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
Never refuse those either. But, here again, depends on what kind of difficulty you are playing. If the world is such a dangerous place you cannot go around looking for other guys. In my present game AI cannot find me either, and I just discovered one other faction .... If they declare war on you, then not much trading can be done.
Since not even AI can move around much, and they all succeeded in having max 3 cities, it means they trade with each other without ever meeting. Another example of AI cheats.
Eyes of the Eagle is a diplomat's best friend. It can be cast from any hero now.
Great mod btw. Been playing it a lot lately, however there are some balance issues with the champion classes I believe should be looked into.
General:
-Maybe it's a modding tool problem, but it seems all abilities are buffs. Flurry gives you 3 rounds instead of 3 attacks etc. (Which means faster refresh of abilities and buffs running as well)
- After using Flurry your champions is skipped a turn. (It is not mentioned in the tooltips if intended)
- Tooltips when choosing ability when leveling up is not the same as when inspecting it in combat.
- Playing kingdom it seemed to me a lot of starting champions had Air Affinity.
Assassin:
- All abilities that says it does normal damage does no damages at all.
- Reached level 18 in my latest game, never got specialize option after Deathdealer
- Too powerful. After level 10 could solo anything. (Had Sacrificial Dagger, damage 6 I believe)
- Lot of the abilities are not worth taking. Sweep, Gas Bomb, Trip, Cripple, Precision.
Archer:
- Goes from a zero to hero when getting Marksman and Explosive Shot. Needs some buff in the early game and probably a nerf in late game.
- Abilities like Blunt Tip and Explosive Error hit twice.
- Impulsive felt redundant because my Archer was first to act anyway.
Mage:
- The mages I've encountered in my playthroughs all had Air Affinity. (Which werent healers/clerics)
- Arcane Bolt does too much damage. Never used anything else.
Haste description says it last for 3 turns, but it only lasts 1.
Also, turn times become ridiculously long, probably because of all the critters wandering around. Unfortunately, makes this mod pretty much unplayable, at least for me.
Another oddity is being presented with path traits on levelup after you've already chosen one. It was very annoying to get this for my governor champion waiting for the road building skill, but he kept getting all those stupid path choices. Finally, after I patiently leveled him once again (instead of my sovereign) I get 3 paths, a trait to boost growth (totally useless, since city size is limited by food, not growth rate) ... and and empty slot where the 5th choice shoud be. Wtf with that?
90% of the longer turn times is because I turned the AI all the way on. You can decrease the time it takes for the AI to take its turn in the xml, but then you are playing be vanilla AI standards. In other words the AI will not check its surroundings each turn. It will just set an army to move and as long as it made since on that turn, no second look is given for a number of turns. To me, that is an unplayable game. To each their own.
The Governor path is not really finished by any means. I am probably just going to add road building to the governor trait.
So that's why my unit's would often be able to pass by wandering monsters without being attacked. So those are my choices, stupid AI or falling asleep before the end of turn ... hmmm.
can it be added to
http://fallenenchantress.nexusmods.com/
Is this compatible with 1.02 at this time? I saw a post from seanw3 the other day that you were going to update.
The 1.02 update is coming tonight. I have been focusing on upgrading my PC this last week, so it delayed my ability to properly update. I'll be doing a nuts and bolts update to 1.02. Then I'll add a smaller patch that addresses some balance issues I have on my to do list.
What does me having a decent PC mean for you all? It means soon the mod will have new tile designs that really kick some serious ass. It also means there will be LP's coming out as soon as I get my new mic next week.
https://forums.elementalgame.com/436902
Interesting idea about knives ....
I just watched the intro scene again by accident and noticed that it claims that you have to defeat the wildlands before you can defeat other factions. I remember this being one of my favorite aspects of the game's description and want it added to the game. I will play around with giving each wildland a siege device of some sort or perhaps an upgrade for siege weapons. It would be very cool to have this as a feature. And really, if you think about it, would make wildlands a necessary part of the game.
It would be compatible to try out, but has some minor design flaws. My new solution for knives will probably be something like 100% armor piercing, chance to slow unit, 20 attacks at 2 damage and a few other options for some more useful throwing options. Of course that sort of thing is pretty far back on my ideas list since we still have a ton of work to do on monsters and factions.
Version 1.02.016 is up. That means you can use it for 1.02. Changelog updated.
I was planning on doing the fixes and content balances later, but I got carried up in the moment. Also, I made my nexus page for the mod. It's a very nice looking site. Almost enough to make this exercise in sadism look like a professional mod project.
I might later on. But really you can just harvest the tiles file and add it to your sad easy less interesting game. [e digicons]O:)[/e]
Off work this week, what to play... oh, version 16! [e digicons]:cylon:[/e] Congrats on the new gaming rig, Sean.
Thanks. I am going to start a new LP for the mod tomorrow when I get my new headset. The only drawback will be I don't have my usual music score to accompany me.
I have a quick question. If I make a custom faction will the abilities work correctly for it? I only ask this because I created a custom faction and I gave them the Master Scouts trait but could not figure out if it was doing anything since it did not appear to give me +1 movement like it said.
I actually just realized how the extra moves function works. I'll patch tomorrow with the correct +50% movement. It rounds that down, so at 2 moves you have 3. Need to get to 3 moves to have 4 and so on. For some reason I thought a value of 1.1 would be +10%, but it was actually +1.1%. You can guess how that did nothing.
Strange bug with the fire elementals, if they use embers it seems they suicide and if i inflict some damage they instantly die, they disappear from the tactical view but its turn card doesn´t and when its their turn to move nothing happens and the game just hung forever.
edit: i am fighting a lair of fire elementals, the first one using embers seems normal, its the rest.SAVE
You save doesn't show up for me at the load game screen. Are you using 1.02?
i think so... when i got some time i will start a new game and try to fight again against the fire elementals
Well, i was playing a corrupt 1.02, this game needs a mod manager, i screw the game testing mods [e digicons]8C[/e]
On the bright side I needed to fix Embers to stack and I noticed it when I checked the spell.
There is a built-in mod manager, the problem is twofold. There is no information about how to handle mods from the game side of things, AND the game directories is setup in an odd way so sean cant use it when he is changing certain items in the game, he have to overwrite core files instead.
The mod manager consists of you being able to throw in your mod files in "My Documents/My Games/FallenEnchantress/Mods"...
Sincerely~ Kongdej
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