Master's Affliction Mod has obviously gotten some good attention, and very well deserved. So well, I figured I'd add to the pile.
I just finished my first game of Master's Affliction from start to end. Ultimately, while I feel good about the game and how I played, I can't count victory, as there are 28 turns left and no way for me to wipe out the last enemy.
Played with: Fast Tech, Normal Monsters, Challenging AI, 4 Players, Medium Map, Moderate everything else.
1) the mobs are fun, the mod has made the beginning of the game tense, and monster mobs are a significant hurtle throughout the game. It forces you to build wardens, outposts, and NightWatch towers (keeps out monsters from cities).
This is great, only 1 critique: the sheer mass of mobs is repetitive. There are simply stacks of 12 armies that I have to blast through. Very annoying, I'd like to see small irrelevant stacks combine or kill themselves once larger more advanced stacks have been produced in fair numbers.
2) Might no longer makes Right. This might be good it might not, but the defensive units of cities is now intense. I was not able to take cities as easily as I am used to, and I'm not certain what I will need to do differently, guess I may actually need catapults or more magic now.
3) Cities and upgrades and the leveling of heroes is very satisfying. Upgrading unit group sizes is also very welcome. My economy felt right all along.
4) Sovereign's can now solo just about anything. This is BAD in my opinion, and something default Fallen Enchantress had to take a long time to fix (it could probably still use work, but it is much better now than even 3-4 months ago).
5) Research, even though I had it on Fast, it was painfully slow. The tech tree redesign is okay, and I like how enchanted armors and such came up quicker, but the fact that each tech level is double the previous is just annoying and painful to me. This is the number one thing I would change, I would reduce the increase of scale by a quarter.
6) The combat balance seems good, I'll keep playing, but frankly don't use real units on mobs until you have plate and squads. I wasted allot of production trying to build an army around my sovereign to take out the monsters, but it only left me with a winning sovereign and dead units. The Sovereign wins just as much on his own, and doesn't need an army.
7) Tireless march seemed broken in my game, IE not working. Also, though I took Train Slaves, as Men, I still couldn't build Slaves. Train Henchmen works, and looking forward to making sure Train Golems works.
This is one of the best mods I've ever enjoyed, and it does a great job making elemental feel 'grand'. Stardock should implement the city upgrade policy/design mantra that is here immediately, and utilize a toned down version of the mob mechanics.
Sean3w has a great vision for Fallen Enchantress.