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[eMOD] Master's Affliction 1.02

[eMOD] Master's Affliction 1.02

Formerly Known As The Elemental Balance Mod

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


2,034,939 views 856 replies | Pinned +3 Loading…
Reply #626 Top

Version 1.01.015b is up. I fixed the core abilities, which all had the wrong wording for elemental resistance. Also nerfed magic damage bonuses a little now that the spells are so much more powerful. Spellsword now gets +10 Weight capacity to be more competitive with other fighters. Archer now uses the correct blind ability. Keep those bug reports coming.

Reply #627 Top

Thanks for the report. I'll make a check and do a minor update. Hope it didn't ruin your game.
End of quote


Not at all!  Big fan of your mod!

Reply #628 Top
nice update! still no changelog for 1.0.13, or is included in the others already?
 
monster density setting only governs the number of lairs, while world difficulty governs how fast they evolve and how strong the monsters are. correct?
 
also, what happens when a border expands over an immobile lair boss?
Reply #629 Top

Quoting crimsongekko, reply 628
monster density setting only governs the number of lairs, while world difficulty governs how fast they evolve and how strong the monsters are. correct?
 
also, what happens when a border expands over an immobile lair boss?
End of crimsongekko's quote

 

Correct. The "Some" monster setting has very few monsters nearby. One starting lair and a distance of 10 or so for all others.

 

Borders don't affect lairs or lair bosses. You can put up all the outposts you want, the monsters keep on coming.

Reply #630 Top

what I meant is, in the vanilla game monsters who are defending a lair will become aggressive and start wandering when civ borders expand over the lair.  but monsters with 0 movements can't do that I guess, unless they were modded to lose the immobility after a border envelops them ( which could actually make sense )

Reply #631 Top

Right. There is a bad design IMO in the vanilla where zone of control kicks a monster off their lair. We had to take away all movement from lair defenders to prevent them from leaving. The lair boss has 0 moves from the start of the game. So he can't move and always defends the lair. No more using outposts to clear lairs. This also prevents the AI from sending hordes of monsters roaming about by putting outposts in stupid places. Mostly the lair will spawn a new army soon and destroy the outpost.

Clearing the land for settling means killing the lair boss and all armies. I am not sure why they allow such dalliance in the vanilla.

Reply #632 Top

One thing I mentioned before, but no one has commented on is the caravan pirating. I gave caravans gold loot. So killing your enemy's caravan can boost your income during war. A bandit nation could declare total war and use this as the mainline of their economy. Anyone tried it yet?

Reply #633 Top

not yet but it's definitely a good idea!

Reply #634 Top

Playing magnar: expert/unmoderate - enemies AI: ridiculous, bugs and remarks:

candles spell - hits even if a knife is thrown. Is not activated if a dodge is performed. Never, never hits for 8hp as description says, actually hits for random number from 1-7. 

slaves - i can produce armored slaves, which are nice troops, one per turn. I am not sure if it is bug, or intended, but production of slaves cost close to nothing , yet you can put any armor and weapon you want on them. I have slaves wearing full armor, with shields and clubs and they cost like 13 production (a 'normal unit wearing same equip costs 53 production). I have two cities dedicated to production of slaves, and though my cities are nothing special, and it is early game, i get two fully armored spearmen every turn.... 

skath - has a stat "boss" with no description

burning hands - when i want to cast second time at the same unit (two casters/same turn) i get a message: spell has been already cast on this unit .....

 

This new monster lairs with 0 movement ruin the game, at least for me. The world is no longer dangerous, you just pass by those lair you cannot deal with and you leave them for later. They will not even attack your pioneers, and you can build city and have them around... Not big problem. I do not know, perhaps i should play terrifying settings, because right now game feels like a walk in the park. Everything is under control since the turn one.  

 

Reply #635 Top

The instructions about fixing the Magnar units aren't clear. They state you provide a Units folder, but I do not see that in the archive.

Reply #637 Top

Also are the buildings in game supposed to state multiple bonuses that are the same thing? For example, Merchant states twice:

Produces +2 gildar

Produces +2 gildar

 

Is the true total +4? Is this just a side effect of placing modded bonuses on top of the original game's bonus?

Reply #638 Top

I'll try to answer in order:

 

Candle Cloak does a maximum of 8 fire damage. It only burns units doing melee damage. Ranged attacks are how you counter it. It should be doing 4-8 fire damage. If it is doing 1-8 damage, that is a core game bug. I might be able to fix it though. You have to imagine this as a fiery shield around the unit. Only hitting the shield will burn you. So, if they dodge your attack, you don't get burned.

 

You can put armor on slaves. Slavers produce cheap armor too. Go ahead and spend all your metal on some chain clad slaves. They don't even cost any wages. But those units have -1Hp per level. So they will always be weaker than if you had used Quendar soldiers. And you don't get that near immunity to fire. That is the choice. In addition, each slave gets -30 labor against and labor you add from weapons and armor. That means they can generally be trained once per turn. Magnar is a great war machine. But they can never grow like other civilizations. They will have lots of small villages pumping out weak units. That means they don't get higher level fortress bonuses and they have terrible city defense. When we do the faction content this idea will be fully fleshed out into a totally unique way to play the game. I think what is there is no more OP than the other factions.

