[eMOD] Rise of the Magi v .952 for FE 1.20

By on November 14, 2012 10:28:06 AM from Elemental Forums Elemental Forums

mqpiffle

Join Date 10/2010
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Rise of the Magi

v .952 for FE 1.20

 

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Download SW compatible version

About

Rise of the Magi introduces new concepts and content to Fallen Enchantress which are generally centered around balancing and expanding the choices of the Mage character, and magic use in general.  Among the changes introduced are:

    ** 35 new spells  
    ** A new concept called shard synergy.  Shard synergy acts as a unit-based multiplier to shard based spell effects.  These unit stats are visible in the unit details screen.  Shard synergy bonus is added to every elemental shard synergy stat.
    ** New abilities to the Path of the Mage line.  The Wizard specializes in spell mastery and shard synergy bonus, and unlocks new spells.  The Channeler specializes in mana production and efficiency.  The Elementalist specializes in shard synergy of a particular element.
    ** Many spells now have damage effects based on the caster's level; as your hero gets more powerful so do her spells
    ** Tactical spells default to double mana cost.
    ** Changed Affinity ability to be selectable by any hero.  It now reduces tactical mana cost, gives synergy bonus, and mana production.
    ** The addition of new sovereign creation professions and traits centered around magic use
    ** Elemental tactical damage spells now have interesting side effects based on the element.  For instance, fire damage spells now have a burn effect, which applies a short DoT; cold damage spells have a frostbite effect, which applies an initiative debuff and a dodge debuff; lightning damage spells have a shock effect, which applies a disorienting (clumsy) effect and a debuff to accuracy; poison damage spells have an envenom effect, which applies weakening effects like attack debuffs and weight capacity debuffs.
    ** and much more.

For the full spell list and chagelog, please see the rotm_details.txt file included with the mod.

View current rotm_details.txt Only

Shard Synergy

Shard synergy can be thought of as a unit based multiplier to your faction-wide shard power.  

As an example we'll look at Fireball, cast by a tenth level mage with 3 fire shards.  We'll say the mage has a fire shard synergy of 175 and shard synergy bonus of 40.  It currently works like this:

RotM version of fireball does 1 fire damage per caster level + 1.5 per fire shard in a radius of 1.

175 + 40 = 215 >> fire shard synergy + shard synergy bonus

215 / 100 = 2.15 >> This is your shard power multiplier.  [FYI I use 100* numbers so you can see what's happening in the UI.  Smaller decimal numbers would simply show up as integers unless you moused over them.]

3 fire shards * 2.15 = 6.45 >> This the mage's adjusted shard power.

1.5 * 6.45 = 9.68 = 10 >> Fire damage from fire shards

10 + 10 = 20 total fire damage >> 1 damage per caster level plus shard bonus

Total damage is then multiplied by spell damage adjustments from Warlock or Path of the Mage, etc.



Recent Changes

v. .952

+ [Balance]Changed Frostbite initiative debuff to -.2 per water shard (can stack)
+ [Fix]Fixed Ice Bolt to properly deal 1 damage per level of the caster
+ [Fix]New Mage abilities are much more likely to appear at level 5 (after picking Path of the Mage)
+ [Fix]Fixed an issue with Ice Bolt spell where the shard damage was much too high
+ [Fix]Fixed bugs where the shard synergy bonus from the Wizard line of abilities wasn't being applied properly (thanks to ManiiNames)
+ [Balance]Pillar of Flame now deals 7 fire damage (+1 per fire shard)
+ [Balance]Firestorm now deals 1.5 fire damage per caster level (+2 per fire shard)
+ [Balance]Heal now heals 1 per caster level (+1 per life shard)
+ [Balance]Lay on Hands now heals 5 (+2 per life shard)
+ [Balance]Changed Affinity ability.  It is now available to all champions, and is uncommon. It now has five tiers (I-V.) Effect each tier: -3% tactical spell cost, +10 shard synergy bonus, +1 mana production.

