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
OK trying this again. I discovered that expert difficulty is actually extremely high on Seanw3's settings. I turn stuff down to normal world / challenging AI / terrifying monsters.
Starting out with Pariden again I find a 4/3/2 by a river with an Air Shard. Bannon Heighsley is nearby as the starting hero. Studying the city enchantments a bit more, I choose to begin with a Scrying Pool this time. I start with Civics as my initial research path, plannig to switch to Training and get some Spearmen once I have a few initial buildings created. There is a expansion site nearby (4/3/2 w river AND forest!) but it is right next to a Darkling infestation. Exploring a little bit I find Janusk and sign him up to my cause.
I find a mite mob army with 2233 HP??? I did change the difficulty settings, right? Looking around I find that it is very difficult to move anywhere without killing off some of the terrifying natives. I vow to get some spearmen asap. Janusk finds some darkling warriors (only 40 HP for the stack) and kills them. Barely. I pry an Enchanted Backpack from their cold dead hands. Based on a comment I read in the mod notes, this might be a REALLY nice item, since Seanw3 commented it is hard to get carrying capacity for anyone other than the warriors.
Civics and my scrying pool both complete, I start on Training, then on Leatherworking. I find Ophidians, Bandits, Silt Skaths, and a Dark Wizard nearby.
I design some Spearmen so that I can equip them with leather armour. Interesting traits available. What is Air Dodge? I choose to go with some basic +enc feats, but also try out Front Line which gives a big defensive bonus for three turns. They take twice as long to train as basic spearmen, but hopefully the defense will make them live longer. I find some bears roaming towards my territory. I decide to keep researching through Weaponry to see if the Monk's Staff requires metal or not.
The first Village Spearmen are trained just as I see an army of mites approaching. Procipinee summons Dell, her pet beagle (warg), and moves out to engage them. Weaponry completes, and I see the staff does NOT require metal. OK, going to try training some custom Sindarian Disciples. Lithe, Nimble, Acrobat, a Sindarian staff and a breastplate (upgrade to Monk's robe later?).
The mites fall before me. I notice that the Slow spell can wear off, and resolve to look at the spellbook more closely once this battle completes. Dell (my warg) is a really strong combatant, quite frankly he kills most of the mites himself. The spearmen do a good job of absorbing blows, and manage to survive. Looking at the exp screen afterwards I note that my troops receive 2/3 of the champion's exp, instead of half. This should lead to higher level troops eventually. Procipinee retreats to New Pariden to heal.
After a short rest, Procipinee gathers up Dell and two Village Spearmen for an expedition to the nearby Darkling Lair. This will probably be a tough fight. new Pariden begins training a pair of Sindarian Disciples. New Pariden levels and I choose to make it into a town, since I can see the 4/3/2 w forest/river spot nearby, I'll make that one my fortress. I look at the Grocer improvement and see that it assists defending units. Interesting.
I attack the darklings and discover that i am up against an entire stack of lurkers. Eight archers. Joy. I win the battle but both Village Spearmen are slain. Procipinee levels, and I choose Life Disciple so that I can cast Aura of Vitality on my city (plus heal of course).
For some reason I watched a certain Lurker shoot, move and shoot again during the battle, without a response from my own troops. It seemed to happen right when Slow wore off, so possibly it got a huge retroactive initiative boost when that occurred?
I look at the roaming bears and realize my Sindarian Disciples are exquisitely tailored for such an encounter.
Bannon Heighsley, who has been haning out in town while some troops get trained up, suddenly achieves level 2. Maybe everyone gets exp / turn for free? or does it only happen in towns? I need to test this since I had not seen it documented. As is traditional i choose to train him as a Governor. I am excited to see what might show up in that path under this mod. Some experimentation shows that Bannon is definitely earning +1 exp / turn while in town, and zero if standing nearby outside.
The Empire of Kraxis is overwhelmed and retreats from the world. Another army of mites appears and aggressively stalks my sovereign, it might kill Procipinee unless I am careful.
Procipinee engages the mites. The two Sindarian Disciple units do quite well with their decent defense, counterattack and 26% dodge. Since the mites only have a 77% chance to hit, the dodge has a massive impact on the battle. I'm happy. I witness the "-slow" effect again, instantly when it wore off the mite stack received another action. This is probably not how you intend this to work, is it Seanw3? Queen Procipinee chooses to follow the Path of the Cleric.
The mites and darklings dealt with, I found my new city of 'River Pirates'. This is planned as a fortress, and to help it get there sooner I bless the city with Sovereign's Call and Enchanted Hammers. My first building in the queue is a scrying pool. New Pariden is training one last Sindarian Disciple and then will start on the Grocer. I move Bannon to River Pirates so that he will assist in its rapid growth. Save.
My three heroes gather in River Pirates to plan strategy. It is decided that Janusk will lead three groups of Sindarian Disciples and attempt to clear out the local bear population while Bannon and Procipinee deal with all of the paperwork associated with starting up a new settlement. I research Trading and develop a road between my two settlements.
