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
Ah... in that case I think I'll hold off until you make it modular. Going through all that for each version isn't something I'm up to.
I started playing and I noticed the Urxen hero karnius at level 5 with no traits and no path selection. Bug or did I botch my install maybe?
EDIT: Also level 3 leadonna same thing. Only negative traits and no path selected.
I still have to update them with the new trait names. There are so many heroes, it's taking a long while. I am also giving them weapons and armor. It will be interesting to see how that affects the AI.
Also the attack on the war staff feels a bit excessive. Seems funny Magnar starting off with a better weapon than relias or markin...
I will probably switch out his staff with a spell staff, good call.
Ceresa's is just as powerful and has bonuses
She spends a point to get that staff. Magnar will get his for free and I will make Spell Staff available for Sov customization.
Idea for Cross-Class for Thief and Governor... Politician
Combat Skill: Lie
When activated, all enemies are dazed for the remainder of combat unless resisted. Targets who resist do triple damage to politician for remainder of combat.
I lol'd.
v.1.980.002 is up!
I took a long time updating the heroes to use the new traits. I will get around to giving them good armor and items soon. This will help the AI be more competitive with heroes, since it can't buy items very well. I also updated my version to use the new cityhubs. So much extra code for a few new tile designs. The next thing will be getting all the abilities to show up. Enjoy!
v1.980.003 is up!
+5Hp regeneration for all cities
+5Hp per level added to heroes
Heroes that choose tanky paths with get much more Hp
Magnar gets Spell Staff
AI value of summons increased by 1000%
Does this mean all the heroes are updated?
Ya, all heroes are updated and it's honestly the best game experience I have had.
Yeah it's certainly interesting!
V.1980.004 is up!
For some reason the .980 update's actual xml files messed up the city levels so that you can't get passed level 2. I should have it fixed here. Didn't notice it without the localdataonly, so it must not be the same with the server data. I noticed that I had the duration of abilities wrong so that Flurry and other like abilities were not giving you the right number of extra turns. I also updated Slight of Had to have a 10% chance of giving you +10 Initiative, instead of +2. It should work as an extra strike every so often.
I didn't do the descriptions for most of them yet, but here are the melee applies spell:
Slight of Hand: 10% chance to get +10 Init.
Cleave: 20% chance to hit every soldier in the unit for half of your attack
Momentum: Every successful strike adds +1 Init. for 10 turns.
Crack Armor: Each strike has a 10% chance to multiply the enemy's armor by .95 (As opposed to an additive system)
They basically add some incentive to use melee weapons and act as a new way of doing critical damage.
Are those weapon abilities or character abilities?
Those are hero leveling abilities. They are level 10 or so choices.
I just wrote this somewhere else. I figure a preview of the staff mod is in order:
In the staff mod I am working on, spell resist and mastery determines hit or miss. The early tier staves do damage to a single unit, have no init penalty, and give a bonus to either mastery (fire staff), or resistance (ice staff). Midgame staves do radius damage and have bigger bonuses, but have a slight init penalty. Endgame staves do damage to all enemy units and also cast spells like wither or pandemonium (Normal units will now be able to cast spells!). It boggles the mind why this is not already in the game.
+Spell staff will become a spell empowerment staff with elemental ranged damage. It will be available for custom Sovs.
+Several new unique staves will be added that do crazy things; make your army fly, cast funky spells on all units in the battle, do massive damage, do multiple types of damage, summon beasts on each attack, turn into a snake and scare the Pharaoh, strike rocks to make water, part the waters, give +8 to sight, cause BSOD, divide by zero.
+Magical daggers might also make an appearance.
Okay so... I actually enjoyed the game that I played (am playing) but of course, time for negative feedback.
First, the latest version didn't seem to fix the city upgrades so it's a bit hard to discuss balancing issues, but there was one thing that really stood out, and that is the town's ability to produce troops faster than the fortress. I'm not going to get into the math here, I'm sure you can figure it out. The bottom line is that while there is a good chance you will build a town over a conclave as your first city, to get pioneers pumped out quicker, there is no chance you will build a fortress first. It is also questionable whether the fortress produced units are actually better.. In any case my suggestion is to have the fortress provide a 35% discount at the first level, in addition, or in leiu of the bonus level.
And on that topic, units need to be built faster. I've already had two computer empires eat the dirt becuase they couldn't keep up with the improved monster aggression. Build times for non-pioneer units should probably be 1/3 of what they are now, so you can either construct a building, a pioneer or a unit.
So the hero progression is a lot of fun, and was 1 billion times better than the random horsemanure stardock thinks is strategic... however there are a couple of issues with the level up screen. The biggest of these being, if you miss a class-relevant level up option you lose that option and all options associated with it forever. On these levels it should either be made clear to the player this will happen, or remove the other levelup options at important points.
