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
Solid idea. But in your latest video, why was the AI getting the Prone effect so much more often than your troops, employing the same weapons? I think you said it was about 9% for your side, and about 25% for the AI. Or did you have a different mace in use?
I was using the gildish warhammer and they were using mace. I had leather and they had chain.
My next update will be some tech order optimization. That might seem like insignificant, but it will drastically improve the AI.
Also, I am going to change E=3.2 to E=3.0 I just took out two wildlands and didn't get past level 9.
May I suggest an overhaul of the whole governor thing? Cities giving XP for stationed governors, useful governor traits, etc. Here's a thread: https://forums.stardock.com/430749
Your mod looks very good so far, although I haven't tried it yet, and seems to address some issues people have been complaining about, especially boring city leveling.
Thanks. The major reason I do it is for practive and innovation. I learned alot about xml and the capabilities of the system by trying to balance the beta. I think the devs might be playing it sometimes too though, because about 70% of what I do seems to be added into the vanilla in some shape or form. Maybe we are just both using good logic and design though.
After reading the thread, I have remembered my plan for that. I intend to have Governors get a passive XP from buildings. Adventurers Guild does this, but I will add in some XP from other buildings. Now you have to think that my XP levels require massive amounts passed level 8. That means most governors will never reach beyond this point. So, in my path update, I will make sure each governor has some powerful choices that add production, growth, gildar, and research. I am wary of adding food, as it is too easily gamed.
What we must remember about devs, not only from Stardock, is that at the end of the day they're running a business. As much as Brad loves his games (and we love him for that) and they're risking a lot with FE, they must still make a profit in order to put food on the table. So they must strike a balance between hardcore features and accessible features so that they appeal to a wide audience. Some people keep saying "but MoM had this, and MoM had that..." but for example I have never played MoM, I don't care about what MoM did and had, just make FE the best thing that can be. Same thing with GalCiv 2, "MOO2 had this and that...", I don't care, I love GalCiv 2.
Now that the over-exceedingly long introduction is done, my point was that Stardock is obviously trying to reach to a hardcore audience with its games, but since there are only so many people filled with MoM and MOO2 nostalgia, they must also attract a new audience. So they must strike that balance between casual and hardcore game. I consider myself a fan of 4X games, even though I haven't played the classics, so I'm personally looking for a more hardcore experience.
Luckily, Stardock games are very moddable, and talented modders like yourself (I've seen your name mentioned on another website for your modding capabilities) can add the small features that can sometimes make all the difference for more involved people like us. I haven't tried modding Elemental yet, but from my experience with GalCiv 2, I can say that it can be a bit tedious figuring out how the engine will actually interpret all those values in the .xml. I tried for a long time to make an invasion tactic for GalCiv that would reduce planet quality by 99-100%, but the engine simply wouldn't do it, even though there was a value specifically for that in the .xml file. Maybe the Elemental engine is more predictable in that matter, I don't know yet.
If you think the devs are incorporating your ideas in the vanilla, then it means they are fitting ideas, and that's what the beta is for. I would advise you to stop trying to balance the game until the official release, because as you know, beta 5 will handle balancing and might render your work worthless. Instead I think you should focus on features and content, which cannot be made obsolete by minor patching, ie. adding items, buildings, quests, spells, traits, fixing the governor thing (for which you seem to have a good plan), etc. Although, I must applaud you for your work on the cities, it does seem to make city leveling exciting, and thus making population less worthless. I hope the devs will integrate that in the vanilla too. Don't worry if they steal your thunder, surely you will make a great mod packed with exciting new content and features once the vanilla is released
The crazy thing is that I have been working on content mods as well. I just refuse to release those until the game goes gold. What I want to focus on now is learning the limitations and edges of the new mechanics as we go through each beta. Each cycles adds so many new possibilities I have had to put all my content mods on hold just so that they are not obsolete by the time the game actually comes out. I released my labyrinth mod to give people some idea of the quest capabilities, for instance. But I have over 300 quest stories that I am adding to the game. I have the Ivory Tower Mod, which seeks to combine quest based storytelling and the city level mechanic. I have the staff mod. I have the Path Mod. I have alot of other projects on hold. I think that currently the only useful mod is one that explores balance and core gameplay features. The more my ideas can help shape a solid core game, the more reason I have to do the other ones. I sincerely hope that the core game picks up on what I have been saying about city levels and defense. The vanilla sucks at it right now. Rather than just complaining once and then hoping by some leap into the absurd that the devs agree and decide to change the game, I would prefer to show them what the game can be with my idea. I am not saying they ever play the mod, but I am sure they have seen a few of my mod videos. It's all about marketing good game design I suppose.
In the end, I will at the least have a sweet balance mod ready if the devs don't deliver. I seriously doubt that will happen, except with archers. Few people know this, but Derek Paxton's entire clan was wiped out by a rival archer clan. He has sword never to use archery again and it shows in his balancing of archery in the game. Beyond that I am still hopeful we are going to see much better balance to weapons, levels, Hp, and cities. Too bad about archers though.
