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
Version 1.952.011 is up!
Changes:
+Cities and Outposts now attract monsters to them.
+Warden and Nightwatch will make monsters ignore Cities and Outposts.
+Lairs have been refined to give the player a 50 turn heastart before crushing them.
+Trolls, Darklings, Wildings specifically won't upgrade till later. But how much later?
+The Syndicate is now more dangerous.
+Mundane Staves now offer some defense and do better damage. -1 Crit is gone in most cases.
+Book of Mastery now unlocks Shadow Rift spell when you also have Death V
+3rd Book of the Magi now unlocks Shadow World Rift when you also have Death V
+Shadow Rift opens a gate to a shadow plane, unleashing dozens of deadly creatures.
+Shadow World Rift opens dozens of gates to a shadow plane, unleashing hundreds of deadly creatures.
+Minor fixes according to feedback.
Sean in your core improvements file, under cityhubs you have this:
<GameModifier> <ModType>Unit</ModType> <Attribute>AbilityBonus</Attribute> <StrVal>A_MonsterAggression</StrVal> <Value>50</Value> </GameModifier>
Shouldn't that be city for modtype>>>>
Also, did you test that this even works>> I just tested it out and it does not seem to work at all. I just tried a game with a value of 100 (100% chance to attack a town) and the monsters just sat there not attacking. I even put it on the pioneer units for a 100% chance to attack and they didn't attack any AI pioneers.
I will switch it on over to city. I must have reverted that change during the henchmen fiasco today.
v1.952.012 is up!
+Fixed Monster Aggression for cities
+Added new difficulty setting called Chuck Norris. (This is only for advanced players)
Anyone been able to cast Shadow World Rift? So frakking epic!
[e digicons]:karma:[/e] [e digicons]:karma:[/e] [e digicons]:karma:[/e] [e digicons]:karma:[/e]
I got it once way back in beta 3. It's fucking awesome, up there with Curgen's Volcano for sure. I wish there were more spells like it.
No you didn't. You got Shadow World. Shadow World Rift opens 25 gates on the map. Each one spawns 5 armies of death demons. You need to get 3rd book of the magi and death 5 to unlock it. I am going to make something like this for each 5th level spellbook and 3rd book of the magi.
Sean, did you see what else I said> The aggression code doesnt work. I modded my own game and cities to 100% chance to be attacked and even though monsters were right outside ai cities they didn't attack, even after 50 turns. So are you sure it works>>>
It doesn't seem to work for cities yet, but it does for units. Changing it back to a unit modtype will make the monster AI see your units and want to kill them. So there are still ways to apply it, but cityhubs are not a good way. It does wonders for outposts though.
I am also having a problem with the Guild Grocer not making my units beefy. Need to check on that, but I guess no one else has tried it yet.
I just don't pick it, who builds units in a town anyway? Besides, when the option is a farmer's market... yum.
I did it for pioneers Sean and watched as the AI built several pioneers, which walked right by monsters (100% aggressiveness) and the monsters did not attack.
How horrible! Rodan would turn away to hide his tears of disgust.
I noticed today that the General trait only increases cutting damage, not pierce damage (haven't tested blunt). I also noticed a similar problem in vanilla, where the armory buildings only increased blunt defense instead of all 3. Maybe related?
Those blunt, cutting, and piercing only traits are a real drag, in my opinion. The low percentage increase practically requires a heroic weapon, and then you're offered a damage improvement that isn't even suited to the one you have.
I do. That +1 materials and +2 PPM really make training there a must for tank units. As Gilden, you are better off building the Iron Golem in a Town to get all that extra Hp. At level 5 you can double the bonus. Or at least you could if I could fix the damn code. I pick on my mod subscribers with violent monster and Derek picks on me with non-functioning xml. Shit rolls downhill I guess.
If you are reading this, Derek, I am still your loyal sycophant. I am just trying to make it less obvious to the others.
Ever look at the bonus Lord Verga gets with that +25% attack? He starts the game with 20 attack and can easily make that a solid 50 in 25 turns or so. I have alot of +2, 3, 4 attack bonuses in the trait tree, where they belong. That starts to really add up for Warlords and the +25% attack bonus. Add Bloodthirsty and Enmity for ridiculous values later in the game.
