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.

60,907 views 132 replies
Reply #101 Top

New version (42) is up. This update focuses on traits. Fire Elementals get a fire spell, since the Mantle of Fire is bugged for some reason. I found the Ophidian Scale Armor bug, but decided to leave it in for nostalgia. Stock Sovs can now be used and are set up to work on the same point system as custom Sovs. Faction traits get some bonuses too. Might want to make a few custom nations just to see the differences. Verga should be able to solo the whole map if I made things right. Try Sparse Monsters on Beginner. He should pwn just about everything. 

There is more stuff in the works, but since beta 3 comes out around the 12th of April, I will let you guys play with this and do some more variety based changes for next weekend. Werewindlefr is working on new Paths. They should be in the next version. 

For beta 3 we will have to do a total refit. That means adjusting to the new stat system, whatever that means. It also means there is a chance to incorporate Heavenfall's Unit Stat Background Library into this mod. It will take awhile to get right, but beta 3 will likely go on much longer than beta 2, so we have the time. Maybe some of these mod changes will seep into the main game? I am still trying to get Derek and Brad to try it out, but they don't want to give up all the fancy spells and whathaveyou in their version. I can't really blame them.  :drool:

Reply #102 Top


I BEG you sir, if the devs don't take in the mod, then please oh please make a simple 'press here to add mod' button for me and the majority of other d*mb*sses out there would love this to no end (we would actually get to play it)

Reply #103 Top

Well, you have to see from my perspective. I just spent hours and hours putting this thing together. The person that wants to play it need only figure out where the files go and drop them in. I don't know how to make an executable to do that for you. I feel you should take the time to learn how to install the mod. But I'll ask around for someone willing to cook something up. 

Reply #104 Top

Just fixed that last update. If you uploaded before this message, mercenaries are bugged for Master Merchant.

 

[Edit] They are still broken. I will fix them soon. 

Reply #105 Top

Now it is fixed. There was this odd little "Showasoneunit" tag in the xml I never noticed before. Not sure why that was ever there.

Reply #106 Top

I've noticed with your mod that sometimes Kingdom or Empire hiring squares don't have the champions on them, so when you walk on them nothing happens (or on Turn 2 they disappear).  Is this fixable?

Reply #107 Top

Unfortunately that bug is caused by there not being enough champions to fill those spots. The game refuses to let me reuse champions. I can fix it by renaming a few of them and duplicating them in the units file. I will add that to the list. 

Reply #108 Top

ARGH! I put ranges on bow units and now the AI just frakking sits there with its thumb up its ass if it is not in range. How did the tactical AI iteration not add a skip turn strategy to archers? Melee units will skip turn to protect archers but archers will hang there until you choose autoresolve?

Expect a new version in a few minutes...

Reply #109 Top

Bows have been fixed. Rage ended.

Reply #110 Top

Added some Upgrade Group Size cost so you can't exploit the system. If you already have v42, just go into ElementalDefs.xml and search for Groups. Then change the gold cost per unit to 30. That will save you from downloading version 42 yet again. I should really keep better notes. 

Reply #111 Top

Nice little strategy worthy of note. The AI Altar did something very smart. He sent a scout to trail behind my Sov that was clearing some land. I had no objection to it at the time, as we were on good terms. Little did I realize that he was using his recruiting starting techs to snake all the juicy heroes I had just cleared a path to. That two-timing bitch! I thought it would be fine because there was no way they could all get back to his Kingdom safely. But the damn AI ran each hero right into the path of the monsters I was to weak to kill. They killed the heroes, teleporting them straight to Athica. So now he has 4 new level 5 heroes with only one injury.

 

Well played...  #:(

Reply #112 Top

The next patch will have to give more attack power to trolls and armor to Ogres. I am getting too much XP from them, though the battles are fun!. Also noticed that city archer militia are not spawning. I am having so much fun attacking Empire cities! They mostly have a garrison of Assassin Demons and some powerful soldiers. Trog cities are scary. If archers were functioning I never would have won.

I also notice that level 5 citylevelup bonuses are finally getting good. Onyx Throne has been dethroned as the most powerful one. It is only good in the late game when one is thinking about raising taxes to Oppressive. I chose Tenfell University for the double Research from Population. Combined with my Slums, I should be the most powerful tech based nation soon. It also gives a general bonus of +25% to overall Research. And it unlocks Mage Robe in the Shop. So much win. I realized I never gave you guys the Onyx Throne Tile. Maybe next time. 

 

 

A modder's work is never done...

 

Reply #114 Top

I think your issue with the cost of War Colleges in post #113 may be because of the cross-tree prereqs that have to be researched before you can even start with War Colleges.  Not 100% sure, but when a tech has a high cost it usually means a cross-tree prereq.

Reply #115 Top

Someone asked about installing the mod automatically.  Here are some batch files I created to install the mod:

First, copy all the mod files into a directory in FallenEnchantress\Data\English called ModFiles (or something like that).  Then use notepad or something like that to create these batch files in the modfiles directory with the mod files:

Here is Install.bat. It creates a subdirectory called orig that it copies all the original files into.  One note.  The last version of the mod had a copy of CoreFlavorText.xml that I was not sure if it was original or a modded file.  I renamed it to CoreFlavorTextTest.xml so it did not get mixed up with the original.