While hunting bears I find an investation of Water Shrills. After a mighty struggle they are slain, but our losses are heavy. One group of Disciples will never return home again. During the battle I witness the 'Slow' effect again, this time on one of my own troops. I moved, attacked, slow wore off, then I got to move and attack again.
I find a bear lounging in the woods and attack! Holy cow the bear is fast, speed six? Regardless, it falls before the mighty Janusk and his spear. Feeling offensively minded, Janusk chooses the Path of the Assailant. We spy a veritable army of Cave Bears ahead (1400 HP!) and choose to retreat and lick our wounds. Procipinee has decided to check out the local Inn, and finds a noblewoman in need of escort.
An army of Water Shrills (738 HP) approaches my village of River Pirates. It doesn't look good for us. New resources have opened up, and we begin mining iron and crystals. I begin researching Banditry.
Procipinee escorts the Noblewoman home, only to discover her estate is infested with Bandits! The Bandit Captain looks like a real badass, everyone else isn't so rough. I hunt for the 'Restoration' skill I am supposed to have from being a Cleric but I can't find it? Ahh it's under skills. It is cheaper to cast than a normal Heal spell, but has a two turn cooldown. The bandit Captain has maul? WTH. Dell falls before his incredible power, but is swiftly reincarnated after the battle. The Ignys Shortbow is considerably better than the vanilla version.
I found my third settlement next to a Druidic Circle (3/2/2), and plan to upgrade them into a Conclave. The mites and water shrills are roaming outside my Pirate enclave, but Janusk makes it home to help defend the city if it is attacked.
Procipinee returns and leads Dell plus our three units of Sindarian Disciples out to attack the mites. They prove to be tough opponents, but our army coupled with Procipinee and her new Ignys Shortbow turn the tide.
More to come later.
Slow and Haste last only a few turns. So slow will give the unit an extra move and haste will give less turns. But the effect is balanced because you have the opportunity to kill that unit before it wears off. In the vanilla people were using the spell to negate a unit from battle. Now you have to focus fire on that unit to get a kill or else there is no point. Haste is good for getting a strong unit some early turns in order to kill enemy glass cannons. The spell is designed to offer more tactical choices instead of being a no brainer spell that stacks to ridiculous levels. However, there are some unique Daze spells that actually make a unit lose a turn. And a Hold spell ala D&D.
I found that a combination of Hold and Slow allowed me to destroy ogres. I will point out that even though it's called hold the description leads you to believe that the enemy will loss its turn rather then just not being able to move. Lost a unit because of this.
Offtopic:
Ey Sean, if you're on Matherson with the NC I'd love to play Planetside with ya. If you're on Matherson and NOT NC, well I might have to put a bullet in your head
Jeagger with the NC. Carry on brother.
@Ragnin,
I kind of assumed everyone would remember the D&D definition of hold where you can't move, but still may attack. I have a more accurate tag for it in the next version.
Sean, let me ask you something. You removed this tag from your champions:
<CreatureType>Champion</CreatureType>
Is there a reason for that?
If this tag is not in coreunits in each of the champions and sovs then I am assuming this code wont work:
<GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_Attack_Pierce</StrVal> <StrVal2>Champion</StrVal2> <Value>15</Value> <vsUnitType>1</vsUnitType> </GameModifier>
Or am I wrong and this will still work?
Sean: is planetside any worth playing? I logged once in beta and i did not find it particularly appealing ...
I wouldn't mind trying out planetside and joining you guys for some fun.
Ya, I didn't take that tag out, my code is so old it never had it. I decided I don't particularly want champion damage since they take plenty already. As you suspect, IsChampion needs that tag to work.
Oh and PS2 is very fun. Even though it is free to play, you do pretty much have to spend some money to get the really nice weapons for advanced vehicles. But ground infantry is easily done for free. My team tends to stay in the air or run anti-air ground ops. The game is extremely addicting.
I'm having a problem with the level 9 Supreme Commander champion (Kingdom) that you can recruit. Every time he goes into battle loading the tactical map takes 2 min (from instant) and the first 4 turns takes 2 min between turns (from instant). The name escapes me, but he is unusable in his current state. I dont know if it's the mod or the game that's acting up.
If I had to guess, I'd think it might be the Supreme Commander trait that makes it slow
When did the bug start exactly? It could be a trait or an animation bug. Send me a save if you have one. The devs are pretty good about fixing these.
His name is General Carrodus and is located in Research2. The bug is only him and started immediately.
https://www2.qualiware.com/fileshare/?f=1872&fid=7c5de756
Another bug is that Fire Elementals disappear under the tactical map and when it's their 2nd or 3rd turn nothing will happen and you have to auto-resolve it. You try auto-resolve 8k hp epic fight hehe
Sean, I see a file called "LairMonster" this is not in the original game. What is this file for, obviously it has something to do with lairs and monsters but specifically how is it used and what exactly does it do
Do you plan on adding "mod manager" support for this mod?
https://forums.elementalgame.com/437003
MA looks awesome, and I'm about to install it. At the same time I really like the idea of being able to check/uncheck installations. THere are 30+ pages here, so I'm assuming its been brought up before, just reiterating.
