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
1.0.006 is up. Changelog updated.
1.0.005 is rather extreme in early spawns imho, I just got wiped out about turn 10 by bandits who attacked my capitol, with all my troops in the city... there was no way I could have survived that one. all settings on default. syndicate lairs are a bit too rampant right now.
something's wrong with 1.0.006, I can't train any units.
Which faction?
[Edit] All factions. Here is a link to 1.0.005 until I get this fixed.
http://www.mediafire.com/?hyctq6kt49ynshc
thanx, also worth noting: in 1.0.006 you've got coreimprovements.xml both in the english folder AND the coreimprovements folder, not sure if intended.
That was easier to fix than I thought. 1.0.006 has a new link with the problem solved. Did not increase the version number, but it is a new download. Thanks all.
I might be nitpicking, but you could next time call it "1.0.006B"so people who have downloaded setups on they're desktop will know the difference
Sincerely~ Kongdej
Perhaps, but this would be 1.0.006E if we are looking at my terrible errors. [e digicons]:grin:[/e]
Personally playing in 1.0.005 I thought the lair spawn distance was about right. It's just far enough away that the monsters don't immediately threaten your capital, but they will threaten anything you send out to expand with. This gives you some time to build up some basic economy and military, but you can't really expand without active effort.
On the other hand, five turns into my game Magnar died. Maybe My starting position was just lucky.
Of course, I'm not as hardcore as the players that like to play on rediculous. I'm only playing a normal for every setting.
The biggest difficulty setting factors are monster density and world difficulty. Sparse is much more sparse now, while normal offers the level of challenge I think most players are capable of. Dense is for the elite. World difficulty determines how quickly those lairs out there are going to become mass armies. So, you could try playing with a harsh world, but sparse lairs. Or even a normal lair setting and a beginner' s speed of upgrading. That would lead to large experienced armies and begin a steamrolling process.
Holy upgrade, Batman! Sean - I just realized you made it so the player can upgrade parties to groups and such. Cool...
Correct. For a mere 200 Gildar, you can upgrade that party into a group.
Hey i have been lurking in the forums since the game launched, and from day 1 (since i beat the vanilla game in a few hours and got bored with it) downloaded your mod, and man, i have been having a BLAST, i tried other mods but its yours that has me hooked to this game. Great job so far with each update, i have yet to pass turn 100 and since i still don't know many of the core mechanics of the game its proving a very difficult mod.
I love that, and i wish more games would be difficult from the beginning. I cant wait to try the summons as i love the idea of an army based on mages and summons.
I am still trying to find which race/sovereign i like best, so far i like them all lol.
Anyways thanks for making this mod and i hope you continue to improve it a lot more!
Great mod!!!
Do you plan on adding more spells/summons at any point? I think the game definitely could use more magical diversity...
I am phasing weapons out of the magic tree. Once they are gone, more magic will go into it. Probably some summons and spellbooks. I want the magic tree to be viable as a stand alone strategy. But the power it offers all needs to be derived from spells and magic. There will be new techs that prereq the two trees, where I will put things like enchanted weaponry and beast training.
Maybe make some additional usable magic items available through purchase in shops through the magic tree? Usable health potions (with a bigger heal)? A really expensive one that heals champion injuries late game? that sort of thing.
Was busy all night, so haven't progressed further in my game yet. Will be curious to see how you beefed up those early spawns when I do start a new game.
Sean,
Just installed your mod and began my first game. After hitting my first Turn I noticed the time between turns is dramatically longer. Usually at the beginning of a new game (in vanilla) the time between turns is almost instant but now takes about 3 secs. Anyone else notice this or having similar outcomes? I will keep playing and see if it gets worse or not.
I think it's because Sean's mod puts a ton more mobs on the map... so the AI has some thinkin' to do. [e digicons]:grin:[/e]
Ah yes, the turns take longer on higher difficulties. The AI acts very foolishly unless you give it time to think. You can personally decrease the intelligence of the AI to boost speed, but that will make the AI somewhat of a dullard. In CoreDifficulties.xml, look for a tag called AI Intelligence Factor. 1.5 is the normal level. I have most of mine set higher. Personally, I would rather wait because otherwise the enemy factions won't be competitive. The wait time does decrease on high performance PC's and later in the game when there are fewer creatures, but more faction units.
Ok thanks for clarifying. Now onto how to survive! Out the gate I got pwned by a single spider. I definitely have to proceed through this world a lot differently than in vanilla! I like how the sovereigns begin with a full suit of armor and seem tankier. Are there any little tips anyone can give to a new player to make early turns survivable? Normally in vanilla I would start spamming pioneers to move out and set up more settlements and outposts. But if I can't even handle wildlings or spiders I may need to train militia first and hunt down other heroes I can hire. I noticed the civics tech is changed which would normally be the first thing I would go for first but now I just wonder if training is better for spearmen. As a new player it took several games to understand elemental and just to earn my first win. It could be that this mod is for veterans - I may go back to vanilla and get a couple more games under my belt before taking this scary world on!
Edit: I have been playing Gilden only - so far I love this race.
Well, you should turn the world and faction difficulties down to easy or beginner. Set monsters to sparse. It should play easier to allow for a few mistakes. I always get logging done first while researching training. For Gilden, this is a good first step. Your hero is a tank, but you need spears to supply the damage. 3 spears and Markinn is usually enough to kill the early stuff. Once you have Training, go for Knowledge. From there you have to make some decisions about your city's max level potential in the early game and what kind of city you want. If Gilden has high Grain, go after Towns and take the +Hitpoints bonuses at level 3 and 5. You can train a uniquely powerful tank soldier. If you go the Fortress route, make a few trash armies to weaken tough monsters before sending your Sov. On this difficulty you should do fine.
this may have already been mentioned but i noticed last night when playing as my summoner i could summon my ice elemental for around15 mana then use the trait ability to kill it for 50 life and 50 mana. add in a familier and that is 70 free mana every fight. start the fight with 15 mana end it with 70.
Yes, flesh bound tome has many advantages to mana. You can also sacrifice city defenders for extra mana. It's a great trait. I might increase tactical summons to 50 so that you get less mana from it.
I don't know, Insane world/Dense monsters/Expert AI is just about right for me. I prefer feeling like the underdog over having a straight up fight with this sort of game, and this mod delivers that pretty well.
Anyone play on Chuck Norris?
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