v. .951

+ [Fix]Fixed issues which allowed picking new traits without first unlocking Path of the Mage.
+ [Balance]Cantrips now have 2 base damage instead of 1.
+ [Fix]Fixed an issue with the configuration.femm of the Stormworld version of the mod for the Mod Manager. (thanks to Murteas)

v. .95

+ [Content]Created a Stormworld compatible version of the mod.  Although using the non-SW version of the mod with Stormworld won't break the game, the SW version adds a few features which will enchance the experience of using both mods together.  If you do not use Stormworld but want to use RotM, then use the regular version of the mod.
+ [Content]Continued fleshing out of Elementalist abilities
+ [Fix]Various bug fixes
+ [Balance]Complete re-imagining of all shard-based damage spells.  Most damage spells are being converted to a level-based damage system, and the base damage per shard is being reduced considerably.  Now, along with the increase in tactical mana cost instituted in .90, it takes a significant degree of specialization in magical abilities to consistently deal high amounts of damage with spells in tactical combat.  All elemental damage spells will also have side effects which are unique to their damage type, but consitent throughout that damage type.  These effects are similar to the new cantrip spells outlined below.
+ [Content]Burn effect deals 1 fire damage (+.5 per fire shard) per turn for 3 turns.
+ [Balance]Burning Blade has been renamed to Fire Brand.  Fire Brand gives target champion 1 (+1 per fire shard) fire attack, plus burn effect on successful melee attack.
+ [Balance]Burning Hands now does 7 (+1 per fire shard) fire damage, plus burn effect.
+ [Balance]Feedback now disrupts a spell a unit is casting and does 1 fire damage per caster level (+.5 per fire shard) unless they resist, plus burn effect.
+ [Balance]Fireball now does 1 per caster level (+1.5 per fire shard) fire damage to units within a 1 tile radius, resist for half damage.  Burn effect added.
+ [Balance]Firestorm now deals 1 fire damage for every 3 caster levels per fire shard.
+ [Balance]Flame Dart now deals 1 fire damage per caster level (+1 per fire shard) plus burn effect.
+ [Balance]Flame Wave now deals 3 fire damage (+1 per fire shard) plus burn effect.
+ [Balance]Pillar of Fire now deals 3 fire damage per 2 fire shards
+ [Balance]Soulburning now deals 2 fire damage per death and fire shard to the unit (plus burn effect), half if the victim resists. If the target dies it will reanimate as a burning wraith, and a fire will rage in the tile.
+ [Balance]Blizzard now deals 1 cold damage per caster level (+1.5 per water shard) with frostbite effect.
+ [Balance]Ice Bolt now deals the caster's level (+1 per water shard) in cold damage, plus frostbite effects.
+ [Balance]Storm renamed to Electrical Storm. Lightning strikes a random enemy group and all surrounding units for 1 lightning damage per caster level (+1.5 per air shard) plus shock effects.
+ [Balance]Removed Weight Capacity Penalty from the Wizard line, added shard synergy bonus per level
+ [Balance]Removed spell damage penalty from the Channeler line
+ [Balance]Thunderstrike now deals 3 (+1 per air shard) lightning damage, plus shock effects.
+ [Fix]Removed Spark spell for now
+ [Balance]All elemental summons now summon level 5 (+.5 per appropriate shard) elemental.
+ [Content]Added x new spells this update:

Cantrip: Burn   Fire 1
Tactical
Cost: 3  CastTime: -  Range: -  Radius: -  Cooldown: can stack
Target enemy unit is set on fire, taking 1 (+.5 per fire shard) in fire damage per turn for 3 turns.

Cantrip: Frostbite   Water 1
Tactical
Cost: 3  CastTime: -  Range: -  Radius: -  Cooldown: can stack
Target enemy unit is chilled to the bone, taking 1 (+.5 per water shard) in cold damage plus -1 initiative per 2 water shards and -1 per water shard to dodge.

Cantrip: Shock   Air 1
Tactical
Cost: 3  CastTime: -  Range: -  Radius: -  Cooldown: can stack
Target enemy unit is shocked with electricity taking 1 (+.5 per air shard) in ligntning damage plus 5% (+3% per air shard) clumsy chance and -1 per air shard to accuracy.

