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
Anyone else not able to get Train Slaves, Golems, or Juggernauts to work with custom factions?
Mana blast is a special spell for Sovs. Like any other percent based damage, it is more powerful as the game goes on. The intent is to force the player to hoard mana. If you play the Sov right, you will be able to take out epic bosses where others die instantly. How you level your Sov and how you manage your empire affect the usefulness of the spell. It's a perfect incentive to push a player towards a mana based empire. However, if it is giving the enemy Hp, there is a bug in the calculation. I'll take a look at it to make sure it is working as intended.
Arcane Bolt is the standard Arcanist spell. An answer to the warrior's ability to do consistent damage. As long as it is not resisted, the damage goes through armor and elemental resistance. For a small mana cost, it's a great power for mages. I don't see a way to replace that with anything in order to give Arcane Bolt to Archmages.
I am still working on the special units for custom factions. The devs assigned all this to the race, making it very difficult to mod out.
Hi, i just started to play with this mod and i really like it! I especially like, that it's viable to play with only 3 Cities without feeling gimped (if you got good locations).
A couple of things i've noticed:
Elemental resistances: you can choose the weakness to fire/cold/lightning for -50 and immunity for +100, resulting in a free +50 resist
Faction weakness: the "Vulnerable to magic" is listed twice, both give a point but don't have any effect on your troops
Path of the Governor: this one is really broken, while the other 3 work nicely. The path is available even if i've chosen an other, if i choose it as the first, the others will still be available. I can only choose Knowledge and Charismatic, nothing else from that path is available. The +5xp/season doesn't have any effect, no unit (Sov, Hero, trained) do get an xp increase (not in the stack or stationed in a city). The effect on unrest, growth and acces to Averice do work.
Edit: sorry, just realised that path of the governor isn't finished
What's even worse is that -50 resistance would mean you take 100% more damage. So either the weakness increases it by 200% or you can only get 50% from the immunity. I'll let you know which one I decide.
A downside i've seen with 1.0.011 regarding the non moving lair-bosses:
I tamed a bear in a bear-camp, he still has 0 strategic movement and is now a roadblock and my heroes are trapped with him since i can't separate them and they automatically get 0 movement too.
You can disband the bear I think. If not, the cheat to kill a unit is Ctrl+K.
I don't know if you're interested in this, but you can make traits mutually exclusive for the player. Simply have the abilitybonusoptions inside the same abilitybonus. I have examples of this in Stormworld.
I am not sure, if there is understanding here.
If i take immunity to cold, and then weakness to cold, then i balance my points and i have 50% immunity to cold for free.
Ok, sorry, i got it, my bad, i did not understand your response.
Good call.
Btw, that applies only to unit designs. Sorry if that wasn't what you were discussing.
Is it intended that the upgrade from workshop to mason reduces Production per material from +3 to +2 ?
No, that is not intended. I can't believe I did that. Making the change now. How are you liking the increased production power?
It fits for a civic centred build since only the buildings get a speed increase. The speed up is quite noticable, even with the reduction of production per material.
An other bug that i've seen: i play on a large map with 8 AI-sovereigns that i've never met and i got a road to their capitals with the exeption of Magnar, although his capital is only 3 free tile away from a road. Sadly i can't tell you when this happened, but its really weird.
Production per Material was increases by 2 in addition to the workshop boost.
Signing an Economic Treaty builds those roads. If you did not do it, Magnar may have.
So the workshop gives +3, the new mason +5 and the mill will give only +4, maybe you should change the mason to +4 and the mill to +5 than.
Mason is going to shift to stay at +3 PPM. The bonus it gives will be -33% construction costs. Then Mill will go to +5 PPM. It will force constructionists to take it, while costing a great deal for people just looking for a training boost.
Hey, im playing my first game as magnar and was wondering is it normal for arcanist not to give me arcane bolt anymore?
Btw i like the balance of monsters now, on normal its at a good starting point, trying easy as magnar and the world still feels dangerous but manageable One thing is that when im using a random map without ecomental the game is a lot harder due to the fact that not even after ctrl n about 50 times i get a starting location with more than a 4,3,1 or 3,4,1 and no expansion outside of very very powerful monsters.
Im starting to dislike playing without ecomental (i know its got nothing to do with your mod, just a random rant ) but i feel that a good starting city and the fact that i can expand to another city before meeting heavy monster resistance to be very very fun.
