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
My flying city is Plymouth. I live close to a stardock.
nice, thank you both
In the install instruction it is said that "There are no longer any of the vanilla units such as Defender or Spear Maiden or Scout for Magnar."
How about other faction? Can anyone kind enough to give me customized list of units for Magnar? Zip it and put it in dropbox or mediafire or other sharing sites if you would..
Thanks.
other factions still have units, I think sean is working on a custom units pack to go with the mod.
Sean, did you know that champion recruiting sites frequently spawn without champions in the previous version? I have saves if you want them.
Also, just got a crash on ending a turn (debug.err here).
Mentioned it earlier. Look forward to testing out the new version.
ran into a couple things last night with the wanderlust quest maps. i havent played the vanilla version but one game so these both may be fallen enchantress issues and not the mods. first sometimes when a cave or dungeon quest appears i walk on it but nothing ever triggers. second is the quest always suposed to be a strong ranked quest? would be nice if it was a random difficulty.
lastly i would like to thank you for the time and effort that is put into this awesome mod. i am sure there are times you would rather be playing the game yourself, so thanks
Yes, vanilla bugs. I will eventually do a total quest balance, but I want to get my dungeons up and running when I do it. I am still working on the basic balance and depth before even touching the weakness of quests and ridiculous rewards you get. You can probably do any quest at Strong or lower very early in the game.
I am glad you enjoy the mod. Truthfully, I enjoy modding as much as playing. Part of my incipient megalomania.
Mod Explanations updated to explain new special abilities for weapons and the new trait system for designed units.
1.0.009, defenders cost triple wages compared to spearmen. is this right? seems too different considered you can soon upgrade spearmen with armor and they become very similar. defenders also cost a lot more production, they seem overall worse all things considered.
What do you mean by "Defender?"
the unit you can build with the leatherwoking tech
Oh, found it. So you are paying 56 Gildar to do the upgrade. Spears are a little better if the defender has a club. Spear is tier 1, Club, tier 0. Adding armor means higher wages. You would be better off to either train an armored spearman or defender. There is no real exploit here.
Linked the Master's Affliction to the wincustomize page. It might be easier to download from there. Either way.
Sean, are you sure the initiative penalty for being hit with a hammer is working correctly?
In my 1.0.008 game I've checked a unit's initiative after being hit with a hammer and there is no change.
EDIT: Dug into the XML. Looks like you want to use the spell Disorient, but for MeleeAppliesSpell you've typed in Disoriented(Which is the effect name after it's been applied). Would switching the declaration to "Disorient" (which is the spell's internal name) fix this?
It's a complicated thing. Basically, it only works when the unit you are attacking has more soldiers in their unit and there is a minimum amount.
Is that the way you want it? I'm looking at the disorient spell and I might be able to modify it to disclude troop count calculations. If I change the XML now will it affect my current save?
Is the Disorient spell used anywhere else in the game aside from hammer strikes?
EDIT: Found out myself, the answer is no. I love being able to search an entire directory of text files for a string
No. You will have to start a new game to see any change. That is the intended design. It allows several weaker hammer units to counter one strong unit. It is a bonus to weak large armies, which don't otherwise compete well against stacks of doom. You are more than welcome to try something new and discuss your results.
I was thinking about having it as a straight effect from hammer weapons that applies to ALL uses of them. It makes it an easier to understand mechanic rather than an obscure nuance. To prevent if from being overpowered though I would limit the amount of stacks to -4 initiative. Is it possible to limit stacks? Is there an overarching balance effect that would leave the AI at a disadvantage with it working this way?
Quick question, does mods work with FE 1.01 beta?? there are a few changes on the beta that i kinda like, but i cannot play vanilla anymore, too boring.
It may be compatible, but only by luck. As long as they didn't make any changes to any files that reference mine, it will be fine. I can only support their actual releases though. Takes too much time to update for every prerelease as you might imagine.
Yeah i was just wondering about it i guess ill just wait for an actual release that you update to support it then, its not like im not having fun getting owned..
Version 1.0.010 is up. Changelog updated.
The link for 1.0.010 doesn't work.
Nvm, I guess wincustomize was still in the process of putting it up.
Yes it does. It takes you to the wincustomize site where you can download the mod.
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