Another issue with this, is that if a champion starts with a path before the ability to choose a path becomes available (I think some mage you save has this) he will have the option to choose a second path. When you consider that each path grants a bonus 5 hp per level, you should quickly put together how rediculous this becomes. Although I am -loving- the extra hp. No more 3 unlucky rolls killing my champions - yay.
The world monsters are probably a work in progress, but I thought it important to point out that the darkling and bandit spawns are both too frequent and provide too little xp for their difficulty. Also.. and amusing.. you accidently gave the epic dragon an attack rating of 14. I assume it was by accident seeing as the xp for the encounter was unchanged.
So... I noticed that new bows were available (I assume hero only) at the archery research tiers. Super awesome, except the same was not done for melee weapons. Work in progress? In any case the magic tech tree items are still totally borked. That is, the ignys longbow is at the end of the tree while the lightning hammer is at the beginning. Minor points.
Character creation is either bugged or intentionally made pointless. The soveriegn you can create only has 2 points available. That's enough to get a spell school and then summarily get thwomped. If it was a bug, I hope pointing it out helps you fix it. If it was intentional, then uhm.. don't. Restricting player options is almost never a positive route. Your base designs should be so good already that they beat the crap out of most custom designs.
And on that note, most of the changes to soveriegn professions were positive, but one in particular seems odd, and that is the summoner trait. It grants 4 extra custom points, but can be spent on anything. I presume the purpose was to allow the player to start with all spell schools.. Though why you would do this with the limited levels avialable is beyond me. In any case perhaps you could make it so that spell schools cost half as much, or grant an extra 4 free points to spend on spell schools, or perhaps you could forgoe the spell school benefits entirely and allow the sovereign to cast infinite summons at half maintenance. It's also pretty silly to give procipinee all the spell schools when her faction trait is to allow learning them with books.
Finally (yeah I'm all over the place here, sorry I'm tired!) altar's 20% experience bonus is not even worth a single level, since experience gains increase by 50% each time. In otherwords, this value needs to be at least 50% to provide more than a temporary advantage.
Wonderful feedback! All of things you thought were bugs are in fact bugs. I will start on the changes. I'm just gonna make my list here.
First and foremost I am fixing the levelup for cities. As it turns out, the coreabilities file levels cities now. It was very confusing.
I will get hero abilities to have a likelihood of 1000, but make each forking path negate the other option. So you will have a chance to pick one, but it will not give you both. Took me a while to figure that one out. If I set up a hero to have the path before he should have it, that is a typo. Giving me the names will make it easier to find them. There are around 8000 lines of code just for them heroes. Makes it so hard to find an error.
I'll try setting Fortress to give 33% and Barracks will do 33%. So you will have a great little bonus to training from a fort, but towns needs to be building lots of weak units very quickly. Mages will be so powerful in the next update, they should be taking 15+ turns to get one. Their weapons don't use Accuracy, but Spell Resistance. I might even make the default Accuracy 50% instead of 60%.
For the Sov traits, you are supposed to get 6 points, +4 for Summoner. I think I know where the bug is on that. I will make Summoner unlock Earth, Fire, and Air, rather than giving away free points.
For Procipinee, having all that magic early on is a huge deal, since so few heroes have elemental magic anymore. The magical books are far down the tech tree and cost a lot of gildar. I don't want that to the rush strategy for her. It should just be a bonus to her heroes later in the game. Still, with three unlocked for free, she will have a chance to get some better traits. I think it will be a good trade.
For the XP blood, I like the +50% idea.
For the Adventurer Sov trait, I am thinking about giving it +2 Sov points and only 1 extra level. I am also thinking that Bandit Lord and Beastmaster kind of suck. That is low priority though, since I have some good alternatives.
His name is "Haitan" he is an amarian champion that starts at level 1 with path of the mage, path of the arcanist and fire magic. And yeah beastmaster does suck. Have you tried it? Melee range, 3 turn channel that uses spell mastery vs spell resist. So it can fail!
Err before you go about adjusting accuracy, I should probably point out that with all the dodge bonuses available, both per level, from traits and spells, it is possible to have over 90 dodge. My current game has a champion with just that, destroying everything with leather armor.
Fixed, thanks.
Dodge does look a little bit too good right now. I should set all the per level bonuses to a flat bonus and nerf some of the stronger ones. This Dodge and Resist are the hardest things to balance. Too high and you are invincible. Too low and you are dead.
Dodge per level is a solid idea, as it can maintain the base hit chance with equal level units, but the quantity it is provided in shouldn't be able to exceed the bonus per level in accuracy. Basically if the following is possible: +2 dodge per level +60 Flat dodge, then you have allowed an invincible character. Alternatively it might be possible to simply make the lowest hit chance something like 20 or 30% (I think it is 5% right now).
My idea for Dodge is that leveling is the best counter to it. Having Acrobat and then other things make Dodge level faster and have +60 from items and spells doesn't work. There are still some class-specific per level dodge bonuses, but acrobat is a flat 10 Dodge. Oh, and in the next version staves don't use dodge, so you will never be invincible from Dodge alone.
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