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
why dont you just nerf it?
i dont get why you keep this absurd vanilla values
Because damage is much higher and dodge needs to be a viable defense against new units that were just trained. Getting 60 Dodge means taking every item and trait for 15 levels. A level 15 unit should be absolutely immune to normal melee units. But a level 15 melee unit has +30 Accuracy and can hit him, while also having massive amounts of Hp compared to the level 15 hero.
Still, if in the long term it doesn't work, I will make dodge and acrobat active abilities that only last a few rounds and have a cooldown.
yeah it seems the only way to go, those passive dodge traits makes no sense to me ( same as warg bonuses )
and dont forget there is blindness that is pretty much a cheat, or fortify and enchants etc etc
THe problem is dodge bonuses are additive meaning that the first you get are extremely weak but they get exponentially more powerful. Dodge bonuses should be multiplicative such that you can never reach 100% dodge.
yes exactly i though the same
basically to make things perfect we would need a diminishing return for many stats, so that stacking doesnt make them op like dodge is
anyway the point is a good player knows he has to stack whatever he is going to get, there is no point in building something with 5% dodge, 5 accuracy, 5 spell resist
stacking is the correct way of playing things so balance should prevent the right gameplay from being op
if a wrong gameplay is more penalized well imo its not a problem
The way I see it, a unit trained at a fortress will generally start at level 2 with 74 Accuracy (60+10+4). That means 7 out of 10 attacks will hit a unit with now Dodge. Each 10 Dodge reduces the number of successful attacks by one. So adding +10 Dodge is saying that the average unit gets one less successful attack. Since weight capacity is only given to Path of the Defender, most heroes need a lot of Dodge to work as a reasonable defense against weapons. There are plenty of ways to counter this, like the Hunter and Marksman, who have massive levels of Accuracy. Staves and spells don't even look at Dodge, so you can counter with Magic. Having 50 Dodge is awesome, but it's about as good as having 100 armor and 150Hp. You can't be touched by normal weapons. But I will try to limit that high level of Dodge to Sovs and Thieves. Acrobatic Master and Thief are now the only ways to get tons of Dodge later in the game. By that point new units will start at level 6, which is 82 Accuracy. So if I can reduce the max Dodge to 50, it will give us something to work towards, but you are still going to get hit every now and then.
v1.980.006 is up!
+This one fixes cities so they level
+Introduction to Staff changes: They now don't use Accuracy, use spell mastery and resist, have no initiative penalty for first staff, first staves are available for Sov customization at no cost, new staves added to 3rd book of the Magi
+Hunter's Bow and Poison Bow now do less damage
+Poison Bow now does poison damage
+Descriptions on abilities and spells added
+Axes have a small chance to do damage twice
+Daggers now use Pierce and have 2 counterattacks
+Sov traits renamed to sound more important
+Archsummoner unlocks Earth1, Fire1, Water1, but costs more
+Bugs on ability duration should be mostly fixed
+Paths are now possible to choose later if you miss one
+Fortress reduces training time by 33%, Barracks reduced to 33% for a total of 66% discount
+Altarian Blood now does +50% XP, meaning all heroes can stack for no penalty
+Adventurer Sov trait now gives extra points, but only +1 level and no Dodge
+Dodge has been nerfed to prevent high Dodge values
People will probably not want to play since we have a new core update today. I will try to get updated soon.
v.1.981.001 is up!
This one works with the latest two .981 versions. That and some dodge numbers have been changed. I am still working on how to balance Spell Mastery and Resistance. That will be later.
Several fixes need to be made before this mod is fully functioning again. I need to step back and play with taxes and the new content before it gets balanced again. Adding content and dealing with all the dev changes is very taxing. At least the vanilla game is passable and Stormworld is running great. I will try to update by tomorrow with a better balance.
v1.981.2.02 is up!
This one fixes a load of bugs and errors coming from the updates and content additions. I realized that staves have to use dodge, so I added Accuracy to staves and they have to pass that as well as a spell resistance check. They were already doing too much damage, so hopefully this will balance them out more. Sovs each get one more customization point. Stock Sovs have been changed to reflect that and each generally get a special item at no charge. Monsters are less powerful, but have more Hp. The new idea is that you have extra time and money early on to build an army. Monsters are balanced with the idea that soloing results in death. Bring as many units as possible to win a battle.