Lightning Bolt   Air 2
Tactical
Cost: 24  CastTime: -  Range: -  Radius: -  Cooldown: 2; can stack
A bolt of ligntning strikes for the caster's level (+1 per air shard) in lightning damage, plus shock effects.

Planned Changes


+ Edit and create icons and effects for existing spells
+ Add more spells
+ Continue to balance and tweak existing and RotM spells to synergize with the new Mage abilities
+ Add items and quests


Mod Installation and Management

To install, either use ev4debug's Mod Manager, or extract all folders and files to your MyDocuments/MyGames/FallenEnchantress/Mods directory.

To use, enable mods in game options.

This mod is modular meaning you can remove the aspects you don't want while keeping the parts you enjoy.

To disable/delete parts of the mod you don't want navigate to MyDocuments/MyGames/FallenEnchantress/Mods/Aetheria/Astronomicon.  In this folder are various .xml files named like the spells they define.  To disable the file, delete it or cut and paste it into another container file (outside of the mods folder.)

Note: The spells included in this mod are intended for the enjoyment of the human player only, so it may give some advantage to said player.  I do not guarantee that the AI will be able to properly use the spells to its own advantage.

Special Thanks

NaytchSG - spell ideas (Sanctuary), Heavenfall - bug squishing, Murteas - bug squashing, ManiiNames - playtesting



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November 14, 2012 10:38:39 AM from Elemental Forums Elemental Forums

First, let me get in here before anyone asks and say yes, as far as I can tell this should work great with Stormworld, because it is modular in nature.

 

 

A word of caution, the triage spell can crash the game. For whatever reason, if the AI casts a

        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>HealRandomInjury</Attribute>
        </GameModifier>

it goes boom. I would suggest you set it to 0 AI priority.

Looks really interesting, great ideas for spells.

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November 14, 2012 10:41:47 AM from Elemental Forums Elemental Forums

I really like the idea of Smite spell.

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November 14, 2012 10:44:00 AM from Elemental Forums Elemental Forums

Advice taken.  Will be in the next update, thanks!

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November 14, 2012 10:46:53 AM from Elemental Forums Elemental Forums

I will add the footnote that these spells are intended for the player's enjoyment and that I have no control over whether the AI will use them intelligently or not.

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November 14, 2012 10:57:47 AM from Elemental Forums Elemental Forums

Reads very interesting and great spell ideas. The values seem to be much stronger than spells in the vanilla game, though. Especially the increase per shard is much less pronounced than in your mod.

I haven't tested it, but suggest you take a close and fair look at it. The spells shouldn't be preferred in every battle and not used more than equally tiered spells of the other schools, if they have the same # of shards attached.

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November 14, 2012 11:05:08 AM from Elemental Forums Elemental Forums

There is a lot of balance that needs to be done, for sure.  Always looking for feedback. 

In most cases I try to combine other spell factors (casting time, cool down, mana cost, range, etc) to balance the effects of the spell.  So yes, the effects might be greater, but hopefully there is a significant cost associated with it.

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November 14, 2012 11:27:05 AM from Elemental Forums Elemental Forums

I havent leveled a caster to be full life mage but from those i ve seen life magic is a bit underpowered now. Some heals and buffs were needed. I ll download it and try it.

Cheers mqpiffle 

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November 14, 2012 11:41:48 AM from Elemental Forums Elemental Forums

I started with Life because it is by far the weakest 'element', magically speaking, except growth and shrink which shouldn't even be life spells imo.

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November 14, 2012 1:48:35 PM from Elemental Forums Elemental Forums

This looks awesome. Will give it a whirl, thanks for sharing!

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November 15, 2012 9:26:38 AM from Elemental Forums Elemental Forums

Looks good, will try it out

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November 15, 2012 12:27:52 PM from Elemental Forums Elemental Forums

I'll try it out.   Looks good so far.  

 

A word of caution, the triage spell can crash the game. For whatever reason, if the AI casts a

        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>HealRandomInjury</Attribute>
        </GameModifier>

it goes boom. I would suggest you set it to 0 AI priority.

