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[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.

60,907 views 132 replies
Reply #76 Top

That would make my mod the question.

Reply #77 Top

BTW, that obsidian armor error is something wrong on your end. I haven't made any changes to that bit of code. It doesn't show up for me. You may want to check your user files for any armor mods.

Reply #78 Top

Meh, I'm all right with it ATM; like I said, it doesn't bother me so whatever.  I am enjoying the hell out of starting with a small (or moderately-sized) army, though I'm gonna have to remember to reduce the graphics settings tomorrow so I can actually get a full playthrough.  Hopefully I'll have settled on a starting profession by then.

Reply #79 Top

One thing I need to do with this mod is bump up damage on my spells and tweak costing a bit too. It plays well with my bumps in mana and I see that having any casting time above 1 is a waste of time in most battles. I can see having major summonings and mass buffs and debuffs on a delay, but the rest including heals and damage spells need to pop when cast. I also hope the Devs put in the dispell enchantment capability soon to.

As a side note, how do you see the changes in attributes effecting things in the next release?

Keep up with the great mod!

Reply #80 Top

I noticed the Ophidian Scale issue as well.  I'm not sure if the stock sovereigns are supposed to start with no equipment, but Gilden's did.  Felt like a babe in the woods starting like that.  I noticed that you can mod the max moves that monsters get on the strategic map, which means that being more than one space away from them doesn't mean you are safe, though with the rather sporradic aggression of the monsters, it is still kind of a crap shoot as to whether you can walk past them or not.

I tried my hand at modding by adding an additional encumberance level of "light", 0-25%, which gave you a dexterity and spell power bonus.  The idea was to make unarmored casters and assasins more powerful, but it kind of backfired.  It seemed to work, but all the monsters also get it because they have no equipment and therefore no encumberance.  Maybe I should have made it 1-25%?

Reply #81 Top

I don't recommend using stock Sovs or Factions. I have yet to mod them into usefulness. You are better off making clones of them that take advantage of the mod features. 

Reply #82 Top

Got some great Strengths for Sov design. Now I need some weaknesses. I condemned pretty much all the vanilla weaknesses because they mostly gave trade offs in addition to an extra point to spend. Weaknesses need to affect the starting game or serious weaken the Sov. 

Ex: Cruel: +75% cost to hire heroes.  8C   

That is worth one point you can spend on something like Wealthy: 1000 Gildar at start. So you can have no starting heroes and rush buy some starting buildings if you so choose.

Also working with:

Necromonger: +10 Initiative. Cost 2.

Fire Affinity: 100% Fire Resistance, 25% Cold Vulnerability. Cost 1.

Frost Affinity: 100% Cold Resistance, 25% Fire Vulnerability. Cost 1.

 

 

For Factions I will make each tech trait give 3 techs in a specific field:

War Machine: Standing Army, Weaponry, Training.

League of Champions: Exploration, Recruiting, Ereog's Journal.

Master Smiths: Restoration, Mining, Civics.

Legacy of Commerce: Civics, Trading, Administration.

Keepers of Knowledge: Civics, Knowledge, Administration.

Farmers of the Wastes: Civics, Restoration, Agriculture.

Mages of Yore: Shard Harvesting, Crystal Mining, Book of Winds.

Defensive Legion: Training, Logistics, Standing Army.

Reply #83 Top

After casting corruption spell(transform shard into death shard) i cant bulid it(im death magic user and ofc i have tech).  This mod is great !

Reply #84 Top

That bothers me too, but it is a core game problem, not from the mod. I haven't figured out a way to fix it yet. Maybe try saving the game right after you cast the spell, exiting the game, and then starting it back up and loading your save? sometimes that fixes this sort of problem, which is likely just the game not recognizing the spell. That is the best I got.

Reply #85 Top

Should I make the tech traits mutually exclusive or should you be able to spend all three points on techs if you want?

 

[Edit] Gonna make it only one tech bundle per faction. Too powerful to get 9 starting techs.   :omg:

[Edit] Doesn't Work with the current interface. Need to learn how to mod that. Gonna make sure the overlap of tech unlocks is not game breaking.

Reply #86 Top

I rather enjoy vanilla's weaknesses, if only because -5 spell resist is so easily negated, it's like getting a free point at start!  Clumsy is an interesting idea for a mage character, but needs to trigger more often to make it actually meaningful. 

Bugs what I have found: Merchant's starting entourage cannot function in tactical battles; every time it's their turn they "die" (do not actually lose the unit, just get an animation and they vanish from screen) and am forced to auto-resolve combat.  Um... actually that's it.

Things what make me happy: I can upgrade my shadow warg and ice elemental to a squad for only 2 gold and 2 population!?  HELL. YES.  I really hope this is intentional; it balances out my flimsy little fire elementals.  Also, I'm finding myself reloading after the AI annoyingly kills a hero I wanted.  The bastards also stole one of those research thingies I wanted!  Been a long time since the AI has annoyed me; I like it.

Reply #87 Top

Another weekend update:

+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?

