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 do believe that was me....
Changes look sweet.
The wandering monsters are still way too strong in 7b... On normal world, normal difficulty, sparse monsters... I get hordes of ogres and trolls near my starting location...
The monsters also seem to be taking a toll on the AI as well...
Another thing is there's ALOT more Champions being spawned all over the map and a lot of high level ones near my starting location..
Bahaha. This is fun. Since I can't make a custom champion without crashing, I'm running with Procipinee/Pariden. I started off next to a Syndicate base, which I decided to farm... which worked for a little bit, but then rapidly went horribly wrong. Now I have 3k HP Syndicate stacks just south of my base... which I'm pushing back without using a single unit. Arcane Monolith -> Warden immediately, they go '... oh alright, we'll move'. I keep pushing them back, sooner or later I'm going to run them off that lair of theirs, and then we'll see who has the last laugh.
... of course, I do keep half expecting them to turn around and go '... we ain't movin'.
Insane world, dense monsters, expert AI. .7b, 97 turns in. I'm waaay at the bottom of the pack, faction wise, due to having pretty much no military to speak of and only one city, but I'm still alive.
Sean, what are your recommended settings for a first game of this mod, in "Where Are You?" and "Who Opposes You?"?
Start with Sparse Monsters, Easy World Difficulty, Harder AI Factions. Factions are not wonderfully smart otherwise. If you are new to the game entirely, Fast Pacing and a Normal AI Faction setting would make it easier to learn the mechanics. But a sparse monster spawn makes all the difference in the world. Keep in mind that Normal Monsters will eat you alive. Dense is really just meant for when you make a custom faction that is OP.
Have you been able to fix the custom character crash? And what do you mean by "Harder AI Factions"?
1.0.008 is up. Changelog updated.
Hmmm... I'm getting odd errors where I'm seeing camps of heroes with the monsters in them (with the symbol for hero above them), but no hero. If I try to get the hero, there's no negotiate - just the monsters to fight.
Yes. This is because there are some hero lairs that don't have a hero connected to them. I am not sure why they exist. I may cut them out and risk a causing a crash at some point. Or I could just add a hero to them.
Man, I've gotta finish my game in 1.0.005 so I can update to the new custom Frogboy build AND update the mod to 1.0.008.
Looking forward to more active effects from each ability, like Blunt weapons lowering initiative and Axes lowering armor. I can definately see the need for a mixed force of weapons from those changes now. Hit your enemy with an Axe an Hmmaer, then go to town with a greatsword with Maul.
I wonder, how OP would a Necromonger with a greatsword be?
EDIT: Ah screw this current game, I want my Mauling Greatswords
jugs, golem and henchmen race ablity is still not working for me. I put a point in all or one of them and I never get the tech in the tree to research them. However if i chose a race that can normaly use them without putting a point into it during a custom race buid they are still there as normal in the research tree.
I had no idea. I'll get this fixed for the next update.
Pretty sure Fb mentioned something about not being mod compatible. Can't confirm it.
He said not to use the "Use Mods" option. Since your mod directly modifies core files it doesn't need that option ticked. I haven't run into any issues yet.
As an aside, is there ANY way to allow docks to be built from one tile away from a city? I know it's like this in vanilla but usually the decent city spots are very rarely right next to the river where you can build docks. I'd like for docks to be able to be built with one tile of land between the city center and the river. Can you mod this?
There isn't and really it cuts down on strategic choice. But I will add a hill mine so you don't need to worry as much about it. Also give s nice option for Earth Mages to terraform a better expansion.
A mine to boost production similar to the lumber yard, but buildable in the hills that are impassable usually? That'd be pretty sweet in my book. I know allowing a one tile snake to rivers/lumberyards would reduce the amount of choice involved in placing a city, but personally I love building up my cities to have as many improvements as possible and I hate to be missing some. I'd be in full support of nerfing piers/lumbermills to allow one tile snaking.
It is hardcoded though. But my mines will go on the hills, which are passable. There is not much I can do with mountains. I may have some good ideas for using mountains as a wall for cities, but that way down the modding list. Right now Werewindle and I are very much more concerned with adding depth to all facets of the game. The game tasks me. It tasks me and I shall have it.
You, milord, are a winner.
P.S.: Learning a lot of modding thanks to yours
Couple of remarks:
- arcane bolt - in description has %d of damage
- sweep and whirlpool - at certain turn it has appeared suddenly a long pause (around 10 sec) after animation and before a damage is calculated. Recently i have re-installed game completely (just upgraded to win8), and the error remains. If I, however, start a game from scratch then it works normally.
