seanw3 seanw3

[eWIP] Waiting For Next Beta Mod

[eWIP] Waiting For Next Beta Mod

 

Waiting For Next Beta Mod

By Seanw3 and Werewindlefr

 

 

For all those that are tired of waiting for updates, I have thrown together a mod that fixes many balance issues that seem to be on the back burner for now. Since we seem to be waiting more for a new version than actually be working on bugs, I feel it's time to test some of my ideas for balance. This mod tackles everything from buildings impotency to Initiative costs for armor.

This version makes the mod better according to user suggestions. It is more so set to be compatible with the new and mysterious beta we are getting next week. Of course, we may not get it next week...

 

Notable Changes:

+Buildings cost alot more labor, have less maintenance, and do more. Levelup buildings are all valuable, but I can't change the descriptions. Please refer to the tooltips for information.The intent is to make buildings take a serious amount of time that equals their benefit. I have made some adjustments here. It will not be as painful as before, but you will want to stick to units until you get about 40 Production. A 3/4 spot is the best one in the early game now. Rivers and Forests are extremely valuable for the bonuses you get from them.

+Wages are primarily determined by unit size. Training cost is also a factor, but units in general won't break the bank. You can upgrade at a reasonable cost in armor, weapons, and unit size.

+Growth for your capital starts at 1 instead of 0. Tower of Dominion gives +3 to growth. Growth is more balanced. Don't be afraid to have a low Grain yield in your capital if you can get 4 Material. Your ability to produce will help you win Act I and expand to 3 or 4 high Grain cities. There are also more important growth buildings throughout the game. If you specialize in Civilization, you will have the advantage of lots of great cities.

+Camps of all kinds now offer excellent units. Serpent's Pact may be the best thing in the game. You can also now put them into logistical units instead of single only. Beware the food costs. Also, each level will significantly improve your monster's abilities. They are best countered with magic.

+Spears now do 33% armor penetration and have a higher attack. Be sure to make lots of unit design for that darn AI! It really helps the AI.

+50%,75%,100%, and 100%+ encumbrance now has real penalties. -4, -8, -12, and -12 Initiative -1 Move, are the respective penalties for encumbrance.

+Armor no longer automatically reduces Initiative. Labor costs for better armor are higher to reflect discussions on real platemail. It now has a bonus against pierce, but is vulnerable to blunt damage. Chainmail is great at stopping cutting damage.

+Unique weapons are more balanced with trainable weapons. The damages were way out of hand. 

+Many items have been changed to be more desirable to heroes. Potions and Food now do much more healing at much less cost. Stock up!

+Monsters breed very quickly but are positioned far away from your starting position. You should be safe, but still have to fight some big battles to expand. This is where feedback is needed, since the switches for this part are confusing. I suggest starting on Sparse. Each lair now holds a very angry army. They will move towards you and lairs will even send out wandering armies that respawn when killed.

+Mage Staves now do more damage, but it can be resisted with Spell Resistance and Elemental Resistance. I suggest getting some late game research buildings, as they increase Intelligence and offer some nice Mage Robes in the shop. The late game ones do AoE. This part may be buggy, gonna need feedback, but the intent is to allow AoE to hit friend and foe alike.

+Legendary weapons are now Legendary. In general, weapons get lighter and more powerful as you tech up.

+Magical Weapons now do much more damage. They are basic weapons with additional magic damage. They also cost more.

+There are now Frost bolts for frost weapons. No more fire out of those ice staves.

+Onyx Throne now has a tile, as do a few others that were missing tiles.

+Levelup Buildings at level 5 now have fundamental impacts on how you play the game.

+Shadow Gate should now be functional. I have yet to test it, but I believe I have fixed it.

+Lots of Unit Designs for factions. It makes the AI better when they have more choices.

+Each Sovereign Background Trait gives you special starting units. You will get great units from war based traits. Pick Diplomatic and expect to be hiding in your castle for long periods of time. But your bonus will be very good later on. There are many valuable weapons you may start with as well. I suggest making your own Sov for this mod.

-Turns will take longer in the beginning due to the number of creatures present. Kill them off to speed things up. Sorry about that.

+Quests are back! but divide all Gildar rewards by 10. Need to fix this, sorry.

+Be sure to read the descriptions of Levelup Buildings. As a rule, the ones that offer few bonuses will unlock some game changing things in the shop. Archivist will unlock books in the shop that cost Gildar, but can seriously upgrade heroes.