I took out the Bruiser, Swordsman, Marksman percent bonuses in favor of a standard +Attack. They scale far too much and totally unbalance what I am trying to do with heroes. I suppose I agree, but for a different reason.
BTW, fixed Warlord to work for all weapon damage types. Thanks guys.
Oh, I agree: they scale up too much, but only if you have an appropriate heroic weapon--and then they go over the top. I much prefer a lower percentage increase that isn't related to just one kind of attack. Lethal is an example. It can get pretty sweet.
Verga is just another example in need of balance. Playing vanilla earlier tonight, I found one empire champion--can't remember his name at the moment--who had several really great benefits to melee at level 9, and yet was on the Path of the Mage. Amazing.
I don't know why I did it exactly, but I made Lord Verga the most powerful melee unit in the game.
"Magic? We don't need no stinking magic." -Lord Verga at the New Pariden Massacre
Well, and there should be one unit like that. I don't like some of the AI choices for leveling up champions. Not surprisingly, they focus on what's immediately the best choice, rather than the best choice for a longterm build. Yours are wisely built, varied and personal, and I like that. -Just a thought, but at some point, perhaps after game release, you might want to consider releasing the mod in sections: champion and leader changes, town alterations, monster and monster attack changes. Not everybody is crazy enough like myself to chuckle at a horde of mites appearing over the horizon, like some demented, midget Tamerlane. Being able to get just certain changes would pretty likely get you a lot more usage.
This is how I plan to set up my mods:
1. Modular Non-Core Mods:
These will be the major content additions I have been working on. That includes quest serials, Ivory Towers, Goetia and other things that are specifically balanced with the vanilla game.
2. Modular Core Mods:
These will be mods that change the core game to play better or achieve better balance. I am hoping this won't even be necessary, but we'll what happens in beta 5 and post release.
3. Comprehensive Mods:
This will be total mod compilations of all the modular content and core changes. I want to provide the lighter users with an executable they can click and have hundreds of hours of extra content with perfect balance as near as I can manage the ideal.
4. Adjunct Mods:
This will allow you to play the modular non-core mods, but with the balance numbers of my core mods. So you can pick and choose which balance you like and which content you like. Obviously that will be an advanced user option.
You've obviously put some thought into this. Very nice.
Apropos of nothing, I'll probably try to mod up at some point heroes who have great benefits and great drawbacks at the same time. There's a blandness to the vanilla game heroes--not in the accompanying text from each, but in the way they play out. I'd like to see one who has made a bad career choice at some point and fixed it, but is still struggling, or another that has an enormous number of spells but is acute sensitive to any and all magic, or a very powerful melee type who is extremely slow, and won't use a mount. That kind of thing. Possibly cliched, and the balance would be a bitch to create, but there are many variations that can be worked on this, given traits, stats, races, paths, spells, and items. I don't think it will interfere with the actual running of any of your mods.
Version 1.952.013 up!
+Fixed Guild Grocer and other Hp adders to use a static bonus of +8Hp per soldier (Until I can figure out a way to do get the calculation to work)
+Fixed buildings that add units to city defense to add the correct number of units
+Changed Death 3 to a level 5 prereq. Level 4 prereq was daft.
+Berserk now adds +4 attack and one per death shard. Mass Berserk unlocked at Death 4.
+Warlock should now properly unlock ManaBlast.
Bash chance is equal to the damage done. I was doing 9 damage and they were doing upwards of 20 damage. I am going to rebalance Mace now that I realize how powerful Bash can be. Currently it takes no metal, in one-handed, does -6 Init, has 16 damage and the AI always chooses it because it has the maximum sum of damage. I need to make the Mace do less damage and cost some metal. Trog's special axe should be their go to choice, which means 15 attack must be the highest attack value for Weaponsmithing.
How does bash chance work, exactly? Is it a % chance, or some other rating? I've never been clear on that, and as a result I've never really used maces.
For example, if a mace does 30 total damage to an enemy, it has a 30% chance to knock the enemy down. Once prone, the enemy loses a turn to get up and cannot dodge any attacks. 9 knights with Maces can get really out of hand if the enemy does not have horses.
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