 

Boss means it is a lair boss. It has special attributes to prevent being charmed. It will have no moves.

 

Burning Hands should stack. I will correct that, thanks.

 

We just switched over to the new system. Bear with us as we balance it out. Much of the previous danger came from the idiotic AI releasing hell it didn't have to pay for. That can no longer happen. The thing we have to do now is get a good pacing of how many monsters the players can handle coming out of these lairs. Those lairs will keep producing troops until you kill the boss. The lair will upgrade over time. If you are doing too well, turn the world difficulty up to Chuck Norris or so. That will make the lairs upgrade faster. I do wish we had a specific switch for this, but it is currently bundled into the difficulty setting. Going to Terrifying may also help. The only way to really get this part perfect is for me to play more.

 

Magnar needs slave units. I have been waiting to release my units until I have the core traits nailed down. Here is a beta version of the units:

Units

Unzip it to your user directory in the Units folder. It has a pretty good supplement to Magnar, Tarth, Yithril, Gilden, Altar. I will get the rest done soon.

Reply #639 Top

I'm seeing doubles everywhere in game. My research tree under civics lists two entries for Inn, Bell Tower, etc.

 

Did I fub the install?

Reply #640 Top

Did you put all the files in the game folder or in the user folder? 

Reply #641 Top

Thanks Sean for response, just wanted to be sure whether it is intended or not.

My slaves do not live long anyway, they are culled systematically :) 

 

 

Reply #642 Top

i think with lairs should be the same it is with a player right now. If i attack enemy and win, i remain on tile from which i attacked. Monsters defending lairs should be able to attack anything in their vicinity, but not to move out of their lair following the successful attack. I do not know though whether game engine permits it though ...

 

Reply #644 Top

Are you sure the SP folder merged with the vanilla one? There are two subfolders that need to merge. Make sure CoreImprovements and SP Only merged. The only reason you would see doubles of something is because the game is reading the same file twice. Maybe put your backups in and try again. Make sure each file in the mod folder asks you if you want to replace the one in the game folder.

Reply #645 Top

Quoting bpalczewski, reply 643
i think with lairs should be the same it is with a player right now. If i attack enemy and win, i remain on tile from which i attacked. Monsters defending lairs should be able to attack anything in their vicinity, but not to move out of their lair following the successful attack. I do not know though whether game engine permits it though ...
End of bpalczewski's quote

 

I would prefer that as well. But it is not possible. The current system is fine though. If you are just leaving those lairs and thinking you will mop them up later, you are letting them upgrade to much stronger lairs. The stronger lairs have tougher bosses and armies. If you keep trying that, it will come back on you.

Reply #646 Top

I will be adding here bugs.

 

Flame arrow - it stacks now too .... 

Just destroyed also two caravans (auto-resolve), no gold income.

Mana blast - resisted, and no damage done ... 

town watch - gives me 4 troops of spearman, not 2. And they are on horses! Nice surprise, i did not yet researched horses ... 

 

Regarding lairs: leaving them alone does not pose any danger. Why? Because nothing comes out of them. I think they have to be stirred, that's it, attacked to start to produce armies. I am 80 turns in game, and an army of ophidians which is in the middle of my territory for 60 turns yet has to produce a wandering army ... Same with other, for now they are asleep.

Reply #647 Top

I will take a look at lairs to see which ones are not putting out any wanderers. It may be that Ophidian lairs do not have armies until later in the game. Lairs in general will start ramping up at turn 100 on average. What is your world difficulty setting?

Reply #648 Top

My world difficulty is expert.

Also fallen dragon does not produce anything. I have two bear lair on outskirts of my kingdom, nothing coming from there as well.

Anyway, i will have to start to new game, b/c this one i will not win.  I have a war which neither of us can win, since it is quite difficult/practically impossible to conquer city. Right now defender can have easily 15+ troops defending in a city on early stage of game, and i will have to wait like 200 turns to have my research allowing me to field 9-troops armies .... I feel there is a growing problem with balance, and cities are too easily defended. My opponent has like 2 troops in the city, but when i attack they are 12. No chance. I can destroy every army thrown at me while defending my city, and there is no chance of conquering any of cities of my enemy .... Plus there is no more xp around to grasp, game over. But this is ridiculous level of AI, so no complaints ... 

 

 

Reply #649 Top

Sean - maybe I missed it but can you please explain Air Dodge?

Reply #650 Top

oO.  Something screwy with the power rating system here... it's season 60, and one of the factions (playing Tarth, and apparently the other faction is ALSO playing Tarth) has a power rating of 2371, when everyone else is 150 or less.

 

Also, Magnar for some reason decided to wander around, not founding any cities until he died an ignomious death to monsters and got taken out of the game really early.