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[eMOD] Rise of the Magi v .952 for FE 1.20

[eMOD] Rise of the Magi v .952 for FE 1.20

 

Rise of the Magi

v .952 for FE 1.20

 

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Download SW compatible version

About

Rise of the Magi introduces new concepts and content to Fallen Enchantress which are generally centered around balancing and expanding the choices of the Mage character, and magic use in general.  Among the changes introduced are:

    ** 35 new spells  
    ** A new concept called shard synergy.  Shard synergy acts as a unit-based multiplier to shard based spell effects.  These unit stats are visible in the unit details screen.  Shard synergy bonus is added to every elemental shard synergy stat.
    ** New abilities to the Path of the Mage line.  The Wizard specializes in spell mastery and shard synergy bonus, and unlocks new spells.  The Channeler specializes in mana production and efficiency.  The Elementalist specializes in shard synergy of a particular element.
    ** Many spells now have damage effects based on the caster's level; as your hero gets more powerful so do her spells
    ** Tactical spells default to double mana cost.
    ** Changed Affinity ability to be selectable by any hero.  It now reduces tactical mana cost, gives synergy bonus, and mana production.
    ** The addition of new sovereign creation professions and traits centered around magic use
    ** Elemental tactical damage spells now have interesting side effects based on the element.  For instance, fire damage spells now have a burn effect, which applies a short DoT; cold damage spells have a frostbite effect, which applies an initiative debuff and a dodge debuff; lightning damage spells have a shock effect, which applies a disorienting (clumsy) effect and a debuff to accuracy; poison damage spells have an envenom effect, which applies weakening effects like attack debuffs and weight capacity debuffs.
    ** and much more.

For the full spell list and chagelog, please see the rotm_details.txt file included with the mod.

View current rotm_details.txt Only

Shard Synergy

Shard synergy can be thought of as a unit based multiplier to your faction-wide shard power.  

As an example we'll look at Fireball, cast by a tenth level mage with 3 fire shards.  We'll say the mage has a fire shard synergy of 175 and shard synergy bonus of 40.  It currently works like this:

RotM version of fireball does 1 fire damage per caster level + 1.5 per fire shard in a radius of 1.

175 + 40 = 215 >> fire shard synergy + shard synergy bonus

215 / 100 = 2.15 >> This is your shard power multiplier.  [FYI I use 100* numbers so you can see what's happening in the UI.  Smaller decimal numbers would simply show up as integers unless you moused over them.]

3 fire shards * 2.15 = 6.45 >> This the mage's adjusted shard power.

1.5 * 6.45 = 9.68 = 10 >> Fire damage from fire shards

10 + 10 = 20 total fire damage >> 1 damage per caster level plus shard bonus

Total damage is then multiplied by spell damage adjustments from Warlock or Path of the Mage, etc.



Recent Changes

v. .952

+ [Balance]Changed Frostbite initiative debuff to -.2 per water shard (can stack)
+ [Fix]Fixed Ice Bolt to properly deal 1 damage per level of the caster
+ [Fix]New Mage abilities are much more likely to appear at level 5 (after picking Path of the Mage)
+ [Fix]Fixed an issue with Ice Bolt spell where the shard damage was much too high
+ [Fix]Fixed bugs where the shard synergy bonus from the Wizard line of abilities wasn't being applied properly (thanks to ManiiNames)
+ [Balance]Pillar of Flame now deals 7 fire damage (+1 per fire shard)
+ [Balance]Firestorm now deals 1.5 fire damage per caster level (+2 per fire shard)
+ [Balance]Heal now heals 1 per caster level (+1 per life shard)
+ [Balance]Lay on Hands now heals 5 (+2 per life shard)
+ [Balance]Changed Affinity ability.  It is now available to all champions, and is uncommon. It now has five tiers (I-V.) Effect each tier: -3% tactical spell cost, +10 shard synergy bonus, +1 mana production.

v. .951

+ [Fix]Fixed issues which allowed picking new traits without first unlocking Path of the Mage.
+ [Balance]Cantrips now have 2 base damage instead of 1.
+ [Fix]Fixed an issue with the configuration.femm of the Stormworld version of the mod for the Mod Manager. (thanks to Murteas)

v. .95

+ [Content]Created a Stormworld compatible version of the mod.  Although using the non-SW version of the mod with Stormworld won't break the game, the SW version adds a few features which will enchance the experience of using both mods together.  If you do not use Stormworld but want to use RotM, then use the regular version of the mod.
+ [Content]Continued fleshing out of Elementalist abilities
+ [Fix]Various bug fixes
+ [Balance]Complete re-imagining of all shard-based damage spells.  Most damage spells are being converted to a level-based damage system, and the base damage per shard is being reduced considerably.  Now, along with the increase in tactical mana cost instituted in .90, it takes a significant degree of specialization in magical abilities to consistently deal high amounts of damage with spells in tactical combat.  All elemental damage spells will also have side effects which are unique to their damage type, but consitent throughout that damage type.  These effects are similar to the new cantrip spells outlined below.
+ [Content]Burn effect deals 1 fire damage (+.5 per fire shard) per turn for 3 turns.
+ [Balance]Burning Blade has been renamed to Fire Brand.  Fire Brand gives target champion 1 (+1 per fire shard) fire attack, plus burn effect on successful melee attack.
+ [Balance]Burning Hands now does 7 (+1 per fire shard) fire damage, plus burn effect.
+ [Balance]Feedback now disrupts a spell a unit is casting and does 1 fire damage per caster level (+.5 per fire shard) unless they resist, plus burn effect.
+ [Balance]Fireball now does 1 per caster level (+1.5 per fire shard) fire damage to units within a 1 tile radius, resist for half damage.  Burn effect added.
+ [Balance]Firestorm now deals 1 fire damage for every 3 caster levels per fire shard.
+ [Balance]Flame Dart now deals 1 fire damage per caster level (+1 per fire shard) plus burn effect.
+ [Balance]Flame Wave now deals 3 fire damage (+1 per fire shard) plus burn effect.
+ [Balance]Pillar of Fire now deals 3 fire damage per 2 fire shards
+ [Balance]Soulburning now deals 2 fire damage per death and fire shard to the unit (plus burn effect), half if the victim resists. If the target dies it will reanimate as a burning wraith, and a fire will rage in the tile.
+ [Balance]Blizzard now deals 1 cold damage per caster level (+1.5 per water shard) with frostbite effect.
+ [Balance]Ice Bolt now deals the caster's level (+1 per water shard) in cold damage, plus frostbite effects.
+ [Balance]Storm renamed to Electrical Storm. Lightning strikes a random enemy group and all surrounding units for 1 lightning damage per caster level (+1.5 per air shard) plus shock effects.
+ [Balance]Removed Weight Capacity Penalty from the Wizard line, added shard synergy bonus per level
+ [Balance]Removed spell damage penalty from the Channeler line
+ [Balance]Thunderstrike now deals 3 (+1 per air shard) lightning damage, plus shock effects.
+ [Fix]Removed Spark spell for now
+ [Balance]All elemental summons now summon level 5 (+.5 per appropriate shard) elemental.
+ [Content]Added x new spells this update:

