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 just went up against Lord Relias, who had 70 Dodge. What a battle that was. Axes really come in handy when you only have 20% chance to hit.
Twenty percent? That's a combination of racial trait, evasion--and what? I guess you could take those little dodge traits, but that means taking not much else.
I will have the Path Progression Mod up soon. Basically the Sov trait gives +30 Dodge. Pretty good stuff. I'll nerf that when I add in the first version of it.
I've been playing a game with a custom summoner sov, and I'm really happy with the exp and monster changes you've made. I've spent around 100 turns so far farming the overridden countryside for exp and some cash. On a side note, darkling hordes seem bugged. Sometimes the 5-unit groups of darklings will get charge on the first turn, even though there's no indication that they should be able to do so. Also, my earth elemental's overpower trait doesn't always seem to work properly against those same groups (does way too little damage). It gave me a sad when I saw 3 groups of darkling spearmen charge clear across the battlefield to kill my wolf in one turn.
Thanks, I will take a look at them. I too have noticed the Earth Elemental behaving weird with Overpower. The darkling thing should be a simple fix.
On another note, I will be posting the basics of my Path Progression Mod today.
Ooo! I'm looking forward to it!
I have Darklings set up to use charge. I see the trait when I check their details ingame. Darkling Warriors don't have charge, but are much stronger.
Path Mod changes are linked to the OP now and the previous changes are gone to avoid so much needless scrolling. I should have the initial verison up by the end of the day.
Some cool stuff:
+Poisoned Blade will apply 1-3 poison damage and stack up to 3 times.
+Venomous Blade will Daze a unit for 2 turns, apply 3-6 poison damage, or reduce attack by 50%. These will stack with each other and all other poisons.
+The initial paths start at level 2 and branch off into many many classes.
+All nonessential leveling traits are gone. Good riddance Potential I, Strength, Quick, Lame Trait X.
+Each path will unlock many more abilities and tactical choices as well as passive bonuses that fit the chosen path.
+I am pretty sure I can get the AI to want bows much more if they choose Path of the Archer using calculations.
+Each hero will be getting a well defined path and level 5-9 heroes will even get full suits of armor and mounts.
+I may be able to prevent enemy Sovs from cheating by taking two Path traits.
Good ideas in the path progressions.
Is this updated for .98 yet?
.98 is INFERIOR! INFERIOR! INFERIOR!
Just kidding. I will finish up the path mod and then think about switching the mod over to .98.
Hehe... That was a joke. .98 isn't even out yet...
By the time I finish this new update it will be out. I have decided I need to do a total revamp of all heroes to have these changes make sense. Right now I am still trying to see where a trait can be used by more than one class. Many of the fighter and rogue abilities can overlap. I want to use as little space as possible to avoid creating book long xml files.
Is this compatible with stormworld? I would like very much to try both...
No, it isn't.
BTW, Hf, if you wanted to make some minor adjustments, the Path Mod is going to be almost modular. The only thing you would need to do is add the necessary background stats and disable the vanilla level traits. I want to make the Path Mod modular once the core game goes gold. I would do it, but I am already up to 180 traits and at least 100 spells and abilities. Probably a long shot that you'd want to take the time, but I know your mod subscribers would love it.
I'll take a look at it when you release it.
I would definitely use them both together!
Just to psych myself up about the next round of trait work, I have learned some good tricks from traits. I initially was going to add an ability that has a cooldown of 8, does something unique like ignoring armor or guarantee crits. It would have a serious cooldown, but you can get multiples of a trait to use it more often. This doesn't really work because abilities can't do everything I want. Then I realized it would be better to have the trait add an instant extra attack with the bonus added for that next action only.
Ex:
Critical Strike: +100 Initiative for one action, +100 Crit for one action.
This way accuracy, crit, and all other factors come into play, whereas when you just have the ability do the damage, it tends to ignore the standard stats and game mechanics. Sometimes I can make that part of the ability, but in many cases I don't want that. This way I can also make an ability last for more than one action, like rapid fire. Other times I can make the player sacrifice the turn in order to gain a longer term advantage.
w00t!
I finally finished the first installment of the Path Mod. Now I just need to update to .98 and start editing each hero/Sov. I don't expect that many outside players since we are looking at a new update next week and the new mod is bound to have bugs, but it feels nice to at least finish 100 new spells and 200 new traits.
The new version 1.980.001 is up!
This one totally redefines hero paths. You can now enjoy a much more focused design for the RPG aspect of the game. It meshes well with the improvements I made the strategic side. The next step will be the crossover. I plan to make Path of the Governor into a full feature mix of strategic bonuses and hero progression. I want to nail down the basics before I get into that stuff.
Check the link in the OP to see all the wonderful new traits and paths. There are a ton of new abilities and spells. Each level opens two new options and there should be about 22 traits in total for each path. Instead of allowing cross-classing, I have decided to make the branching Paths offer a cross-class later on. Spellsword, for instance, is an Arcanist-Assailant. Barbarian is an Assailant-Defender. You will get some of both paths and a few unique options. You are, however, sacrificing the high level choices in each Path.
Oh and there are new Paths that have not been implemented yet for level 12-20. They won't be options, but more akin to prestige titles. Some of them are present in the OP's link to my chart. I also will be adding Paths from quests like Path of the Vampire, Slayer, Timelord, Demon, God, Ghost, Titan, etc. over the coming years. It is nice to be able to tie the leveling system into quests and events.
Some of the ability traits work differently than in the vanilla version. Many add an extra turn to the hero with some kind of bonus. For example, Weak Spot seeks to mimic an archer hitting a weak spot in someone's armor. Clicking the ability takes up a turn, but immediately grants a new one where you have 50% armor piercing for one turn. It is a little confusing at first, but I will add in an explanation in the descriptor later on. I added so much, I have not had time to do all the descriptions and animations. That will come later, unless someone wants to do them. PM me if you want to add in all the descriptions, sound effects, animations, and effects. I will eventually get to it, but I am more interested in the system rather than polish. You might see a lot of the "Slow" icon for the new stuff.
Next I will get to work on better balance. I started off each trait and Path with some great power. I now will be balancing things downward and increasing the XP required to level. I want lots of power, but a reasonable progression to it.
If anyone wants to cannibalize the Path Mod and make it standalone or add it to Stormworld, the CoreAbilities.xml and CoreSpells.xml have all the new content. The Paths are at the top of the abilities file. The spells are at the bottom of the spells file. This should work as a decent template for expanding the Path system.
I love what I see in the paths mod.
I don't think there's much that would need to be altered to make the paths compatible with Stormworld.
1) Each race is blocked from one path. It has been relocated to its own separate file so no problem overwriting that by hierarchy of files.
2) Frost Giants are supposed to lose accuracy against melee heroes, although I guess that could be extended to "combat-oriented" heroes (everyone except mage/governor).
Other than that, I can't think of anything that would cause trouble from the path mod part. Did you have anything particular in mind?
You might want to adjust some of the numbers. I give out alot of stats because the weapons in my mod do very little damage. In general, a 50% nerf to all attack bonuses might be a good idea. Instead of +1 attack per level, +.5 per level and so on.
Seanw3, I suggest you change the thread title too, to show that it now works in an upgraded version. I almost decided not to worry about this thread because I thought it hadn't been updated yet, and others could easily make the same mistake.
Oops, thanks. I am thinking about a new name for the mod too if anyone has any ideas. So far I am think about calling it Sunnyworld for the sake of contrast.
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