- I am around turn 200 and the lag is really, really ugly, and I got a good pc. It also crushes every second load or so, and at the end of every 4-5 turn (i am playing version .7 if i remember correctly)
- i got sov from surrounding and she has deadly poisonous strike and improved poisonous strike - those skills lack description (meleeappliesspell shows up)
Regarding balance:
I am not sure how the calculation of damage is done, i presume that it is calculated for each soldier in unit separately (that's why when 7 archers shoot at you, you almost never get dodge, even if unit is dodge maxed). If this is a case, backswing should always trigger whenever even a single soldier misses. That is, if i have 4 infantry unit troop, and two of them miss, this two should back-swing. That would make big axes more useful. I still find spears, due to two bonus, the most useful - dodge is not very effective so against archers even shields do not help much (only speed does).
Heroes: Melee heroes rule. I have lord Verga, right now on lvl 9 and he alone annihilates deadly armies, dragons etc. Since lvl 6 he is extremely powerful. On the other hand, i have one 7 lvl mage and 6 lvl archer and they clearly suck, especially archer.
Lord Verga also has right now 81 attack, including only 13 from weapon. Such a high attack makes the choice of weapon secondary issue, it does not really matter if he fights with a dagger or huge axe (81 or 86 attack correspondingly), hence weapon that provides additional counter attack and initiative bonus is the best. Also having a shield is very good bonus. It somehow does not seem right. I think that either weapons or skills (warrior etc.) instead of having +x attack bonus should have +x% accumulative one. For instance, axe would double your damage, and dagger would give you 80% (plus additional, let's say +3 attack). I know that it would probably involve huge change in mechanic, but to see my deadliest one-man slaughter machine running around with tiny dagger and taking on tons of enemy looks silly.
Which traits do you have on Verga? I would not use him as your base scale for power because he is the powerful melee unit in the game. A level 9 normal hero is much much weaker.
For very high level heroes, weapons matter, but mostly for their special abilities. As you point out, counterattacks are important for Assailants. But if you are Path of the Defender, you can get a nice mace for bash with less of an armor penalty. In addition, each warrior class can get more counterattacks, leveling the field. It really depends on how many attacks your heroes are taking in tactical. If you have an army taking most of the blows, you are better off with something like a spear that can ignore armor or a greatsword that has maul. An axe for a hero means they can wear down enemy armor very efficiently. But as in real life, the weapon does not make the man. The man makes the weapon. What makes you think a dagger is a silly weapon? It was good enough to kill Cesar.
I will add some more attack to archers. This path is hard to get balanced with the rest of heroes.
Mages are a designed to play much differently than warriors. Mages are all about supplementing melee units. They can subdue an enemy from a distance and ignore all armor. They are superior is several situations. Especially a Cleric, who can do massive heals. It all depends on how you level them and what your overall strategy is. Judging any level 7 against a level 8 is not really fair. At level 8 you get a new path, which greatly increases power.
Backswing is not a good ability for trained units for the reason you suggest. It's not something we can mod, which is why axes have sunder armor in addition to backswing.
As to the game slowing down, This is simply something we have to deal with for now. The next vanilla update will increase performance by quite alot. The biggest reason the turn time is so long though is because I have the AI Intelligence Factor turned way up on Hard and above. It takes longer to go, but the makes much better decisions. You can alter it if you want, but I cannot imagine playing a dumb AI for the sake of speed.
The sweep and whirlwind animation bugs are vanilla problems. I can't solve them unfortunately.
Arcane Bolt should be fixed for 1.0.009. Also the melee applies spell issue will be fixed too. I am doing some other major changes, or I would post it tonight. [e digicons][/e]
Thanks for explanations. I have to test new skills etc. to see.
I just started new game, since the other one i started some time ago, and is getting far too slow ... Verga had good path so he good enormous hp and all the special abilities were very cool.
Well, so far i started three new games on expert/expert/dense and i think i have to change setting because i am immediately surrounded by unbeatable troops .... Basically nowhere to go. Nerf to sweep really hurt Vega ... I understand no damage AOE, that's ok, but since it has such a low chance for prone it is basically useless now. So Vega no longer can kite and fight bands of bandits
Actually i just realized that my difficulty settings are messed up: there is Chuch Norris appearing somewhere in the middle. So when i choose expert, a description is shown for insane ... So i think that instead of playing experts i was playing insane.
I agree about sweep. It is 25% in that version. Newest version is 33% chance. Much better, but only use it against 3 or more units.
[Edit] You may not realize, but being prone means -50% armor.
Version 1.0.009 is up.
This one does a total rebalance of unit design traits. They no longer cost any labor and have been balanced against each other. They are still a little rough in terms of trade off and which faction or race should have which. But the balance is solid enough to release. Spell also were very much balanced. Expect to get more power from spells to help deal with the world. Some paths were altered as discussed in this thread. Monsters were also balanced to make monster archers less invincible. Dragons are extremely powerful now as are many monsters on the epic side of things. Mites are less wandering and are fewer in unit number.
You forgot the most important: fire melee weapons and fire spells actually set dudes on FIRE!
Ah, so the tinkerer emerges from his flying city? Yes, those changes are in the changelog. Now back to work! [e digicons]}[/e]
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