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
Someone need to explain to me how to make mage troops do some damage... Is their dmg based from attack as well? If so, the base 4 attack of the first ranged attack staff really blows lol.
Also, what controls the behavior of a monster stack "patrol" for some reason in pretty much every game i have either a stack of knights of ashok or something like that , or like right now i had a 2.2k hp guardians of stone something stack just outside my starting city, by turn 40
Is it possible to make stacks like that "activate" their patrol routine after a certain amount of turns?
All the games where normal world ai and moderate frequency.
Just installed the mod and trying different stuff.. seems great so far. But Path of the Governor doesn't give any xp / turn like it's supposed to..?
Staffs also do damage against multiple enemy on the battlefield, really good against stacks.
Edit: lvl1 staffs attack 1 enemy, lvl2 attack 2 enemies and lvl 3 attack 3 enemies, or is it an area-attack for the higher lvl-staffs?
Sorry Werewindle, I cut out the burning from staves. Too buggy. The 1st tier of staves does 2-4 damage. The staff has no weight, allowing for full leather and the staff at 40% encumbrance. That means 20 initiative plus any traits you use. Attack bonus traits don't work on elemental damage, so you should stick to accuracy and initiative. You can add the two rings to get 3-6 damage. That is better than any weapon against better armored units and you are at range. Getting Glyph Stones further increases damage, but then you are spending massive amounts of crystal. Going to tier 2 staves fires in a radius of 1. Hitting 6 units is a hugely powerful thing. The third tier hits all enemy units. You can image how ridiculous that kind of weapon gets. This is the main reason why Pariden is so strong. They can go all Conclaves, get all the unit bonuses and crystal production increases. They can use Leht Staff and Staff of the Oncoming Storm. These do better damage and lightning resistance is extremely rare.
Thanks for the info guys I've never gone too deep into magic tree and didn't know the different aoe of later staffs, was also wondering about most of the things sean explained like the attack bonus not working on them, now i have some ideas on designing mage groups.
how do you unlock the hill mine? i settled on/near a hill and used raise/lower land, but nothing unlocked it
you have mentioned in the changelog that tarth gets 4 traits but i can only choose 3
I've played the mod for a few games and like a lot of the changes. I do have a few suggestions.
I think lair monsters scale up in difficulty way too fast even at the lower world difficulty settings. AI players can not cope and simply get hemmed in and are unable to expand. I can usually manage to get 3 cities settled before the monster spawn scales out of control, and then it is a matter of waiting on research to catch up before venturing out to kill the spawn and lairs.
Another suggestion would be to load the xml files with an editor such as microsoft's Xml Notepad just to detect tag errors in the files. There are a number of misnamed start/end tags or upper case/lower case errors in files such as LairMonster.xml and CoreSpells.xml.
Sean, did you try play on epic setting? I found it just nearly impossible to play because of really slow tech progression, and relatively too fast monster strength increase does not match well.
Greetings Sean.
Played your mod a little bit. I liked the new sovereign classes- choosing each of the different professions feel a lot better when they are all good.
In this regard, the warlord's Sweep seems weak- it's only useful against 4 or more enemies, as prone stuns for one turn. I think that letting it cause some damage (say, 30% of attack+20% for knockdown) will be better.
The governor path do not yield exp, as already been mentioned. The paths should, preferably, have more than two upgrade options. I started with death II on my warrior, went path of the assassin, and had 2-3 options only.
The biggest issue I encountered is monster's health. Playing on expert (1.5times health), monsters had health in the hundreds. A bear had roughly 300 health, twice as much as my level 4 juggernaut, and 5 times as much as a stack of mouth-breathers. I lost a city when a group of enemies attacked me, some with 66 health, and some with 460. While they didn't deal a lot, just dealing that much raw damage is nearly impossible without end-game units. (note- by this time, monsters were stacking, so there were like 6 bears (2K+ hp stack) in one place. The AI wasn't in better shape than me, but all we did is try to avoid the monsters.
You tried to play on expert? Are you mad? I don't ever play above a normal world difficulty. The faction AI can be set to expert or higher. I like them on Chuck Norris as it provides a side step from Expert. The world difficulty increases how fast lairs upgrade. Don't go above what you can handle. The mod is designed to provide infinite challenge at the higher difficulties. Epic pacing will take most of your life to get through. Otherwise it wouldn't be epic.
