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
Yeah, that difficulty setting is where it feels great to me to in this mod, Heavenfall's, and vanilla. I know the AI is hamstrung with a higher world setting than faction AI, but I am too. I prefer to battle the world hardcore, then the factions.
This mod is hilariously awesome with dense monsters.
Might try Chuck Norris later tonight for the heck of it.
I'm trying some 1.0.006, much better earlygame thanx to armor for heroes and sov. you might want to give all sovs +2 mov so they can keep up with heroes. also I'd take away the leather helmet frm procepinee, she already has the crown and she looks bad with the helmet.
a drawback based on my impressions of the earlygame with default settings: it's a slog through mites and wolves and other weak mobs, always autoresolving and taking nearly no damage grinding for XP, plus all those spawns slow the game down. I recommend less quantity of minions, but higher quality so battles are more interesting while keeping challenge similar. another drawback of this huge amount of spawns is that it's easy to miss that one powerful mob who will crush you hidden in the sea of weaklings
it would be good to have powerful mobs stand out of the crowd, for example a single mob unit might have 600 hp and chew through your champs but it still looks a lot like the weaker ones which can be misleading.
also the group which is going to put an end to your hero stack can be "hidden" under a weaker group. right now for example I've got a syndicate lair guarded by a weak stack... but on the same tile there's also a 1500 hp stack beneath it :/
Oh, don't worry. They won't always be weak.
Can someone please cue the thunder?
did you read the rest of the post? I know they're not always weak. sometimes they are wtfpwned. a middle ground would be better imho
Huh. That was weird. Running the .6 version with an Pariden Archmage now. Got a really good starting spot for a magic build. Went to do that rat quest (which was medium difficulty). I went there, and my sovereign immediately died... but I got the quest (and the rat). The champion with him did -not- die, and instead returned to the capital with him - sov is healing up, champion is sitting around waiting for him to do so before I move out again.
Also, when things are resisting my magic, they're taking no damage, not half damage like tooltips specify - is that how it is supposed to work on resists now?
1.0.007 is up. Changelog updated.
I will take a look at mites. I want them to be something people try to farm, but perhaps there are too many. Expect a change soon as I may do a mini-update tonight after playing.
Forgot to add the new defense buildings. 1.0.007b takes care of it.
-Greatsword now has maul. That’s right, MAUL. Freaking maul.
I actually said out loud the 2nd part of that without even reading the rest lol now i NEED a Greatsword.
Of course I did. But your line was too much fun to pass up.
minor point: Magnar looks ugly with that helm
also the champion "Magar" starts overencumbered
anyone else have the game crash when trying to save a new hero after updating to 1.0.007b?
Hmm... trying to load .7b, but it's not working. If I make a custom hero (specifically Gilden Warlord? one with the sweep ability, with a bunch of defensive traits) and try to save, it crashes. It then crashes whenever I try to load a new game. If I delete that hero, then it loads right back up.
I seem to get a crash when I try to save a new hero on a custom faction.
I hope we get an option to set helmet to invisible. Until then, you are more than welcome to sell it.
And Magar is encumbered with free gear. Hard to complain.
what I'm saying is, if he gets something lighter instead of the hammer he won't start encumbered
Btw Sean, is there a way to display unit encumbrance in the design page? also did you manage to fix the crash of your custom map? i loved that map much more than random.
aslo jugs, henchmen and golems dont show up on the tech tree to research them when I pick them for my custom race. Amarian is the only cusotm race i have found in 7b that i can use to make race and heroes so far without the crash.
Oh, I see about Magar. Fixed for next patch. ; )
Design page has Air Dodge now, which blocks encumbrance out. I will get rid of some other stats that we never look at and make Encumbrance work again.
The map is debugged. It happened to be that the crash was never from the map. It was the Binding fiasco. [e digicons]O:)[/e]
Ahh so it should work ok now, ill try it
Experiencing the same problem - how do I delete a hero when I can't even start up the game ?
i really like the specific paths for heroes. its not totally random like before. could you tell me which files contain these heroes paths?
you go to your documents/mygames/fallen enchantress/race (and also unit). you can clean out your custom races and units there
Okay, fortunately I know what caused this. Unfortunately, it was adding faction specific weapons to generic Sovs. Sorry whoever asked for that feature, but I'm going to have to cut it.
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