+Paths have been added. This is really just a preview of what we are planning on adding. Path of the Protector should be the first thing you check out. It is the best thing for a Field General class. There is also a Knight Path and some other good things. 

+Each Sov Background Trait allows you some special units at the start of the game. Monsters are more numerous and you start with some units. The beginning should actually be exciting now. But don't get too loose with those troops, they cannot be recovered or retrained. The traits themselves are also better and should alter how you play the game. Warlike backgrounds will give you much better starting units. Diplomatic, for example, gives you crap units, but you can keep the peace later on and afford an infinite number of trained monsters. Serpent's Pact+Diplomatic is a fun way to play. Also, Summoner gives Fire Elementals instead of men. Warlock gives Mages with staves. I will need feedback on balance here as some of them may be too good. FYI, General is supposed to be overpowered. 

+Materials now give 8 production by default instead of 5.

+Common Rarity Traits for Heroes are now cancer free. You might actually want them.

+Sov Talents now have some interesting options. Will you be a Necromonger? Do you come from money? What special abilities have you acquired in your travels? I would like to add more if anyone has any ideas.

+Unit Design Traits have been rebalanced. The costs are higher, but so are the effects. There are 2 free level options. Go ahead and read each one as they come to you.

+Spells got some balance. No more Mana Blast=Win

+Improvements not properly display their functions, all their functions, and nothing but their functions.

+Faction Traits now have more variety. Each Tech Trait offers 3 starting techs. The other options should be just as good as techs, but I am curious how other will balance these. You could choose 9 starting techs or you could choose 3 abilities. Master Smiths+Endless Legion+Warlord could be very powerful.

+Stock Sovs now use their 6 points of customization and are about the same as any custom one. Any thoughts on changes is welcome. I tend to go for two elemental spellbooks and the rest of the points go towards equipment and talents. Maybe there is a Talent i should add to better characterize a Sov?

+Upgrading Groups now cost 30 Gildar per soldier you are adding to the Unit.

+Many more changes all around. Let me know what you think.

 

How to Install:

First thing you need to do is add -localdataonly at the end of the file path for your shortcut. To do this, right click on any shortcut you have made for the game and click Properties. In the Target box there is a file path. At the end, add a space and type -localdataonly. Now download the link below and unzip it. In the file is the original xml file and the modded one, labeled Test. Take all the ones with Test in the name and copy them into FallenEnchantress/Data/English (except CoreImprovementsTest and ArtImprovementsTest, those go in the Improvements Folder there). Now delete the core files that my files are replacing. The backup copies are in the folder you downloaded. It is important to always have the original backup and a backup of your mod files as they may be erased by updates by the devs. To summarize, you just put the modded files in the game folder and got rid of the originals so that the game will read the modded ones. You added -localdataonly to the end of the file path for the desktop shortcut, allowing the game to see your computer's xml instead of the ones on the server. You should now be ready to play a new game that is much more fun!

Links Here:

Waiting For Next Beta Mod (v42.Hitchhiker's Guide to the Realm)

 

Rules:

Don't post bugs in FE Support when using a mod. We have a special thread for mod bugs.

Remember to put the original files back before updating and keep a copy of the modded files. Many things change from one version to the next. Better to keep things as the devs expect them to be. 

Do post new ideas and problems you encounter here. The whole point of this is to give some parallel feedback on what you think works and what doesn't. Then we can present that to the devs and see what they think.

Do ask questions. I am more than happy to teach anyone that cares how to mod these files to their personal liking. I can also help if this is your first time adding a core mod to the game.

Might want to start on easier settings. The game is so much more challenging now. I may need to think about AI help if it turns out they can't handle the monsters.

60,911 views 132 replies
Reply #51 Top

Trait issues:

Per level traits should cost more.

Brilliant is missing a cost.

You could also have a "Wheeler Dealer" trait to cut cost in shops and up resale value of sold items.

"Eagle Eyes" + sight range and +X on accuracy (maybe even per level).

"Field General" with +1 or 2 to group move, +1 or 2 to regen, +1 or 2 to group dodge/defense, +1 to army size

I can come up with several more if interested. I'll work in some 41 time over the next few days and comment. I'm also trying to get some more spells worked up for healing, gating, and damage dealing.

 


 

Reply #52 Top

I like those. I will make some give special spellbooks as well. I need to remember to make that scouting spell do more than 6 radius. I am thinking 10+(2 per Airshard) revealed on cast.

