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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


2,031,951 views 856 replies | Pinned
Reply #226 Top

I am afflicted all right.  Don't think I'll be going to work for several more days.  ;)

Reply #228 Top

Quoting assasinwar9, reply 227
how do i download this mod?

 

It's not quite there, yet.  Per Seanw's comment on the last page:

 

Ugh, have to go solve someone else's problem. I'll try and get something ready for public release tomorrow.

 

I'm sure he'll post here when the content is ready for downloading.

 

Reply #229 Top

Ya, it's almost ready. I am just doing a quick play test to make sure nothing goes horribly wrong. 

Reply #230 Top

Quoting seanw3, reply 230
Ya, it's almost ready. I am just doing a quick play test to make sure nothing goes horribly wrong. 

This is just like the statitics you promised us about the monster agression ;)

I look forward to playing this mod.

Reply #231 Top

1.0 is up. I will start updating my google docs to give a better feel of the core concepts of the mod. One thing people might enjoy is my focus on really impossible wildland bosses. I want to make defeating them part of the endgame. Be it a path to victory or to gain new powers. Many of the wonders I will be adding are going to come from defeating bosses.

Reply #232 Top

So SP improvements are tech trees for Amarians, and core improvements are buildings, only?  I guess I could open the files, but it seems easier to just ask, given the size of them.

Reply #233 Top

why does it need to be placed in game folder?

 

Reply #234 Top


@seanw3; I think you should update your mod installation instructions. For example you don't need -localdata anymore

Also if you are changing core files you need to run admin mode once for the game to detect it.

Reply #235 Top

Quoting Glazunov1, reply 233
So SP improvements are tech trees for Amarians, and core improvements are buildings, only?  I guess I could open the files, but it seems easier to just ask, given the size of them.

Correct. I happen to be using the .981 tech tree configuration. I will be moving to a unique design I am working on.

 

Quoting Sentinemodo, reply 234
why does it need to be placed in game folder?

There are some mod bugs that Frogboy has yet to squash. This is how we do it until then.

 

Quoting parrottmath, reply 235

@seanw3; I think you should update your mod installation instructions. For example you don't need -localdata anymore

Also if you are changing core files you need to run admin mode once for the game to detect it.

Good call. I am currently working on updating the documentation. I am going to be setting up a wiki like Hf has. The man is a beast.

Reply #236 Top

So Clumsy now affects accuracy, *and* randomly strikes other stack members at melee?  You devil, you. :D

Reply #237 Top

You might notice that I made all those weaknesses extremely painful. They are more like an "ironman mode" within themselves. Go ahead, try and game the system. I dare you.  *_*

Reply #238 Top

Quoting Glazunov1, reply 237
So Clumsy now affects accuracy, *and* randomly strikes other stack members at melee?  You devil, you.

You mean that if I had trained a group and they beguiled or clumsy they will possibly attack themselves?

Reply #239 Top

Quoting seanw3, reply 238
You might notice that I made all those weaknesses extremely painful. They are more like an "ironman mode" within themselves. Go ahead, try and game the system. I dare you. 

The only thing I think is a shame is that most of the weaknesses doesn't open up  to another playstyle, which is why I like normal weaknesses, they usually just shut down a few specific play-styles.

Your weaknesses, I just ignore.

Sincerely
~ Kongdej

Reply #240 Top

I noticed this under the changes heading in your install instructions:

 

Summoner:

+2 Levels for Summons

+Starts with Summon Shadow Warg

+4 Customization Points

 

Yet all I could find was the Archsummoner as a profession when I played the game after installing the mod, who receives no customization points.

Reply #241 Top

That is outdated info. I used to give Archsummoners more points so they would get more spellbooks. But then I decided to just give them the spellbooks outright and make the trait cost more.

[Edit] Changed some of the Sov info to be current. I am working on a full and up to date change list right now.

 

Quoting Kongdej, reply 240
Your weaknesses, I just ignore.

So you never tried taking Foolish so you could afford Necromonger? +10 initiative, but can't resist spells makes for a much more interesting play style change than slightly more expensive heroes. Those weaknesses are real weaknesses, but the bonuses you get from extra points definitely make up for it. I look at the vanilla game and just see excuses to give the player an extra point. Most of them do not hurt enough IMO.

Reply #242 Top

Wouldn't it be better to remove the bonus point from weaknesses and instead give them their own curses and benefits?

Reply #243 Top

You mean a trade off for choosing them?

I could do that. It's hard to give the player exactly what they want for a given penalty. Do I give the fool more crit as dumb luck? Does the clumsy Sov get a bonus to spell mastery when below 50% Hp? It seemed easier to just use the point system so the player chooses their trade. If people want a set trade off though, I can add that to my change list.

But right now I am focusing on the strategic and tactical depth. As far as I am concerned there needs to be a ton of work done to the midgame and endgame to keep people playing. And I want Wildlands to be something the player and AI are forced to destroy. Might even make Spell of Making require at least one trophy.

Reply #244 Top

Alright, time to swallow the red pill and see the maniacal depths of Sean's mind. 3 day weekend, time to install this mod, and fly over the cuckoo's nest. Can you smell what the Rock is cookin'? Here comes papa.

Reply #245 Top

Sean - BTW, have the utmost respect for guys like you and HF.

Now that sappy stuff is out of the way, what difficulty do you recommend to start off with, both world and faction AI? This ain't my first rodeo, but I ain't no Tuidjy.

[Edit] So, yeah, I loaded up an insane world map, with expert faction AI, dense monsters (like I usually do), and Sean's horde of mites stack is there to throw a housewarming party on turn 1. There's another one right over there to crash my party too. Time to dust off the old noggin'.

Reply #247 Top

World difficulty should not go above challenging unless you have a deathwish. Harder and Chuck Norris are the best difficulties for the faction AI. I don't generally play the other ones. Giving the AI any other advantage than a slight economy boost will pretty much make it impossible to win. 

Reply #248 Top

Uploaded some new armor and weapon values. These ones are more balanced in terms of weight, cost, and effect. I will be doing several small updates like this over the weekend. No need to stop playing what you have, but each new game, check for a new update.

Reply #249 Top

1.0.002 is up. I missed some changes to things when I updated last time. Abilities now cost half as much. Units with no traits or equipment now cost almost nothing. You should be able to pump out a ton of weakling units to help fight the mite hordes now. I also did a slight rebalance to the difficulties. You can no longer win on ridiculous or insane. :P

Reply #250 Top

Damnit! I'm having a hell of a time just keeping the immediate area around my capital clear of flash mob teenage mites and bandits. Hangin' in there but under siege right out of the gate!