Code: javascript
  1. Echo "Back up original files"
  2. mkdir orig
  3. copy /Y "..\Core Improvements\ArtImprovements.xml" orig\ArtImprovements.xml
  4. copy /Y "..\Core Improvements\CoreImprovements.xml" orig\CoreImprovements.xml
  5. copy /Y ..\CoreAbilities.xml orig\
  6. copy /Y ..\CoreArmor.xml orig\
  7. copy /Y ..\CoreFlavorText.xml orig\
  8. copy /Y ..\CoreGoodieHuts.xml orig\
  9. copy /Y ..\CoreItems.xml orig\
  10. copy /Y ..\CoreMonsterUnitTypes.xml orig\
  11. copy /Y ..\CorePlayerAbilities.xml orig\
  12. copy /Y ..\CoreQuests.xml orig\
  13. copy /Y ..\CoreRaceConfigs.xml orig\
  14. copy /Y ..\CoreSpells.xml orig\
  15. copy /Y ..\CoreUnits.xml orig\
  16. copy /Y ..\CoreWeapons.xml orig\
  17. copy /Y ..\ElementalDefs.xml orig\
  18. Echo "Original Files backed up"
  19. Echo "Installing Mod files"
  20. copy /Y ArtImprovementsTest.xml "..\Core Improvements\"
  21. copy /Y CoreImprovementsTest.xml "..\Core Improvements\"
  22. copy /Y CoreAbilitiesTest.xml ..\
  23. copy /Y CoreArmorTest.xml ..\
  24. copy /Y CoreFlavorTextTest.xml ..\
  25. copy /Y CoreGoodieHutsTest.xml ..\
  26. copy /Y CoreItemsTest.xml ..\
  27. copy /Y CoreMonsterUnitTypesTest.xml ..\
  28. copy /Y CorePlayerAbilitiesTest.xml ..\
  29. copy /Y CoreQuestsTest.xml ..\
  30. copy /Y CoreRaceConfigsTest.xml ..\
  31. copy /Y CoreSpellsTest.xml ..\
  32. copy /Y CoreUnitsTest.xml ..\
  33. copy /Y CoreWeaponsTest.xml ..\
  34. copy /Y ElementalDefsTest.xml ..\
  35. del "..\Core Improvements\ArtImprovements.xml"
  36. del "..\Core Improvements\CoreImprovements.xml"
  37. del ..\CoreAbilities.xml
  38. del ..\CoreArmor.xml
  39. del ..\CoreFlavorText.xml
  40. del ..\CoreGoodieHuts.xml
  41. del ..\CoreItems.xml
  42. del ..\CoreMonsterUnitTypes.xml
  43. del ..\CorePlayerAbilities.xml
  44. del ..\CoreQuests.xml
  45. del ..\CoreRaceConfigs.xml
  46. del ..\CoreSpells.xml
  47. del ..\CoreUnits.xml
  48. del ..\CoreWeapons.xml
  49. del ..\ElementalDefs.xml
  50. Echo "Mod Installed"

 

Here is uninstall.bat

Code: javascript
  1. copy /Y orig\ArtImprovements.xml "..\Core Improvements\"
  2. copy /Y orig\CoreImprovements.xml "..\Core Improvements\"
  3. copy /Y orig\CoreAbilities.xml ..\
  4. copy /Y orig\CoreArmor.xml ..\
  5. copy /Y orig\CoreFlavorText.xml ..\
  6. copy /Y orig\CoreGoodieHuts.xml ..\
  7. copy /Y orig\CoreItems.xml ..\
  8. copy /Y orig\CoreMonsterUnitTypes.xml ..\
  9. copy /Y orig\CorePlayerAbilities.xml ..\
  10. copy /Y orig\CoreQuests.xml ..\
  11. copy /Y orig\CoreRaceConfigs.xml ..\
  12. copy /Y orig\CoreSpells.xml ..\
  13. copy /Y orig\CoreUnits.xml ..\
  14. copy /Y orig\CoreWeapons.xml ..\
  15. copy /Y orig\ElementalDefs.xml ..\
  16. del "..\Core Improvements\ArtImprovementsTest.xml"
  17. del "..\Core Improvements\CoreImprovementsTest.xml"
  18. del ..\CoreAbilitiesTest.xml
  19. del ..\CoreArmorTest.xml
  20. del ..\CoreFlavorTextTest.xml
  21. del ..\CoreGoodieHutsTest.xml
  22. del ..\CoreItemsTest.xml
  23. del ..\CoreMonsterUnitTypesTest.xml
  24. del ..\CorePlayerAbilitiesTest.xml
  25. del ..\CoreQuestsTest.xml
  26. del ..\CoreRaceConfigsTest.xml
  27. del ..\CoreSpellsTest.xml
  28. del ..\CoreUnitsTest.xml
  29. del ..\CoreWeaponsTest.xml
  30. del ..\ElementalDefsTest.xml
  31. Echo "Mod Uninstalled"

Run them as admin just in case your security doesn't let you modify the files where they are.  No guarantees that it will work, but I had a terrible time making sure that all the right files were added or deleted doing it manually.