Reply #53 Top


Is it just me or are units dodging a hell lot more in this? So much so in fact that my sov couldn't land a single maul attack.

 

Correction... I've never seen a successful maul attack now... bears cant do it against my militia...

 

Oh and one more thing.

Oracle +30% research +5 mana

Scribe +20% research

Both are in the same list, why would you ever pick scribe?

Reply #54 Top

If the descriptions are correct, you will notice that Scribe unlocks some special items for heroes. My advice is to try both. Scribe gives you Summon Air Elemental, Blizzard (casts instantly!), and Escape. I plan on adding more as the city levels, but I am trying to get basic balance of the early game down first. 

Also, Oracle is missing the fact that it consumes 1 Crystal Per Turn. Sorry about that.

Oracle is 500 Labor to build and Scroll Scribe is 2000. 

Oracle is much less likely to appear. Seeing it is a huge boon to your nation.

Reply #55 Top

Sean,

 

Played some turns with 41 tonight and I like the feel of the game with the added Sov units. Building times are better too. May be the better starting location this time. More later.

Reply #56 Top

Glad you like it. And remember, any new ideas are likely to be added as long as they are feasible. 

Reply #57 Top

Moving the discussion of my issues to this thread, as the problem I'm having apparently has nothing to do with the programdata.  I've installed everything you put in the new -.41 update and removed all the original files, but not only is the new UI not there, I am unable to settle at any point in the map because I "cannot build structure on this terrain", regardless of the terrain type.  There were 13 XML files replaced by your mod total; should there be more than that?  You also mentioned that you included the vanilla files to be able to be reinstalled should the need arise, but they were not included in the current link you have posted. I've also replaced the programdata with the files you linked, but that did not resolve the issue. 

 

Is there something I'm missing, this being the first time I've modified the core game?  Are there supposed to be more modified files? I really want  to test out your mod, it sounds intriguing.  I also like all the fire elementals I start with now, hope to be able to use them :grin:

Reply #58 Top

I do enjoy some hearty troubleshooting.

The simplest solution may be to reinstall from Stardock up to .86 and then try the game without -locadataonly or any mods. Then add my mod and see what happens. If you have a decent internet connection, I would do this first. The problem may be something you didn't realize you did and I can't guess at. 

 

Since you are new to modding, there are some basic things to get out of the way.

1. Was the previous mod you had tried put into the game the same way as mine? Or, did you put that mod in the mod folder in your user folder? I ask because this sounds like two sets of data trying to occupy the same space. Maybe that mod has a file still enable that is trying to change something, but can't because my mod is in the way.

2. Are you sure you got all 13 original files out the game folder before adding mine? Alot of those 13 files interact with each other. One vanilla core file and the whole system may get messed up. Also, make sure the Improvements xml files are in the improvements subfolder.

3. Did you delete or remove all unit files from you user folder? These unit designs may be incompatible with my mod, though this is less likely.

4. Did you try to make a custom Pioneer unit? This is currently bugged if tried. It acts much the same way you have described.

5. Is "Use Mods" enabled in the options screen? It shouldn't need to for this mod, so if it is, try deselecting it and restarting the game. That will tell us if the issue is another mod.

6. Make sure you are not trying to load a map when starting. You have to use the random map generator. The premade maps are a lie. The premade maps are a lie. The premade maps are a lie.

 

The error is only with pioneers? Have you tried making an outpost to? I wonder if they have the same error. The problem could be in the terrain file, which my mod doesn't touch. That would be a weird happenstance. The original files were not included in the latest versions out of sheer paranoia and distrust. I can send them to you if you need them later.  ;)

 

What world start settings are you using? I have only been testing on these:

Mountainous Map Generation

Challenging World Difficulty

Sparse, Normal, and Dense Monsters

Normal Magic

Dense Resources

Normal for every other option

 

Reply #60 Top

I'm reinstalling the game assuming my connection lets me (it's kinda stormy out here and my internet has been spotty all day), so we'll see if that fixes the problem.  While that happens, I'll write!  Yaaaaaay! =P

First of all, I discovered that the problem with founding a city (my sovereign herself couldn't found a city, let alone build pioneers), the problem was that I was using a custom faction I had made before I installed your mod.  Every premade sov was able to build cities just fine, so my bad on that.  As to your questions,

1. I had installed Frabulon's ability and city mod, which does not modify the core game in any way that I'm aware of.  Everything for that mod went right into the mod folder, but I was experiencing the problems both with use mods disabled and after I had uninstalled his mod.