As to what I think of as the light users out there (read as incompetent). They would surely benefit from city defense as it makes the game much easier. As long as they play with sparse monsters and beginner difficulty, a strong city defense will allow them to casually stroll about the realm with little thought of their cities. They can go on quests, enjoy some stories, and generally suck at the game without ever knowing it. Light users are a necessary evil of selling a game. I think the devs will see that city defense under the right conditions is pure win for light users.
There is probably a delicate balance between people wanting me to make content and people wanting to explore good ideas. I assure you, the content will be there after release, as soon as I have had time to play the final release and can put in the appropriate numbers. The hope that we might get some editors to assist me in writing the quest xml is also a nice thought. Until then, balance will be my mistress.
I hope that when the game is released you will merge all your mods in one giant uber-awesome mod I didn't even know you were working on so much stuff, you make me feel more excited about your mod than the final game itself. I'm sure that if the game is a commercial success, interest in your mods will rise and talented people will probably wish to help you.
I still think attack values need to be upped across the board for balance. Maybe not quite as lethal as what I put in another post (the numbers post) , but it must be upped. I hope I can get you to agree. I am hoping the latest update its addresed but if not, to please look at doing that. Even if Derek's clan was wiped out by archers, ranged weapons need a slight boost along with everything else.
Also - throwing knives come way to late in the game. Dirty rotten stinking bandits get them way to easy and early in comparison.
Then there's the armor issues. Extra damage vs the wrong types. Chain should be less effective vs. cutting not double. Same goes for plate and blunt weapons. Using edged weapons on chain and blunt on plate is how you take out guys in those armor types. I think a good implementation would be have the armor have the same base rating and just take 50% more damage if they're using weapon type its weak to.
re: XP - I am glad you are looking into loosening what it takes to level. I do think reducing the effect of champion so they aren't superman is a good idea. I didn't like hitting level 9 and being stuck there either.
It's hard to get the right number on XP because I have to get pretty far in before I can tell. Right now things look a little high, but I am at turn 300 and my general hero level is 8-10. I had intended it to be 10-15, so maybe E=2.8 will work out better. The next update will be after this weekend though, since I have to adjust to the new vanilla update. I am taking Friday off to get a head start.
Pls continue your work after Beta 5 and release too, cause the game is more fun for me with your mod.
now is 2.9 or 3.0?
another thing you can do (if you didnt already) is nerfing the rating of shit abilities
there are too many monsters giving a load of xp for really low effort
so instead of changing a lot the xp (i tried myself and between 3.0 and 3.1 the difference is HUGE) you can making small changes to xp given (also balancing the problems of vanilla )
It's at E=3 right now. I will go lower though. I might even try E=2.7 if things are still too slow.
I will look at CoreAbilities when I do my monster balance again. Taking out some combat rating is a great idea.
Update:
I am getting really good AI tech and building priority in my latest build. There is one thing I added that makes the AI look at tile yields to decide what city specialization they want: Grain gets Town, Essence gets Conclave, Materials get Fortress. I haven't though of a way to make the AI set up a Fortress at a chokepoint, but that really seems like something Fb would need to do.
The next update will have better monster balance, better AI for techs, buildings and city specialization. Resoln's unique monsters now constitute a serious threat. Increasing your Summoner levels will make them epically strong. Try going Summoner for your Sov and then getting all your heroes to choose Summoner III. You can then summon some ridiculous monsters from spells and shards. I want each ancient to play slightly weaker than an entire army. The other monsters are set to have a little more Hp and get extremely powerful if they are spawned later in the game.
I will also be adding some new grand spells like Shadow World Rift for each element. Each element will have a level 5, Arcane Mastery spell and a level 5 3rd Book of the Magi Spell. The AI will really really want to cast these.
Life:
1. Miracle Day: All units in the realm get regeneration and heal all Hp every season.
2. Troll Legion: A massive Troll Legion rises up to conquer the realm.
Death:
1. Shadow World Gate: Opens a gate to a shadow plane, unleashing fierce demons upon the land.
2.Shadow World Rift: A series of shadow gates open across the realm
Fire:
1. Omen of Astaroth: A massive Meteor Storm smashes into the realm.
2. Descension of Astaroth: A massive Meteor Storm smashes into the realm. Out of the ashes rises several armies of dragons and the demon Asaroth.
Water:
1. Great Flood: A massive tsunami strikes the realm, causing massive devastation, but also fertilizing all lowland tiles.
2. Diluvium: A massive landmass sinks into the oceans. All those caught in the waters will surely die.
Earth:
1. Strip Mountain: A mountain is crumbled into dust, leaving behind the riches hidden deep beneath. Beware! Thar be creatures therein.
2. Break Realm: The realm suffers a massive shift, causing all the land to break apart and be reformed into a new pandemonius landscape.
Air:
1. Gift of the Angels: A champion is lifted to new heights, now able to not only fly himself, but carry with him an army.
2. The Oncoming Storm: A massive storm rages across the realm, causing chaos and destruction to all.
Good and logical ideas in your modification. I hope that when developers add multiplayer, game will be a perfect and balanced. But be there.