Now to figure out how to install without blowing too many things up.
Basic question - am I installing to the mods folder or the actual installation folder? In neither do I see an "Improvements" folder in relation to this line in the directions:
"Now download the link above and unzip it. In the file is the modded version of the core file. Take all the files and copy them into FallenEnchantress/Data/English (except CoreImprovements and ArtImprovements, those go in the Improvements folder; Techs and Techs_Amarian go in the SP_Only folder.). It is important to always have the original backup and a backup of your mod files as they may be erased by updates by the devs. To summarize, you just put the modded files in the game folder and got rid of the originals so that the game will read the modded ones. You have the game running as admin so that the game always checks the code before starting the application. Soon there will be better mod support and we can just put all this junk into the mods folder. The powers that be are working on that now that modding is officially open. You should now be ready to play a new game that is much more fun!"
In the zip file there is a folder named "Core Improvements" and "Only-SP" in the paragraph above they are referenced as "Improvements" and "SP_Only"
Do I need to have a second install of the entire game if I want to go back and forth between MA and vanilla? or re-install it everytime?
Might have it, but would like confirmation -
After figuring out to click through to data/english as above - I see Core Improvements and Only-SP. So I'm just going to make a backup of the English folder and call it good.
LairMonster is where we keep the bosses with 0 moves. This keeps them tethered to the lair tile and allows us to make bosses stronger and more interesting. So far it just has the movement thing, but later on we might reduce the number of monsters at lairs and then increase the power of the boss.
We will likely make the mod work with the mod manager soon.
To install, copy everything into the game folder. The mods folder and user folder in general has a ton of bugs, so this mod doesn't work there. Seems like you figured out the SP and improvements thing though. You just need that backup of the English folder to turn the game back to vanilla. No need for a second install. When the mod is in the manager, all this will be easier.
Hello Sean, I have another question related to the above. You mention:
"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."
This seems to imply that there is a unit folder in your mod files which will have unit files in it which I must then copy into my own unit folder. I see no unit folder anywhere in your mod files. Can you please explain?
Also, do I need to enable mods in the main options to have this work, or will it work anyway since we're actually changing game options?
Finally, I'm using windows vista (yeah, I know, lame) with user account control disabled (I find it annoying). My main account is the administrator account. For this reason run as administrator is greyed out when I follow the steps you list. Am I correct in assuming this is not a problem since I am already granted all administrator permissions? Or do I need to enable UAC and check this box for the mod to work? Please forgive my ignorance, thanks .
To the intelligent, ignorance is but opportunity.
The units folder is a work in progress. Here is the latest version. I post it every once in a while. Units Folder
It should work. Run as Admin simply ensures the game will parse all xml files when the game starts. If the mod is buggy or does not seem to change anything, you might need to enable UAC. I suspect it won't be a problem.
Hmm -- this brings a further question -- I have already installed and played your mod for the last 4 or so hours *without* anything being added to the units folder. Now that I have downloaded your folder and copied the files, will I need to start a new game for the AI to begin using those units? I messed up pretty badly so far but I'm holding my own (early krax spears are just awesome) so I'd rather not start over unless necessary.
Also can I create my own leader and kingdom or will doing so cause problems in some way?
While I'm asking questions let me throw out another! I watched some of your Lets Play video and I noticed you chose not to hire a particularly bad hero, at least at first. I found heroes all over the map on the random map I started and I hired one every chance I got, thinking if nothing else they were explorers who could grab the odd unguarded goody-hut and meet new factions at relatively little cost per turn to me. Does this reasoning strike you as unsound in any way? I'm wondering if there is perhaps something I'm missing about your mod (such as the extreme level of danger inherent in exploring or increased hero upkeep or something) that makes doing stuff like this not worth it.
Custom factions and Sovs are one the best things about the mods.
Since we can create new units during the game that are added to the units folder, it should be fine to add them at any time.
Heroes cost gildar per turn. Having too many early on can stifle your economy. There is little risk in letting them stay in the wild early on since it is unlikely to see any AI factions for some time. You'll notice that I picked them all up later on when I could afford to.
I noticed the champion Valim starts off with 100% encumbrance. Also he appeared twice beside my starting location
Hey Sean, had a question. Did you remove wages from all your units? For some reason, unless it was something I did, units trained are not requiring any wages in game. Just says 0.0. The only thing I can think of is because I made changes to coreunitgrouptypes and made larger groups, but why would that eliminate wages?
Not something I did. Wages come from an Elemental Def and the labor to train. If you altered either one of those two, it could cause this. Using old units might cause this problem as well.
I see.
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