[WIP] monster rebalance for .952

so my first try at modding, i really felt the need to improve monsters and since i worked a bit on it ill share my result if anyone wants to try it out and suggest me anything or insult me XD

 

download:

http://www.mediafire.com/?an7eidzlpg47yni

 

installation:

-locate FE directory

-backup old files

-copy zipped files into FallenEnchantress/Data/English directory

-add -localdataonly at the end of path in the desktop shortcut (something like: "F:\FE\Stardock Games\FallenEnchantress\FallenEnchantress.exe" -localdataonly )

 

goals:

the main objective of this is making monsters something you should FEAR, not something you are gonna farm like it is now

to achieve it i basically plan to buff everything, focusing more on mid and end game monsters, also i plan to add a lot of magic and skills to make it more cool (this is stil very wip because i dont know exactly how AI react to new spells so i have to test a lot these things)

also i try to make it impossible for sovereign to solo stuff past early game, i really want players to feel the need to build an army, even small, and go around in party not farming solo to get a demigod sovereign

so if you ever try this, you will have to change your playstyle because you will need defenses and more attention when going around hunting

 

changes:

-bandits are now assassinish, they have lot of dodge and critical chance(still they are quite weak dont worry) and a few traits to define them

-trolls are much tougher, a few more damage and a lot more resistance still maintaining their vulnerabilty

-shrills are now much more focused on casting weak spells but you should really fear a party of air shrills

-ogres are tougher as trolls

-dragons are much much stronger, dont expect to be able to solo any dragon until so late in the game (if you can, i failed hard), in most of the cases when you see them you may want to start calling your army in the zone because you are gonna need it

-minibosses, i tried to give every "race" leader improved skills and stats, so now if a monster party will contain a bandit captain, troll shaman etc will be much much stronger, its still wip but you should get the feeling you are facing their boss

-minor changes and tweaks to less important monsters and abilities

3,489 views 6 replies
Reply #1 Top

I totally agree in the direction you are going. Only wish vanilla game was heading there too. At least with a gameslider where you could set monster toughness/aggressivenes for your game.

Reply #2 Top


Don't forget, you can increase the power of the lair in the CoreGoodieHuts.xml file.

 

I like where your head is at. Let the player burn in anguish!  }:)

Reply #3 Top

yes i just discovered goodie huts the other day, im working hard (when i have time) on it, im making new level of lairs and addind a few new monsters

 

on the other hand i have a problem now: balancing monsters and making them not easy destroy a bit the balance of mage/warrior

warriors are OP now because they can steamroll everything, while mages scales a lot in dmg and have lots of tricks, but if monsters are strong warriors cannot steamroll and progress a bit slower (that is correct and what i want)

but mages can still nuke hard things, amd against hard monsters can abuse ai weaknesses with kiting etc, still making them too powerful

 

i feel i have to do a small balance pass on magic :/

Reply #4 Top


Add some elemental resistance to all monsters and increase their spell resistance.

Reply #5 Top

im doing a bit of this and that, but adding resist to everyone is so long and boring, also i have wierd results with resist sometimes (like chaos getting resisted always)

 

also mages without nukes work even worse in my build, im buffing a bit summons now, in my last game with proci i had a huge starting location but still playing her hybrid didnt work at all (and i had a good champion warriorish to buff and support)

Reply #6 Top

ok i uploaded my actual build because its quite decent

what can you find improved

 

lairs

now the lairs work (or at least should) like this:

-guardians of the lair dont move and are generally very hard to to take down

-lairs spawn wandering creatures that are generally not a big threat early but if you leave them(but not the lower lairs at least) be they can be a threat too, the point is you cant just defend and watch forever, at some point you HAVE TO go to take down the strongest lair or youll get in trouble

-lairs grow over time so first point is always true, guardians will never be easy to defeat, more likely they will always be hard and in some case they may require a huge effort in terms of mana,army etc

-lowest lairs are the exception to the above, wolves, mites, darklings etc cap at a certain point to allow player development etc

-more lair evolutions over time, also few new monsters

 

general rebalance

i didnt really want to change much but without some change its not fun to play so i gave it a fast balance pass

spells:
small buff to:  candlecloak, mantle of fire,firestorm,thunderstrike,heal,wellspring
big buff to: chaos,pandemonium,shockwave
big nerf to: tutelage,contagion,dirge of ceresa,mantle of oceans
small nerf to: evade, aura of grace,storm,cloudwalk,tornado,meditation,vetrar howl,regeneration,enchanted hammers,diamond skin,giant form

changed slightly some trait, mainly assassin and mage ones

slightly nerfed all exp gain traits

 

magic

there is a LOT more magic, i improved greatly the strenght of shrills/elementals, many races have some spell and you dont want to mess with dark wizardz, believe me

 

champion defenses

in vanilla they are just OP so i balanced (most of the times nerfed) mainly dodge and spell resists (it was really too easy to get 70 80% dodge and even 100% resist) items and traits

 

crafting

added the crafting system i told about in the other thread, added a few items too, right now the focus of additional craftable items is towards armors for archers and mages since they were in need of peculiar items

basically these items have small to no defense while providing offensive or supportive stats for those classes, i dont want mages to wear plate anymore!

 

summon

i tried to make summoner mage a viable gameplay path this way

-summon grows in power "exponentially", this means if you put no effort (traits, items) into improving them they are nearly as weak as in vanilla(still a bit stronger)

-added various items to improve summon level so if you go for this path youll reach the higher peaks of your summoning power

-rebalanced a bit summon stats