I am not happy with flying as a level 5 Arcane Mastery spell. That should come from a staff or race type. I will think of something better later. The other spells are done, but need some testing. I will update tonight for anyone that wants to try them out.
Version 1.952.023 is up!
Leveling will be a little easier, let me know how it goes. Lots of changes here, but most of them are AI changes. The biggest content is the new endgame spells. It might be impossible for the AI to cast them and many of them may not work as planned. They need testing, but should at the very least add some interest to the endgame. They are mostly geared towards desperate gambits when you are losing to a stronger foe. Once you understand how to avoid the harshest effects of the spell, you can really turn them to your advantage.
I will be working on staves next and then paths.
I will probably give it a swing, see what happens, I might even be pleasantly surprised
Sincerely~ Kongdej
If it's an item, what about making it the final success in a long, multi-step quest, that gives you smaller rewards along the way, while holding out a ring, pair of sandals, or shaving cream of flight as an ultimate reward? Just a thought. It has to be made so the thing doesn't happen early on, or it could easily become a game-killer--as I need hardly tell you.
Might be neat to have a large boss in battle who could and did fly, however. Would be able to move over your melee wall, and target your mages. Heh.
Hi, nice mod.
I really like how hard is to expand, those neverending mites, darklings and bandits. But, i lose a few cities due to three slags rampaging through my lands, that is hardcore .
Leveling heroes is a little bit fast now, but almost there. Now you can defeat Verga´s juggernauts using magic, not only with your sovereing.
It´s almost imposible to use henchmans due to the wanderlust faction trait costing two points and heroic trait only giving 10 influence, double nerf, poor altar.
Does the troll campfire upgrade? so you can hire trolls.
Resoln is OP:
The cyndrum demons have 60-80HP per unit, and ancient is almost identical to the 2nd tier demon.
The crow´s demon spear doesn´t do 1 lightning damage per lvl, making them almost useless.
Well, if you reduce the HP per unit of the cyndrum demons will make the other demons more attractive. Need a little bit of balance on the demons, just to make all of them usefull, but not in every situation.
Is it possible to add an assasins demon summon for Resoln?, and a high mana cost an maintenance for a death demon summon?.
And plz, move mantle of oceans to water 4. That would be nice .
I will have a new update soon that fixes XP. I finally have a good equation: E=2.7, M=3. It makes anything past level 10 start to take a long time, but you can level past that if you focus on one hero.
I am also still trying to get my high level spells to do what I had planned. Break Realm currently crashes the game, Omen and Descension of Astaroth don't cause fire damage, etc...
I am planning to boost the power of henchmen so that they are worth that extra cost. Remember, wanderlust makes all heroes free. So it got a big boost.
Trolls are extremely upgradable. Every 50 or so turns the troll lairs increase in strength. After you start seeing Troll Warriors, you have a good chance of getting the troll resource. But if you wipe them out early, no camp for you. Life Magic can create hordes of trolls. If the enemy does this and you are the empire, simply kill off all the trolls to get massive numbers of camps.
Nice to see someone is testing Resoln. I will have to test things, but it seems like you are saying there needs to be a bigger difference for the Cyndrum Demon at Ancient strength? Or should the tier two be weaker?
Crow Demons are supposed to be casters. They use Titan's Breath to keep an entire army at bay. I don't see them as a frontline unit. I might give them Thunderstrike though. I will have to test it out.
The Assassin Demon is available for city defense. Cyndrums are supposed to be a demented version of them.
With the new mana amounts a player can get, I want Mantle of Oceans to be hard to achieve. You can always build an Abbey to save on mana for defensive purposes.
Version 1.952.024 is up!
+Fixed Ancient Cyndrum Demon to be more powerful
+Changed new spells to work slightly better. (Can take up to a few minutes for the spell to actually start)
+Leveling should be slightly slower until you get to level 15, when it slows to a crawl.
Marksman line still multiplies attack by three rather than adding it.
Oops! I'll have it fixed in the next update. Used <multiplier> instead of <Value>
Ok more feedback on Resoln.
Right now i can wipe everything really soon, stack of cyndrum demons, young 9 units 40 hitpoints per unit 360 hp, and this is only for the young version at level one. Thats too much. Just corrupt every shard and take over the world, nothing can stop the cyndrum demons.Making the other ones almost irrelevant.
As for the crow demon as a caster i agree, but giving them +1 lightning damage per level combined with high initiative and movement would make them more attractive. I didn´t test the water and fire demons.
Too many hitpoints to the spiders, i think 1/2 cut would be enough.
The no armor weakness should only affect the armor you get from the warfare tree, so in the late game if you go for magic and have crystals maybe resoln can be competitive in the late game.
Right now it´s cyndrum demon spam, win fast.
I see what you mean about the Cyndrum Demons. I will have to balance them a little better. My current testing has been focused on Yithril, who need a boost to military power of all things. They are not competing very well. After they are good, I will test out a weaker version of Cyndrum Demons and add some lightning damage to Crow Demons.
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