 

When did this happen?   I've been playing with a life spell like this for a long time and I haven't had any crashes (although it is really expensive and the AI may not have cast it).  We should put a bug in about it if we can.

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November 15, 2012 12:36:00 PM from Elemental Forums Elemental Forums

Are you planning on doing any spell work this time around, Murteas?

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November 15, 2012 12:43:22 PM from Elemental Forums Elemental Forums

Quoting Murteas,
I'll try it out.   Looks good so far.  

 


A word of caution, the triage spell can crash the game. For whatever reason, if the AI casts a

        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>HealRandomInjury</Attribute>
        </GameModifier>

it goes boom. I would suggest you set it to 0 AI priority.

 

When did this happen?   I've been playing with a life spell like this for a long time and I haven't had any crashes (although it is really expensive and the AI may not have cast it).  We should put a bug in about it if we can.

I tested this right after 1.01 was released. What I did was set up a spell that could only be cast if you actually had an injury. I set it to 25 gold, and the AI priority to very high. I then attacked the enemy until they suffered an injury. The next turn, the game crashed without fail. I removed the spell, and the problem was gone.

I'd report it as a bug but I haven't had much luck with that in the past. And since the Ai can't use consumables, it won't happen to them in the un-modded game.

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November 15, 2012 1:35:06 PM from Elemental Forums Elemental Forums

Quoting mqpiffle,
Are you planning on doing any spell work this time around, Murteas?

Probably, I've been concentrating on the quest editor so I haven't done too much, just a few spells for my own use.  I really like the start you have here, I don't mind helping if you need anything.   I'll probably release a few spells after I get the editor to a stable place.

 

I tested this right after 1.01 was released. What I did was set up a spell that could only be cast if you actually had an injury. I set it to 25 gold, and the AI priority to very high. I then attacked the enemy until they suffered an injury. The next turn, the game crashed without fail. I removed the spell, and the problem was gone.

I'd report it as a bug but I haven't had much luck with that in the past. And since the Ai can't use consumables, it won't happen to them in the un-modded game.

 

Hmm... I've been playing with a level up ability that heals 2 injuries, but I haven't seen any crashes yet.   Are you using the unit stat mod to determine if they have an injury or something else.   Sorry to use your thread mqpiffle.. 

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November 15, 2012 2:53:56 PM from Elemental Forums Elemental Forums

Quoting Murteas,
Sorry to use your thread mqpiffle..

No...it's good!  This is a great place to discuss spell effects issues.

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November 16, 2012 10:47:41 AM from Elemental Forums Elemental Forums

Aetheria:Asronomicon v.51 for FE 1.02 now available.

v. .51

+ fixed a potential crash with the Triage spell
+ fixed a potential divide-by-zero situation with the Smite spell

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November 17, 2012 10:06:03 AM from Elemental Forums Elemental Forums

Added it yesterday, fun so far!  Now if I could only find a life shard in my newest game!  

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November 17, 2012 11:37:36 AM from Elemental Forums Elemental Forums

Now available on Fallen Enchantress Nexus.

 

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November 18, 2012 3:25:58 PM from Elemental Forums Elemental Forums

Spell suggestions, don't know if all are possible in the game code.  Mana cost and level as you see fit.

 

Righteous Anger:  The unit gains the ability to counterattack for the duration of combat.

 

Bound for Glory:  The hero is impervious to physical damage for the combat but permanently dies at the end.  Can only be cast on a hero.  (Lose some influence as well and 2 points of faction prestige perhaps?)

 

Invigoration:  A friendly unit gains +3 initiative and +3 to dodge.  Mass Invigoration etc. 

 

Purification of the Padars:  Removes all negative effects from a unit (fear, poisoning, curse, blindness etc.)

 

Zeal:  Gives the Maul ability to a melee unit.  Could be tactical or strategic. (And expensive)

 

Sanctuary:  Unit dazed for three rounds, but safe from physical and magical attacks and healed 6 hp.

 

Combination Life/Earth 250 mana with 1000 turn cooldown? :  Holy City: Cast on a tile to give a 5/5/5 city spot.  