<edited uninstall.bat to fix deletion of modded files>

Reply #116 Top

Iv been testing out your mod for a few days and it rocks :) 

Finally options matter more!, and the channelers feels more solid and varied. (Bandit Lord is now a very viable start)

What i like most about this mod : its BOLD :)

 

Thank you both and i hope you do this for future updates aswell 

 

One talent i would have liked is Warg Riders (Start with that tech)

Reply #117 Top

Bugs, Comments, Suggestions...

 

- The Ophidian Shirt in the custom sov creation screen has no icon, model, nor description

- The Doom Hammer and Monk's Staff in the custom sov creation screen cost 0 pts and therefore there is no reason not to take them over standard weapons

- The Diplomat's Guard uses the War Staff and when counterattacking frequently freezes tactical combat and forces an auto resolve. I have lost too many Champs and units because of this. Consider replacing the item

- While you have given attention to the Level up Paths, standard level up options remain bland, also there are 10 level up selections instead of 5, intended? (see end)

- I can see a little attention was given to city level up buildings but they also feel the same as vanilla (see end)

- Overall, a good direction

------------------------------

-Consider using Frabulon's Ability and City Specialization Mod... he replaces standard level ups with ones that require choice. His city level up buildings really make cities MUCH more interesting. Do not include alchemy, I don't think it is working at the moment though. Or perhaps consider bringing him onto your team...

- You should change "Waiting for the Next BETA Mod" to "Waiting for the Next BUILD Mod" so you can continue to increase the scope well after the game is out of beta...

- If you need an "idea man" and a general "play tester" you can consider adding me to your team...

Reply #118 Top

Actually, it looks like I will be heading off to boot camp pretty soon. I won't have much time to mod beta 3. The counterattack thing is a vanilla game bug, so every weapon I gave counterattack to is bugged. It is almost certainly fixed in beta 3, as most of their weapons also use counterattack.

Some of the other things you point out make me suspect you are using an older version. Monk's Staff is only +4 dodge, while there are several other swords and staves that are much better, unless you are specializing a Monk Sov. The Dodge per level Monk's Staff is now only available from the Monastery now. Doom Hammer is 1 point and Banishing Hammer is 0 points. 

Paths never got as fully featured as we wanted, but there is plenty of time to add them incrementally.

I will have to check out that mod. Love a good mod. But how can one say my levelup buildings are anything like vanilla? Each option forces the player to choose specific choices. Some buildings barely do anything to a city, but unlock lots of nice items for heroes. Labor to build is also a huge factor in WFNB mod. some options do less, but are great for cities with few Materials. Many buildings use Materials and grain in new ways. Not a huge deal if you don't see a difference, but it may just be a matter of trying out each one. It is hard to explain the pros and cons of each choice in 25 words or less.

I will be back to mod in about 3 months. Hopefully the game is mostly looking at content by then.

Reply #120 Top

Good luck in boot camp, we'll be here when you get back!

Reply #121 Top

Boot camp? Good luck with that. ^^

Reply #122 Top

I just hope my drill sergeant doesn't find these forums...   :grin:

Reply #123 Top

Quoting seanw3, reply 122
I just hope my drill sergeant doesn't find these forums

gett'em hooked & you might find yourself living tha easy life, could even get military support on modding FE?

 

 Work in progress}

Sov trait:

There can be only one - The Sov practises in ritualistic sacrifices that allows him/her to gain the power/essence of others by eating there heart (or brains?), grants the Sov + 5% increase in all stats per each lvl of enemy Sov slain + 1 mana per turn per enemy Sov slain -2 diplomacy with all factions per Sov killed (Enemy Sovs must not just be beaten in battle but removed from the game)

Blood Bound - The Sov is able to 'Recruit' defeated enemy Sovs (Enemy Sovs must not just be beaten in battle but as though they were to be removed from the game), Upon victory the Sov gains +10% to all stats +1 mana per turn, proforming a binding ceremony that links the enemy Sov to'em (As a new hero, with -35% to all stats )

 

edit: hmm... no stats anymore and they beat me to tha punch on the 'blood bound' trait

 

Reply #124 Top

Boot camp!!  Ahhh, that brings back memories - some surprisingly good memories though I confess I wouldn't want to do it again. 

Best advice is to go in there with a very positive attitude.  Keep in mind, being a drill sergeant is one of the toughest jobs in the army and all career NCOs have to do the job sometime in their career.  What they put you through is part mind game and part making you stronger.  Take nothing personal and be a team player with your platoon.  The rest will take care of itself.

And whatever you do, DON'T DROP THE GRENADE!!  :)

Reply #125 Top

Quoting seanw3, reply 122
I just hope my drill sergeant doesn't find these forums...  

Actually, it seems like on line gaming is fairly big in the military.   But while you're in training, your drill sergeant will be too busy with your platoon to spend much time online.

Which branch are you enlisting in and where are you going for training?