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 also noticed that the staff of the souls is not giving any mana on killing someone. At least the couple of times I did it got me no extra mana on kill.
Sean - fyi, 1.02.016 issue. The champ Tearny is all decked out in light plate but his encumbrance > 100%. Need to unequip 2 items to get him below 100%. Unsure if you wanted it that way or just need to tweak his carrying capacity.
I think I'll give him a mount. Thanks.
And I found a case error on the soul staff. Thanks. New version coming out today with minor fixes like that. Also adding some more late game events to spawn themed lairs. Spider invasion, darkling invasion etc... It should be some fun and prevent you from feeling like clearing out an area makes that area boring.
Sean - didn't the devs fix the Pariden buffing all unit animations in 1.02? At the start of each battle all my units are going through that animation (playing as Pariden) in 1.02.016.
To be honest, our code is so different now, I can't even compare mine to theirs. I will take a look at how they did it and maybe add it to mine. I have 10 times the start of battle spells and most of them don't use animations. I guess I have not played Pariden in a while.
I reinstalled the game 1.02, installed your mod. And find a fire elemental lair, the bug i posted before only happens in lairs, not roaming fire elementals. SAVE
Edit: also i cant upgrade the warhammer units to lightning hammer.
Armor and arcane armor technology gives magical armor, making impossible to upgrado your units to chainmail or light plate.
This mod looks very promising! I am interested in trying it, but the lack of base units is a major deterrent for me. From the Install Instructions:
There are no longer any of the vanilla units such as Defender or Spear Maiden or Scout for Magnar. You must add the units in the Unit folder I provide to your Unit folder. This is located in something like C:\Users\Username\MyGames\Fallen Enchantress\Units. Or where ever your user files are stored. The vanilla Magnar units are breaking the game right now, so this complication has become necessary. Take some of your own time and make as many units as possible for each faction.
I don't want to spend hours creating units for every faction.. (And with my OCD it *will* take hours! XD) If I do not create them does that mean the AI won't be able to train any units?
So I'll throw this out there: Does anyone have a set of mod-compatible units created that I can import? Or any other suggestion for overcoming this issue?
Thanks in advance. [e classic][/e]
check the latest pages of the thread, Sean had posted a link to a file with some good predesigned units for some races, including Magnar
What is the emblazoned tower for the quendin supposed to do? (the tootip is blank) Also, there are units files somewhere in this thread that I can download and use?
The emblazoned tower is supposed to work like a weak firewall (or so he says in his lets play vid.
I was rather disappointed by the tooltips provided in the "Masters Affliction" mod actually, but guess that's what you can expect when he changes stuff all the time
Sincerely~ Kongdej
Thanks! [e digicons]:thumbsup:[/e]
@wertu_234 The units file can be found in this post - it's only for some races, hopefully sean will release a unit pack to go with the mod at some later date.
Tooltips are a polish thing. Basically I have the choice of fixing bugs, adding content, and explaining the game in tooltips. Usually that is the last thing on my list. And honestly there is so much content, it would take weeks to properly explain it all. But if someone wants to make a list of them and post it, I will fix them. Or, if you wanted to go in and fix them yourself, I am always happy to have help.
But isn't it more fun to just build the Emblazoned Tower and find out?
No, absolutely not, I un-installed your mod for the same reason, I did put a post up about tooltips before asking if you needed help but you were silent then ^_^
Eww, tooltips... don't get me started on that shit. Because of a tiny bug report I had to spend like 6 hours just updating my trait tooltips. X_x
Bah [e digicons]:hrmph:[/e]
~ K
Alright, fine. I'll polish up the tooltips. Sounds kind of dirt now though.
Sean, after watching you'r let's play, why did you took the fortify from Krax?
I, unlike the powers that be, don't think you should add in abilities that the AI can't use. and that totally break the unit mechanics. I'll replace it when the devs go ahead and implement tile based tactics for the AI.
What's the easiest way to edit HP? I freely admit I'm a "middling" 4X player, because I tend to play for the story and not to "win". I think that your mod has changed this game, for me, from a below average game to one of the best RPG/strategy combo experiences -- near Fall From Heaven, or Kohan. The problem is that I can never win combat because the monster HP outnumbers my own by 10:1 within turn 100 or so. I've tried throwing troops (archers, spearmen, etc.) to try to weaken them, but they'll destroy my troops before I can even take down a single Cave Bear or what not. I play on "Challenging" because I'm partial to the idea of neither side having production bonuses.
Anyway, you've proposed that we edit the mod to our liking, so I'd like to reduce enemy HP in mine. Is there a parameter where I can edit this in the XML, or do I need to manually change each enemy?
Yes, there are several monsters with too much Hp for how powerful they are. I have yet to play all of them to get a good balance feeling. Still working on it. Until then, go into the CoreDifficultySettings file and chance the difficulty you want to have a lower AI Hp ratio. That is the setting for you if the Hp is just too much. Good luck.
I think you may have gone a bit too far on the difficulty . The bear caves now spawn 3x Cave bears + 6x Bears, which roam and wreck havoc, and really put your cities at risk in the start of the game, not to mention you'll have epic packs within 10 tiles of the starting area. (difficulty: Harder/Harder/Dense/Terrifying).
I play on a large map with 5 other factions and on turn 150I still haven't met anybody, because we're all boxed in by Deadly/Epic packs.
I like it this hard, my only gripe is the roaming cave bear team of destruction which are way too hard to deal with in the beginning.
Some questions:
- What's the priority to expand player abilities for mid-late game? After level 12 you're left with whatever you didn't pick earlier.
- Is it possible to revert to vanilla player abilities and if so, how?
