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
You have to make new custom Sovs. Basically I changed all the choices and internal names of the Sov stuff, so your old ones won't show up very well. But my Sov creation is much more expansive and logical.
Thanks. Yes, I agree about your Sov creation after making two of them.
Well, the game is going to be released. Elemental Balance Mod doesn't really describe what this mod does. Any ideas on a new name?
I have some ideas.
Elemental:
Realm of Blood and Tears. *This one describes the user experience I am going for.
Hardcore Mod(e)
Sunnyworld
Stormrealm
Realm of Athena
Curgen's Mirror
Parthenon
Master's Affliction
You Are All My Bitch
What?
Stormrealm sounds good. But "World of Thunder" sounds better I think. You should also update your features list to make the mod more attractive to new comers (to the mod) like me
If the goal is actually still balance, I would maintain some semblance of this connotation in the title. Content mods should probably be separate. Realm of Blood and Tears, or Curgen's Mirror both could work with a descriptive subtitle, although the blood and tears bit is a bit reminiscent of HOMM VI. Really looking forward to trying out your ideas.
It's become a total conversion over a balance mod. So whatever is, it will be Elemental: Title Here.
I was trolling with that Stormrealm thing. Heavenfall's mod is pretty much called that. Sunnyrealm would be the name of the total conversion I might do for Stormworld.
Elemental: Clearskies.
Sincerely~ Kongdej
I like Curgen's Mirror or Realm of Blood and Tears, personally.
The FE Editor is so much faster than standard editing. I just updated my whole armor system in 15 minutes. And I have a nice graph to go with it.
I'm so jelly. I knew I should have called into work today. At least I can logmein and have it installed, ready and waiting for me .
Kinda like "Master's Affliction"
If it's a total conversion mod you should have a name that reflects a completely different gaming experience.
Well, Master's Affliction would be the main goal of the conversion. I want to take the masters of 4x gameplay down to their knees. I want them to get destroyed and debased. And I want them to beg for more. Of course blood and tears are a part of that, but HoMM already took that I see. I guess I'll go with Master's Affliction.
Updated the OP. Master's Affliction feels appropriate. I should have something ready soon.
What did you end up doing with the armor system?
Spread sheets incoming:
Updated the OP with a google doc for it.
OK you went a different direction than I did but I will list on my mod how I am going.
My advice, plug your values into the FE Editor before continuing balance. Note how I have everything balanced against doing 2-4 damage against the armor that weapon is supposed to be even with? I use staves for my core damage value at 2-4 damage against all. Then each weapon does more or less from that damage level. It's so nice to see such a total view of how each weapon will function at different levels. Then I have each full armor set aligned with a specific encumbrance level. Leather might seem weak, but you can wear it at exactly 40% encumbrance. Getting that and a magical weapon with no weight means avoiding the -3 initiative penalty for medium encumbrance. And then you can use all 3 traits to make up for not having a shield or better armor. Going for a finesse build matters alot more now. More importantly, the unit will feel very different from a sword and shield unit, without one or the other being stronger.
I also have shields set to alternate between better ranged dodge and better armor. Each move up the armor techs provides a new capability and choice for your units. All of that is kept with forcing a weight capacity trait to use them. The best shields weight a ton, forcing a total weight build. And all of that is before horses are added and totally change the situation. I am basically setting those up to play as a side path in military for 3 specific strategies: Heavy Armor, Guerrilla Warfare, Napoleonic Charge. The trick will be making each one impossible to combine with another.
Your armour weight list looks better than what I feared Although on the surface, "Light Plate" look rather good, but meaby thats on purpose (As far as I remember, in your mod you pay 1 point for light plate...
I will probably come back here soon, but want to let my brother run around in the "Vanilla" 1.00 sandbox game, so he can see if he likes the game.
Having now 1.0 I decided to try some mods.
How to load yours Sean?
I cliecked the OP links, but they sent me to the google docs decriptions rather then the mods themselves.
Are they somewhere in the thread ( I admit I didn't read through the 9 pages) or are they bundled with Stormworld?
The [eWIP] means it's a work in progress. I'l have the first version ready today hopefully. So many files to update.
Ugh, have to go solve someone else's problem. I'll try and get something ready for public release tomorrow.
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