2.  I installed your files before removing the original files, because I probably wouldn't have remembered which files I should and shouldn't remove if I did it the other way around.  However, I did remove the original files after installing yours; I'll try removing the old files first this time.

3. I deleted all units from my unit folder before running your mod.  I had to do that anyway since a I had designed quite a few units using Frab's mod that wouldn't have worked with yours.

4. I've known about the Pioneer bug for a few weeks, but see my second paragraph about what was up with my (lack of) cities.

5. I tried both with mods enabled and disabled; both options yielded the same result.

6. Not use a random map? Are you crazy??? =P

My random map settings were easy world difficulty, balanced world type, sparse monsters, dense magic, everything else medium/default. 

My internet is being finicky tonight, so I'll post when I'm able to actually try your mod again.  I am cautiously optimistic that I'll be able to test it tonight.

Reply #61 Top


I'd like to point out, that the Fire elementals are woefully underpowered for a starting soverign unit.

Reply #62 Top

So, the issue appears to be in the programdata, which I have removed multiple times, but nothing I do can let me view the new UI.  Is there any other place UI data could be hiding that I should check?  Anything else I might be missing?  Everything except the new sovereign creator UI is working for me, but I REALLY want to see the new starting traits you put in.  I reinstalled the game, your mod, and the Screens info you gave me, all to no avail :(

Reply #63 Top

Some clarification is in order. Those starting traits are still in my testing phase. They are not in version -.41 as I would prefer to also change the Faction traits. Doing them separately would be bad form. The only Sov traits I have in that version are the starting units and alterations to the Sov Background Traits. A new update will come out before the weekend. You can expect new paths, some spell balances, better building descriptions, those traits for Sovs, a balance of the "common" traits at levelup, some new rare traits based on level, and I want to hook some stock spells up to Elemental Monsters so that they can matter in a battle. I will may also look at making certain monsters cast damage spells every round as I feel they are too boring when they hold back. Why the hell does the vanilla game not have shrills doing god magical damage? Casting slow with no Watershard is akin to throwing a buck of water at your enemy.

The UI thing is puzzling. The files I gave you are what worked for me. One thing to check is the buttons below the minimap ingame. Do you see three buttons there or two? I only had Spells and End Turn. There should also be a Govern Button. This is how I realized I didn't have the new UI. If you have that, the reason you are not seeing the new starting screen could be a separate issue. That would suck because you would have to remove all mods before the support team can help you. Maybe uninstalling does not delete the whole Program Data folder or the whole user folder. In that case, try reinstalling with those files totally erased. It also occurs to me that when I received those files from the server, other things were added to another location that I did not realize. The server is very mysterious. I wish the server writer was making the quests. 

Call it huberous, but I would just play the mod for a game or two before fixing the UI.  :-"

Reply #64 Top

K thanks

 

I'm just reporting all the oddities I find to be helpful.

Here is another...

Late in the game, the Mana appears to be extremely glitched. While the mana income remains @ around 20, I would constantly get massive boost of Mana around 5000 each.

Reply #65 Top

My mod didn't do that!  :omg:

 

I would say that is some vanilla version hanky panky. The economy system works oddly if I understand it. Perhaps this is a bug with the mana calculations or memory. 

 

How was performance as the game progressed? I am going to start playing on 640x800 to use less memory. You have to change your windows screen resolution to do this right now. That should stop the memory crashes I get in the early game when there are just too many beasts roaming about. Dense monsters is really a threshold tester.

Reply #66 Top

I am going in Sean. Have downloaded and will start up game now.

Reply #67 Top

First change in the next version... Sword of the Sovereign. WTF is up with that? Mana Blast will now do 40 damage for 30 Mana. I just did 300 damage and killed a dragon!

Reply #68 Top

I have played half an hour with the mod. First thing I notice is that my sovereign has to groups with him from the start. The second thing I notice is that every unit has a lot move hitpoints. On levelup to level 2 there is no difference in the choices from normal game. Should there be?

Will test more later.