We want balance, but you have to realize that some people are infinitely great at the game. The game is balanced at easy levels. It will destroy you at higher ones. The faction AI quite simply has trouble with the puny unit designs it has. I am working on a unit package, but it takes forever to get the right number of units.
Govs got a fix. It's in next update.
Sweep is awesome if you know how to use it. In addition to losing a turn, they lose half of their defense. Bring some axes to mass sunder those prone units. There is a different attack for fighters called Whirlwind that does damage in a radius. They have two different uses. Verga is a great solo unit, but the mod is designed to favor bringing some trained units. The +25% attack is the main bonus for him. That scales to ridiculous amounts later on. There is no greater attack boost in the game.
Hill Mine is an experiment of mine. I will be trying to get it to work for some time. I would like to eventually make several upgrades on stuff like this.
There is some weird bug where adding a trait bonus to a faction leaks into all other faction. I had to delete the bonus. But the 3 they do get are much stronger now. I will perhaps add the trait thing in if I can get it to function reliably.
I play on expert/expert and i am doing very fine Actually, i am now trying to play on expert/insane because poor AI is getting destroyed by the world.
Sweep was fantastic, now I agree, is useless. When i play Verga now i basically never use it. Before it was nerfed, i loved it. I think there is enough monsters out there already resistant to prone plus there is cavalry on AI's side, that this skill's usefulness mostly count in an early game. In the early game, however, the risk of missing and ending your turn surrounded by enemies is so high that it is always better to kite and look for good position to strike. I think for an entire play through i use sweep once or twice. Before i used it every fight. I think sweep should have long cooldown but be more effective.
Doesn't the Sweep ability have only 33% chance of working? There are different abilities with the same name, do they work differently or..?
Also Flurry feels hilariously overpowered, is it intended to be so good? With some accuracy and/or an axe the accuracy penalty doesn't really matter. And it doesn't just give 3 attacks, it gives 3 turns - movements, items usages etc all work.
The bandit bands early game seem too powerful compared to most monsters. Somehow I've started few games in a row with bandits blocking my way (on random maps), and there doesn't seem to be many options to deal with them early. Or maybe I'm just bad
If you have sweep, just make sure there are at least 4 units around you. You will hit a few most of the time. I might up it to 50% chance though.
Flurry gives 3 actions, but they are not free. You get your actions early, but then have to wait until those early turns would have gone by normally to get your next one. It can be a great ability for the right situation. But your 3 turns require some thought to make sure it is not a waste.
Spears and leather can kill bandits pretty easy. Just make sure you bring 6 total units.
Sounds like a great ability if you mass bonus defense when you pass your turn Interesting idea, I can see myself missing the 2 hp and get mauled
Sincerely~ Kongdej
The difficulty is quite dependent on the starting location. I once had a starting location with 3 essences and place to rush 2 additional cities in the first 12 turns. The 3 essence means that you get +3 research at the beginning, the cities placed that early let them build solid defense before the AI tries to attack them. A start like that makes the difficulty 2-3levels easier than a standard starting position. On the other hand, a starting position without any essences and no settling ground in a 15 grid radius will make the game much much harder.
The new inspiration is imho a bit too much, it was already a must-cast when it was a flat +1 research.
I do ok-ish with Expert when tech progression is normal (just beat one game), but with epic progression, due to the fact that it takes really long time to get anything done for army upgrades, it gets relatively way too hard compared to normal progression.
What I want to say is that there shouldn't be much difference in difficulty in same difficulty setting like stock game. I understand devs put 'epic', 'normal' and 'fast' setting for letting users to adjust the game length, and your balance mod should not punish people who like to play slower game.
Alright, I'll reduce the research penalty for Epic. All that feature does is reduce production and research in a linear way. Since every tech is about double the cost of the previous tier, that is going to add up. Really, normal pacing takes a very long time to get to the late game techs. Normal pace is designed to let tech factions get to the end tiers by turn 500 or so. The weakest tech factions are balanced to be able to win from only midgame techs. From there they need to start conquering for research gains. Everyone else falls somewhere inbetween.
As to not having difference in the core difficulty settings? Did you read any of the lore or intention of the mod? I am glad people like playing it, but this mod is for advanced users. The whole reason I started the mod is to provide more pain and suffering for expert gamers. If light users want to play it, the easiest possible settings make that possible. But you need to skill up alot to play on normal or better. I am not willing to waste difficulty settings on easy levels. The vanilla game panders a little too much to light users. The only thing they can expect from me is a kind word and the lash of a glass-encrusted whip.