 

Horn of Valhalla:  Summons a 7-man defender unit to the battle.

 

Blessed Bolts:  The ranged unit is + 20 to accuracy and every shot is critical damage

 

Thanks for the mod!

 

 

 

 

 

 

 

 

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November 18, 2012 5:24:26 PM from Elemental Forums Elemental Forums

I will take a look at these and see what I can do for the next update. 

Really nice ideas...

If you've been playing with AA I would love some feedback, especially balance-wise.

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November 18, 2012 10:46:08 PM from Elemental Forums Elemental Forums

I started a new game with the mod on, and of course I have 3 earth shards, and only one life shard.  But I like how laying on of hands works.  I am now saving up my mana to tune up (Triage... heh, I do that in real life, actually ) some heroes who bravely faced Torax to weaken him for a second stack including my sov.  

 

I was thinking the Holy City spell could actually cost an earth and life shard as I seem to recall destroying a shard is used in other spells.

 

I also started thinking that a spell that gave a stack two actions in a row would be sorta like the morale bonus from HOMM3.  Call it Purity of Purpose maybe.  

 

I was thinking about The sword Town Saver from Saberhagen's Book of Swords series with Bound for Glory, how it could perhaps save your capital in a pitched battle.  

Oh and how about Propitiation:  A spell that turns gold into mana.  (The reverse of Alchemy)  Depending on the map, that could be real handy. 

Thanks for considering my suggestions and I will keep playing with the mod and keep you posted.

 

Dave

 

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November 18, 2012 11:09:01 PM from Elemental Forums Elemental Forums

Thanks!

I'm currently working on some new spells across many (and multiple) elements for the next update.  Could be up as early as tonight...we'll see ^^

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November 18, 2012 11:14:16 PM from Elemental Forums Elemental Forums

Love what is going on here.

 

But where did you get my family's Christmas photo for the OP?

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November 18, 2012 11:25:03 PM from Elemental Forums Elemental Forums

      

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November 19, 2012 12:34:08 AM from Elemental Forums Elemental Forums

v .60 released!  Download here.

v. 60

+ Added six new spells this update:

Ice Floe Water 3
Tactical
Cost: 34 Cast Time: 1 Range: 0 Radius: 5 Cooldown: can not stack
A thin ground cover of super-slick ice emenates from and covers the ground around the
caster. All creatures caught in the ice suffer movement reduced to 1. It also makes melee
combat somewhat chaotic while standing on the ice.

Root Earth 1
Tactical
Cost: 7 Cast Time: - Range: 5 Radius: - Cooldown: 1
"...and their feet spread and hardened like bark, marrying with the earth and holding them
fast; legs melding and stiffening as the trunk of a mighty oak." Target unit is immobile
for 3 +1 turns, losing all dodge, and cannot be knocked prone.

Roots Earth 4
Tactical
Cost: 39 Cast Time: 1 Range: 5 Radius: - Cooldown: 1
"...and their feet spread and hardened like bark, marrying with the earth and holding them
fast; legs melding and stiffening as the trunk of a mighty oak." All enemy units are
immobile for 3 +1 turns, losing all dodge, and cannot be knocked prone.

Avalanche Water 3, Earth 3
Strategic
Cost: 70 Cast Time: - Range: - Radius: - Cooldown: 5
Initiate a small earthquake to cause an avalanche to fall on target enemy group within 1
tile of a mountain. Each unit takes 5 blunt damage per earth shard (per troop) + 5 cold
damage per water shard (per troop.) Stack is submerged in snow and rock for 2 seasons.

Immolation Fire 3
Tactical
Cost: 37 Cast Time: - Range: 0 Radius: 1 Cooldown: 2
The caster explodes in a massive fireball, causing 25 (+5 per fire shard) to all who
surround him (and himself.)

Sanctuary Life 3
Tactical
Cost: 25 Cast Time: - Range: - Radius: 0 Cooldown: 1
You send target champion to an Aethereal Sanctum. They become immobilized, immune to all
damage types and spells, and heals 5 hp (+2 per life shard) every turn for 3 +1 turns.

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