I just had an epic battle. 267 turns into the game I finally defeated a single darkling lair. After dozens of battles I was finally able to kill more of them than they could of me and mine. I am playing as Magnar, using the Path of the Warlock. It took 6 groups of fire mages and a few mana blasts and Kill to finally take out the boss shaman. I had to kill ten armies to reach that battle. Now my western border is totally secure. It was simply epic and now I have a sweet little lair from which to train more troops. I will get one extra army of charging spearmen out of it. The darkling war has left me behind in the race to power. I only hold three cities where most have 5. To my north is Pariden, ripe for the taking. Constant war has made my armies deadly and my heroes above level 12. Now the conquest of the 7 factions can begin.
Hm you make it sound so cool... But I want to keep my vanilla game so I can report bugs... ARRH I am always thinking I want to be able to pick trained unit traits that boost resistance to some element, what do you think about that? (As a non-crystal costed way to protect against elemental damage, whenever you see some empire going all-out fire axes, fire staves, fire magic...
Shame to hear about staffs and accuracy...
Sincerely~ Kongdej
The worst thing is that spell resistance may not even be working. I think something changed since beta 3, because that is how I did it then. I can live with the Accuracy thing though, as long as I add some elemental resistance to staves, it should play about the same.
In the game I mentioned, I am at turn 300 now and things are heating up. With that mega-lair gone, my armies can focus on wiping out all the trolls. Soon I will have 3 troll lairs. Since trolls are the only way to get tactical regeneration now, it makes them very powerful. They are perfect for tanking while mages sit back and rain hellfire upon my enemies. It's nice that I am at a point in the game where the more powerful factions are starting to declare war on me. I am having to pay other empires to go to war, so they don't declare it on me. Right now there is a good line of wars between kingdoms and empires. To keep it that way, I need about 300 faction power very soon. Pretty sure wiping out Pariden will do that.
Aw, I just liked the idea
Oh sounds like good times,
how are ais behaving in your game?
it seems to me that with stronger monsters ai cheat too much, killing free everything and i often find ai 5 6levels above me
thats not a big deal ofc but still it bothers me
I keep a close eye on the AI from a save with the map revealed to check this. So far, all the AI's are playing fair and even attacking each other. There are no free battles, but with my balance, no battle is random at all. You pretty much know who is going to win based on 300 turns of vying for power. And the long histories of war and peace factor into the endgame alliances. It's awesome. I have a perfect balance on the modifiers for AI relations though, so that may be why mine plays better.
How modest
Sincerely~ Batman!
This is one area that can be perfectly balanced by any fool.
People say huberous leads to a fall, but wasn't God probably a little prideful before he became an omnipotent sadist?
I just added in a thing where casting spell of making makes your Sov omnipotent. So, if you choose to continue after winning, you get to crush the enemy with limitless power.
i didnt mean wars
i mean ais farming monsters they couldnt kill and gaining incredibly amount of exp (and free expanding near lairs they should be about to fight)
Oh, well Frogboy assures me the AI is playing fair, so if they are winning, I have to assume it is because autoresolve is still screwed up. There are so many cases where autoresolve is buggy. I don't think it is the AI itself though.
However, I am noticing some late game bugs, but since I am modding, I can't report any of them. I hope they are not in the vanilla too.
Sean that has blasphemy written all over it. God was always an omnipotent sadist. There was never any 'before'.
Also, what do you mean that heroes can stack for no penalty? Is there still code that lets you make heroes not count against each other in a group? And on the topic of what can you change.. I've noticed that spells become available at certain tech levels.. but I don't think I've seen any with a spell school pre-requisite as well. Is it possible to make a spell require both technology and a spell level?
My theory is that there was a before, until He gained power and deleted the before in favor of these realities. No hard feelings big guy. I always choose the evil I know.
Each hero takes 50% XP away. So if each Altarian adds +50%, it negates the penalty. But I suppose that would only work if it did it for the whole party. So, a little troll logic there. But two of them together has no penalty. I would love to actually do that, but it is hardcoded.
I have two spells for each element that unlock from a tech and a level. You need to be level 5 in any element and get 3rd Book of the Magi or the Spell of Making tech to unlock the mega spells. They are still a work in progress, but the ideas are sound. As far as the code to do it, you just have a tech prereq and an ability prereq for it. Pretty simple really.
By the way, are you really just balancing the game features like the title suggests, or are you conducting a particularly diabolical experiment over up in here?
*Pushes the door open just a smidge*
Seanw3,
I really like your mod, from more logical Champion progression to more abundant (and more annoying) monsters.
I have a question concerning custom Sovs though. I created a few for the vanilla game, but when I updated to the Balance mod, those Sovs are depicted without heads and gear - so naturally, I didn't choose them for my current game.
Is this normal and expected, or I screwed up somewhere in applying the mod? Sorry if this was answered before.
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