Usually the progression feels more natural, 1 solid starting location, 1 expansion that can be cleared by turn 30 or so with a few designed mace+charge+stuff that gives attack on first turn cheap units and the sovereign After that the 3rd is heavily guarded by strong enough packs that i must spend about 50 turns leveling my sovereign stack and researching my way up. The lair bosses makes sure the expanding stays in check, not to mention wildlands. By this time interaction with other faction starts adding another layer of strategy to the game. I like it so far.
Edit. Nvm im stupid forgot arcane bolt is under skill... not spells.... DOH
I'm running around as a Beastlord and have a couple of cave bears and have just noticed that they are upgradeable [e digicons]o_O[/e] , is that intended? They are powerful even as a single unit but as a pack they become ridiculous! Granted they have no defense but lots of health to make up for it, high initiative, good damage and maul!
I will have to set a special tag to prevent beasts from being group upgrades. I did not see that coming. [e digicons]:omg:[/e]
@Snipercolt: Ecomental will work even with Sean's mod. instead of using ecomental's coremaps.xml, just copypaste the data for Ecology and Lush maps into Sean's coremaps.xml
So what's the deal with HP in this mod? It really seems to random. Dragons have less HP than some weeny human units! Darklings have like 9hp, a bear has hundreds upon hundreds--often more than most dragons and high level monsties as well. I really don't understand the thought process behind it.
Movement points have the same really strange variability. A bear has 9 moves... a horseman has four. I really just don't get it. I want to like this mod because I like the proposed goals of ramping up the game world's difficulty but so many stat values have these gigantic differences.
Few other notes--the XP generation on the Governor path doesn't seem to be firing. I've had one governor stationed in my capital since the beginning of my game, and he still has 10/39xp to level three a hundred turns later.
A lot of tooltips seem broken or incomplete as well. If you want a list I can probably generate one without too much trouble.
Keep up the good work! This is a huge ambitious project and I'm excited about it!
Version 1.0.012 is up. Changelog to be updated soon.
I have not updated the Mod Explanations with this, but the mod works on some more complicated concepts than the vanilla. You see, there are 4 types of defense: Armor, Hitpoints, Resistance, Dodge. Any unit will have some combination of these to represent their ability to stay alive in battle. Each one requires a specific tactic to counter it. Armor and Hitpoints are the most common, the mundane defenses. Armor reflects a unit's ability to not be damaged by an incoming blow. Mechanically, it reduces the maximum attack of the oncoming blow. Hitpoints reflect a unit's ability to take a blow and continue fighting. Each unit has a level of damage it can take before falling in battle. Mechanically, more Hitpoints are given to extremely tough units.
As you point out, bears have a very high toughness, but bear little armor, if you'll excuse the pun. The effect is a unit that takes alot of damage before succumbing to its wounds. The best weapons to use against will be a fast weapon with high damage. High numbers are the main advantage to try against a bear. I don't know how many bear attacks you have seen, but they go into a frenzy, becoming belligerent killing machines. To this end, they have high Hitpoints and Maul. They also have high Initiative and Movement, lending to a fast and frenzied attack that can only be stopped by total destruction of the beast. As to horses vs. bears, horses are better at movement over long distances. Bears can move extremely fast in tactical battles, but are less mobile over long periods of time, fitting into the idea of a frenzy of power.
On the other side of this is the Dragon. These units have high armor, but less Hitpoints than something like a bear. They have less Initiative but many moves. This reflects their incredibly thick scales and ability to fly. We don't actually have a flying mechanic in battle, but you might expect to see a mock teleport to represent this later on. A Dragon is an ancient and intelligent beast. Extremely long lives make such a unit deadly, but perhaps also thoughtful in battle. So they should have less of a frenzied mentality and more of an overpowering combination of abilities and armor. The counter is armor piercing weapons and building up enough armor to survive the devastating attacks. The unit also has immunity to elemental damage and a high resistance to magic, making your choice of tactics more narrow. A strong high level hero or party of heroes can slice and dice a Dragon much better than hordes of infantry.
This general idea has been installed in each monster and unit, including unit design. As time passes, you will begin to get a feel for the personality of each monster. We will also be adding unique features to better represent their attributes. Certainly this is all necessary to keep from each fight against every monster feel exactly the same. Each case of a stat has been reviewed and balanced to give more depth to the tactical and strategic sides of the game. It is something we are always working on. Please bring up any instances you feel could be improved.
Governor's Path is not currently finished. I am still working on getting XP to generate and trying to set up a series of balanced paths for it. It will be much more like a superior version of the governors in Endless Space when I am through.
I would appreciate a list of any incorrect tooltips. The explanation and cosmetic aspects of the mod are the biggest flaws. User feedback can shore this up.
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