a tactical battle, heal it, then autoresolve. That said, anything bigger than those early spawns I have to avoid until I can start summoning elementals, or get some stuff from Binding. Currently my Archsummoner is running around with an Earth Elemental, a Shadow Warg, and two Burning Wraiths (one Young). That group's strong enough to hammer -most- of the smaller groups, but anything like a Wildling Rider group, Knights of Asok, ect. are still too big for me.
Currently running fairly well through an Archsummoner go - currently season 76 with 3 cities, at top of FP with Resoln (me) at 82 compared to Kraxis at 68 and Magnar at 64... but then again, I have yet to meet any further factions than that, so it's fully possible that there are guys bigger than that.
--
Edit: And there's Pariden, at 119.
If you haven't met Tarth, you haven't met the leader. [e digicons]:-"[/e]
Lady Irane reminds me of Sinead O'Connor.
There are a few hairs that won't show up. Not sure why.
1.0.005 us up. Changelog updated.
Overall this one shores up some weaker monster designs. Binding power has increased alot. It seemed powerful enough already, but for 2 faction customization points, it should off you a much larger army. The last update pushed things too far away from your starting position. I updated the starting spawns to be weak, but grow in power sooner. You will want to crush them quickly. I don't want to give too much away, but mites have often been know to attract larger beasts. These beasts may eat all the mites and inhabit their lair.
that sounds fun
a suggestion, you could add Ecomental's Ecology and Lush maptypes to your coremaps.xml file, it's a one minute copypaste that adds a couple nice options.
Sheesh. On one hand, Burning Wraiths are definitely useful for clearing out Troll camps, but those suckers are tough to get rid of. I had close to 1000 mana, spent it all fighting my way through some 5 spawns of trolls/troll warriors before I could finally take out the camp.
In other news, Pariden has destroyed Kraxis. Tarth is actually well behind me in score. Magnar is currently buffering between me and Pariden, and seems to be holding up thus far, so not terribly worried about that front. Just south of me is a nightmare of Darkling spawns, and I'm not even trying to get through there and instead am expanding north and east (which is why I had to take out that troll camp - was sitting right in the middle of a narrow pass to next area and a place where I could stick an advance settlement.
Will move onto new version with next game... might try a beastlord for the heck of it. Still running this Archsummoner though.
Salurian - what turn are you on?
Trolls are easy to kill once you know how. Magnar has a huge advantage against them. [e digicons][/e]
I am now on turn 151, with 6 cities now. Yithril in the lead at 367, Pariden at 306, Magnar at 160, Tarth at 150, little old me at 137, Altar at 127, and poor Gilden at 70.
Kraxis, as I noted before, is destroyed.
Leader is at lvl 10, close to 11 now, and is currently guarding that new settlement. I started in the NE corner, south of there is too dangerous (though production is ramping up now), so I'm going to the north part of the map instead.
Did you start near a wildlands? I tell you what, being next to Curgen's Tomb gave me a heart attack that lasted about 30 turns in my current game. I don't even want to update to a new version until I have time to see the game through to the end.
Mmm... yes and no. There is a Wildlands nearby, but it's been very, very quiet. I saw it was there, and I haven't put a single unit aaaaanywhere near it. All the cities even close to it have Nightwatches as well. I think it's the Fire Elemental one.
I've thought about trying to push into it, but frankly it be a scary place. Not going in there til I have some very good fire resist/ice attack units.
ahh you changed sweep. Now my Warlords will need help intead of cleaning the whole area solo with just a war staff.
I like the changes.
I walked into a city and swept 9 units for the win. That seemed a little too good. But you can still do some great damage with it.
Another update coming tonight, so don't get into a new game just yet. This one has better gear for heroes and some more unique iron golem designs.
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