No,I mean about game speed setting. What I mean about difficulty settings is that stock game does not punish people trying to play slower game paces.
It means that whether I choose 'normal' 'fast' or 'epic', the game speed progression does not (well it is supposed to not to, in the first place) affect the difficulty I set up. That said, I am ok with your difficulty setting since I can play ok-ish til Expert setting (can't do ridiculous or insane... More like it's too tiresome.)
And to be honest, it is not increasing difficulty makes the game any better. Even if you artificially increase the game difficulty, for me, it is just same thing, because the contents are basically same. I like your tweaks on balance and traits, but the real reason I am playing your mod is the mod's mechanics on monster lairs. Very similar reason I pretty much play beastlord or summoner only now. because this game does not have many player-usable contents available in the first place (but at least it has far more contents than 99% of Paradox 4X games and many other modern 4X games which are all hollow and really empty).
That said, I like Heavenfall's mod much more because his mod introduce a lot more contents, and I really look forward your 100+ summons as planned feature, which will be your mod's main attracting point, not higher difficulty settings.
To each their own. The thing I enjoy most about the mod is the added strategic depth and dangerous world. The stuff you enjoy is more of a garnish as far as my designs go. If that is your cup of tea, you are going to love Ivory Towers. It's a mod project that adds Tower as a fourth city specialization. You either specialize your city in summons or trained monsters, instead of normal troops. Basically, it adds summoning and beast domination into the core economy, instead of hero leveling.
I understand. I remember you mentioned Ivory Towers mod somewhere else. I tried to look for it, but I could not find any thread about it. I assume it is still in-house project.
We are going to add more than just "balance". But I don't think Seanw3 has any 3D designer skills, and I certainly don't, so there won't be new models or textures. Also, because of the atrocious limitations of the FE modding engine, there's only so much interesting, genuinely new content we can add.
We'll update the mod a bit more slowly, with mostly bug fixes, tooltips, balance fixes. But behind the scene, we're redesigning tech trees and factions to make each distinct. The goal is the following: add choice, add personality. We want each tree to feel different, and we want to give players the choice to focus on a single tree and do well, which elemental certainly doesn't let you do right now. We want each faction to feel more different than they do now. Most factions will lose access to a few core techs, replace by another, more appropriate version. No more Pariden zweihanders. No more Gilden mages. Instead, stuff that reall fit the factions - spellswords and recruitable magicians for Pariden or more golems and other constructs for Gilden.
honestly I think you should tone the "hardcoreness" down a bit, it seems like you're robbing yourself out of a larger audience. a more dangerous world is cool, but right now it's overdone imho. most people play games on default settings, so "average" settings shouldn't differ so much from vanilla. if somebody wants a challenge, he can set options to suit his needs. on average, it should be something like a common ground between vanilla and your current implementation: a harsh world that challenges you from the get-go, but without hordes of nasties everywhere since turn 0 .
I know modders usually mod first and foremost for themselves, but a larger audience means more feedback and ultimately a better mod thanx to it
Version 1.01.014 is up. Changelog will be updated soon.
This one is compatible with 1.01 vanilla. Fortunately most of their changes were bug fixes, so it wasn't hard to update. Not too much changed on our side. Some minor balance changes as we will continue to do. We are doing the major faction work, so you should not expect too many drastic changes for awhile. In return, you'll get a big one later.
As to the hardcoreness, what do you even mean by that? The monsters at start are easy to kill. The tough guys have 0 moves. On normal world difficulty it is totally manageable if you play the game at a competent level. If you are not good enough yet, play on easy.
"Without challenge, victory is hollow. Without pain, defeat is meaningless." -Sean W. III
I meant that and I still do. I don't particularly want light users to play my mod. I don't care if only I play it. I am building a hell for hardcore gamers. Do not understand the nature of our relationship. I am the tormentor, the deceiver, the bringer of light that fell to darkness, the usurper, the impaler of noobs on splintered wood, the king of pain, the ruler of misery, the author of your destruction. I allow to exist in my realm until I see fit to send my legions to your doorstep. Come and struggle against me if you dare. That is the nature of the Master's Affliction. This is not a game for the light of heart. It's an exercise in survival. If that is not something your twisted subconscious is secretly begging for, there is another mod out there for you.
The difference between this mod and the vanilla is that winning is something you can be proud of here. In the vanilla it is simply some that happens at the end of the game when you get bored.
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