 

Reply #88 Top

I need to make upgrading more expensive. Don't want everyone training parties and then upgrading.  *_*

Reply #89 Top

I'm going to add Throwing Axes, Bolas, and Javelins to even out the concept. Knives will do Pierce, with a good amount of damage against lightly armored units. Throwing Axes will do Cutting with a high chance to Crit. Bolas will have a chance to knock the unit prone. Javelins will allow a unit to stand behind the front line and hurl some armor ignoring damage at tanks. 

Reply #90 Top

How about adding caltrops to the list above. Effected square does small damage but slows movement to 1.


 

Reply #91 Top

seanw3, you've really buffed city militia, haven't you?  It makes a big difference to the competitiveness of the AI players when their cities can't be taken without a big fight and probably significant losses (although I think Fireball would make it a bit easier ;-))!

Reply #92 Top

I "revised" my fireball spell to not be a one shot kill. Even now, popping off two in a city fight does damage to mobs of units, but does not nuke them off the planet like vanilla does.

Reply #93 Top

Many building have very long construction time (80-120 turns) its bug ?

Reply #94 Top

Quoting Nekromanta, reply 93
Many building have very long construction time (80-120 turns) its bug ?

From what I have read, this is normal. Seanw3 intended for buildings to cost more production to make materials at your settlement more important.

Reply #95 Top

Some buildings are not feasible to build unless you have specialized that city in construction. Try getting Mason and Lumbermill and then at least 4 Material. You will notice that those construction times will be down to about 20 turns.

Reply #96 Top

Path of the Governor is now much more viable. You will notice that at higher levels, they will give +150% XP from battles.

Reply #97 Top

EDITED}

I don't know if any of these ar feasible and names arn't set in stone -

Sov talents: 

Mana Absorbtion - Instead of taking damage the Sov heals the amount of would be spell damage taken, Sov starts off with 10 more hp + 3 per shard owned (maybe +5 for life shards?) and starts with +2 hp regen with +1 additional regen per shard owned (maybe +2 for life shards), Sov is unable to cast spells or have enchants

Twins - Sov starts as 'twins': both versions recieve 1/2 the would be stats starting off (for instance: strength normally 6 now 3, hp was 20 now 10 etc.), they both recieve exp as an individual would in battle but also gain the same amount of exp the other does if not in same location

Stuck in Tradition - Sov gets two additional points to spend, Sov gains a -75% to exp & a -15% to research

Sexest - doubles gilder for recruiting opposite sex, other Sovs with opposite sex have a -3 to faction diplomacy

Man of tha People - Grants a +2 to all militias stats, +4 if in current city

Expert Blacksmith - Through knowledge spread to your blacksmiths all shields and chestpieces produced in tha kingdom gain a +1 to defence & dodge

Expert Weaponsmith - All weapons in tha kingdom gain a + 2 to attack & damage

Defensive Strategist - Units in current city gain +2 to attack, dodge, & defense (Double time for seiges)

Offensive Strategist - Units accompanying sov in attacking target city gain +2 to attack, dodge, & damage (Half time for seiges)

Hand of Eden - The first city, the one the sov makes, gains +1 food, material, prestige, & 1 diplomatic currency per round

Pact of Rituals - Performing sacred rituals handed down through generations, the Sov 'binds' his/her mate to themselves ensuring total obedience = when you take on a spouse, she/he is instantly transformed into a Lich granting rank 3 in fire & death spells amongst other Lichy unattributes, this causes a -3 to faction diplomacy with Kingdoms, a -1 to prestige in the occupied city of either of the two (the sov or tha 'Lich')

 

Items/Equipment:

Crown of Treaties (This item was cursed so that only a true peace keeper could wear it, once worn the item cannot come off) - Sov gains an additional +3 bonus in relations with other factions, but is unable to attack a tile holding a Sovereign, and can't declare war untill war is declared on you (unless they too have a Crown of Treaties, then no bonus in relations & war can be declared normally (heh, politics, go figure)

Crown of War (This item is cursed so that only a true maker of war could wear it, once worn the item cannot come off) - Sov gains +2 to hit, damage, defense, and dodge with another +2 for each if attacking/defending a blow from another Sov, but has an additional -3 in diplo relations with all factions (unless they too have a Crown of War, then diplomacy between the 'two' is normall)

 

Faction Traits:

Short - minus one to move, -2 constitution, +3 dodge and initiative, armor costs 25% less, cities require 25% less food per person

Tall - plus one to move, +2 constitution, -3 dodge and dex, armor costs 25% more, cities require 25% more food per person

Stout/hardy - units take 25% less damage from physical attacks, +2 constitution, requires 25% more food per person

High Tolerance - units take 50% less magic damage from attacks/spells, requires 2 mana upkeep

Armor of Quality - all armor built in kingdom are -25% lighter and costs +50% more, chest pieces & shields have +1 to dodge and +2 to dodge against long range physical attacks

Weapons of Quality - all weapons built in kingdom are -25% lighter and costs +50% more, gain +1 intitiative and attack

 

 

 

 

 

 

 


 

Reply #98 Top

Good traits. I will find a way to implement them. Some of the more complicated things are not yet possible due to little bugs, but I will add those as the game is fixed.

 

Reply #99 Top


I'm going to keep them coming on the same Reply # so I don't overrun your post

Reply #100 Top

I need faction traits too. Altar doesn't have much in that respect. I'll stick them with +75% diplomacy until I can think of something that fits the lore better.