- When you pick up champions with multiple paths chosen, only abilities from one of them is unlocking. For example Path of the Warrior / Path of the Defender only getting abilities from Defender tree. Is this intended?
Trying out my first game with your mod Seanw3. Expert / Expert settings.
Initial Notes:
1. A lot more starting money / mana. Full armour on sovereign.
2. More starting HP.
3. Procipinee in the Sovereign select screen only shows life magic, which I was disappointed in but accepted. In game she starts with everything but air? Ahh I see it comes from Archsummoner trait.
First Turn: Pressed control-N a few times, got a 4/3/2 with clay, crystal and a fire shard nearby. No woods or river unfortunately, can't win them all. Cast enchanted hammers, inspiration, started harvesting the clay. Which builds much faster than I am used too, 2 turns? Save.
Hire Othello. He's in full armour, which is nice. And only costs ten (!) gildar to recruit. he has Altarian blood for +50% (!) exp bonus. I notice his Athican Leather Cuirass has much higher stats than normal, and his diagger does as well.
Typo: Dagger shows '+2, should probably remove the '.
I find a bandit lair and there's like 400000000 bandits lurking in / nearby. Umm wow. I also find a Dark Wizard, that's not very good either.
Open the spellbook, notice Raise / Lower land are much more expensive. Summon a warg to help out Procipinee.
Open resarch, notice Restoration is gone. Study the trees more carefully. Lots of changes.
Possible error? 'Town Archery Range' shows up under both Training and Banditry? Actually I find a fair amount of things like this, including Champions armour being under both Warfare / Armor and Magic / Arcane armor. Why?
Random? I have three of the four of the random spellbooks, Flame / Frost / Wind. Intentional or just lucky?
Given the nearby bandits I choose to start researching Training right away.
Starting out: I find a Black Widow and it has 108 (!) HP? Hmm. Definitely need some troops. Start researching Civics. Begin training Spearmen, notice unusual traits. Investigate.
The bandit lair spawns some roamers, who are heading towards my city. Set up for defense. They roam off again. Buff Procipinee with all available buffs. Notice Warg has 84 (!) HP. OK HP increased for a lot of stuff no more !'s. Move out w Proc / Warg / one Spearmen to try and engage the Bandits.
End turn takes noticably longer than in vanilla. Still quick (quad core, 8 GB ram etc) but longer.
Engage bandits, notice that I have Stinking mud, even though I do not have Earth/Water 2. Resolve to look at spellbook some more. Notice I have in-combat regeneration, wow did I miss that spell in Vanilla. Used it all the time back in beta. Getting some graphics artifacts, not sure why. Will reload game after this battle. Spearmen survive but it's a very close thing. I used a ton of mana in this battle, resolve to get my fire shard up and running asap. Win the battle, new path choices. Choose Mage for Procipinee, noticing that the path has been changed dramatically. Retreat to town to heal up a little.
During the battle I used Burning Hands on some Bandits, and noticed they had an ongoing damage effect applied, sort of like poison? This appears to not be documented anywhere.
Find a Legendary Broadsword in the first loot location I check.
Uh, there's a very large Drake nest site 10 squares from my starting loc? And it's completely infested. There is literally nothing I can do about that right now, or for quite a while most likely. I can't kill the bandit spawn either. Ugh.
Researching towards Mining for more production.
Backed by two spearmen, Othollo takes a look at the spider.
I find a spot to start my second city, but there's a lot of enemies around. Makes me nervous. Some named Wildings are nearby? Teluath the Magi?
The Drake spawn kicks out a stack of Pack Drakes. 1053 HP? Come on now.
Othollo kills the spider but it's a real barely thing. Burning hands (x2) carries the day. Both spearmen survive but they are critically injured. I choose to try Path of the Warrior for Othollo.
Misc thoughts - every enemy seems to have a jillion HP. Burning hands is my main offense right now.
Procipinee kills the Wildings, unfortunately her Spearmen fall in battle. At L3 I choose Fire Disciple, since I have a fire shard to help pump those spells a little. Begin training a pioneer for expansion. Find Irwan, who has Path of the Cleric. Neat.
Find an Umberdroth, Air Shrills, Air Elemental, Fire Shrills and Knights of Asok. Geez this place is infested.
Gatherer Spider army, 1000 HP? WTH man, this stuff is just unkillable at this stage with that many HP.
Find some more Wildings. Wow they have a lot of movement with Charge. Finally an enemy that has realistic HP (12-19 ea).
Slag army. Zillion HP same as everything else. Kind of depressing honestly.
Othollo gets attacked by some wildings. He wins but they kill his spearmen. Queen Procipinee gets attacked by the Gatherer Spiders and dies horribly. They have 260 x 4 HP. Seems ridiculous. Othollo gets swarmed and killed by some water shrills. I decide to call this one a day and try to restart on easier settings.
Damn!
Mod looks awesome, haven't had the bravery to try it yet! Hopefully soon, and definitely on easier than expert/expert to start.
Good advice for the beginners to Sean's mod: play Verga (or whatever you spell his name). He is really nice killing machine allowing early expansion.
Wait till you see 8k+ hp
Okay okay. I am doing an Hp patch on monsters and I'll take a look at making sure spell descriptions are up to date. Been Planetside for a while this weekend. BTW, Manni, there is no shame in starting with Some monsters setting and Fast tech pacing. It's kind of the main difficulty setting for the mod. Reading the Mod Explanation and watching my playthrough might give you some ideas about how to handle that large Hp. I like to punish people who try to turtle. Turtling is choosing a Town or a Conclave for your capital and not instantly training fodder troops.
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