Reply #69 Top

Do you mean level 2 and 3 for heroes? There should not not be a huge difference at this point. Werewindlefr is handling most of the hero leveling choices. The current effort is make the later levels more meaningful. We will of course make the early choices more interesting. You will notice some new paths at level 7. Choosing Path of the Defender at level 4 will lead to Path of the Knight and Path of the Protector at level 7. Beware! Bugs concerning counterattack will force you to autoresolve many a battle. Use Counterattack only on heroes for best results. This is a vanilla problem that is made worse by the flavor of this mod. Some real nice things in the works for Paths though. You might expect to see a Healer Path soon.  :fuzzy:

Reply #70 Top

Quoting seanw3, reply 65
My mod didn't do that! 

 

I would say that is some vanilla version hanky panky. The economy system works oddly if I understand it. Perhaps this is a bug with the mana calculations or memory. 

 

How was performance as the game progressed? I am going to start playing on 640x800 to use less memory. You have to change your windows screen resolution to do this right now. That should stop the memory crashes I get in the early game when there are just too many beasts roaming about. Dense monsters is really a threshold tester.

I've never had the mana issue in vanilla. Then again, this is the first time it happened in your mod, so it could be either I suppose.

 

The performance by end game was pretty bad, my game stuttered at around 15 fps, while RAM was not an issue for me (6GB free ram)

Surprisingly though, the mod made the game a lot more stable than vanilla :P

Reply #71 Top

Wow, this mod is a lot of fun, thank you! Can't wait for a 64bit version of the base game, so it can use more then 1.7gigs before crashing.

 

Its sad when a game runs out of memory of a 12gig machine and less then 25% of the machines resources are in use.

Reply #72 Top

Try reducing your settings on the desktop to a low resolution. This tricks the game into using that resolution. It makes things faster. I do this every once in a while in the late game. It works for me. 

Also, turn off the Effects, shadows, anti-aliasing, and all other visual niceties in the menu to get the best performance. Unfortunately, there is a fatal bug with effects. They won't stop playing, so each one on the screen is going to stay there even if you can't see it. It's like memory cancer for your computer.

Reply #73 Top

Quoting seanw3, reply 63
Some clarification is in order. Those starting traits are still in my testing phase. They are not in version -.41 as I would prefer to also change the Faction traits. Doing them separately would be bad form. The only Sov traits I have in that version are the starting units and alterations to the Sov Background Traits. A new update will come out before the weekend. You can expect new paths, some spell balances, better building descriptions, those traits for Sovs, a balance of the "common" traits at levelup, some new rare traits based on level, and I want to hook some stock spells up to Elemental Monsters so that they can matter in a battle. I will may also look at making certain monsters cast damage spells every round as I feel they are too boring when they hold back. Why the hell does the vanilla game not have shrills doing god magical damage? Casting slow with no Watershard is akin to throwing a buck of water at your enemy.

The UI thing is puzzling. The files I gave you are what worked for me. One thing to check is the buttons below the minimap ingame. Do you see three buttons there or two? I only had Spells and End Turn. There should also be a Govern Button. This is how I realized I didn't have the new UI. If you have that, the reason you are not seeing the new starting screen could be a separate issue. That would suck because you would have to remove all mods before the support team can help you. Maybe uninstalling does not delete the whole Program Data folder or the whole user folder. In that case, try reinstalling with those files totally erased. It also occurs to me that when I received those files from the server, other things were added to another location that I did not realize. The server is very mysterious. I wish the server writer was making the quests. 

Call it huberous, but I would just play the mod for a game or two before fixing the UI. 

 

Gotcha.  Well, since there aren't any new trait choices (beyond modified profession), my UI is working just fine, other than a blank chestpiece called Ophidian Scale Shirt being available to equip for 0 starting points (it has no armor, no special abilities, and appears as an unequipped slot if you put it on, has no impact on my ability to enjoy the new character creation other than being weird.)  As for actually playing the mod, it's really interesting how big a difference each starting profession makes.  I've so far started as both a general and a scholar, and the difference from one to the other is HUGE!  Unfortunately, I haven't had time to actually play more than an hour of your mod, but on first blush, I will admit the huge bonuses you get from any particular building is worth the tradeoff of it taking forever to build.  I'll post more as I play more.

Reply #74 Top

I had a game go all the way to turn 200 before Mana Blast tempted me into using it to often. I just defeated a Wildlands with it and got drunk on the power. I will mod some more and start a new game. I will try to release a new mod tomorrow if all goes well.

First person to give me a random number between -100000 and 346 gets to decide the next version name!