Cantrip: Burn   Fire 1
Tactical
Cost: 3  CastTime: -  Range: -  Radius: -  Cooldown: can stack
Target enemy unit is set on fire, taking 1 (+.5 per fire shard) in fire damage per turn for 3 turns.

Cantrip: Frostbite   Water 1
Tactical
Cost: 3  CastTime: -  Range: -  Radius: -  Cooldown: can stack
Target enemy unit is chilled to the bone, taking 1 (+.5 per water shard) in cold damage plus -1 initiative per 2 water shards and -1 per water shard to dodge.

Cantrip: Shock   Air 1
Tactical
Cost: 3  CastTime: -  Range: -  Radius: -  Cooldown: can stack
Target enemy unit is shocked with electricity taking 1 (+.5 per air shard) in ligntning damage plus 5% (+3% per air shard) clumsy chance and -1 per air shard to accuracy.

Lightning Bolt   Air 2
Tactical
Cost: 24  CastTime: -  Range: -  Radius: -  Cooldown: 2; can stack
A bolt of ligntning strikes for the caster's level (+1 per air shard) in lightning damage, plus shock effects.

Planned Changes


+ Edit and create icons and effects for existing spells
+ Add more spells
+ Continue to balance and tweak existing and RotM spells to synergize with the new Mage abilities
+ Add items and quests


Mod Installation and Management

To install, either use ev4debug's Mod Manager, or extract all folders and files to your MyDocuments/MyGames/FallenEnchantress/Mods directory.

To use, enable mods in game options.

This mod is modular meaning you can remove the aspects you don't want while keeping the parts you enjoy.

To disable/delete parts of the mod you don't want navigate to MyDocuments/MyGames/FallenEnchantress/Mods/Aetheria/Astronomicon.  In this folder are various .xml files named like the spells they define.  To disable the file, delete it or cut and paste it into another container file (outside of the mods folder.)

Note: The spells included in this mod are intended for the enjoyment of the human player only, so it may give some advantage to said player.  I do not guarantee that the AI will be able to properly use the spells to its own advantage.

Special Thanks

NaytchSG - spell ideas (Sanctuary), Heavenfall - bug squishing, Murteas - bug squashing, ManiiNames - playtesting



441,060 views 169 replies | Pinned
Reply #151 Top

Quoting ManiiNames, reply 151
I like the mod. I think you have done a good job with it and I am enjoying the concepts you are trying to convey.

Thanks.  I know it seems a bit rough at first (and it is) and needs a lot more balance.  Please keep the feedback coming. :D

Reply #152 Top

Quoting ManiiNames, reply 151
I still believe there is a huge squeeze on traits here. It's hard to cast spells (huge mana cost) until you have traits making them cheaper and/or more effective. Choosing these traits slows the progression of magic because you're choosing Wizardry instead of Fire2/3/4/5.

I planing on shifting some of the side traits around a bit.  For instance I'm going to take the affinity trait and make it into a [+shard synergy bonus] trait.  There are also plans for items that work with the mod as well, so getting extra shard modifiers should be easier.

Quoting ManiiNames, reply 151
I wish Wizard worked correctly for shard mastery, it's bugging me. I know it's an error that will be corrected but it still bugs me One comment is that Wizard essentially replaces Brilliance. It is extremely common for my custom Sov's to have Brilliance for the +2 Spell Mastery, and now I can skip that for Shard Bond or something else instead. Opens up more possibilities. The only Sov that would still need Brilliance IMO is a non-wizard Beastlord, because they need lots of SM to capture beasts.

I'm going to upload .952 soon with the fix.  It's hard to tell whether you feel this aspect is well balanced or that the Shard Bond trait ought to be scaled back a bit...?

Quoting ManiiNames, reply 151
I am enjoying the choices made with the various Elemental Mastery traits. Gaining a bonus to a specific school of magic at the expense of others is an interesting choice for sure. Do you have any plans for Life/Death? Could do +50 to primary and -10 to everything else as a balancer.

Thanks.  There are going to be more 'levels' of elemental mastery (currently there are only two for each element.)  Yes life and death mages are definitely in my scope.

Quoting ManiiNames, reply 151
Channeling trait. I think this should be a generic, non-Path of the Mage trait. It would be an excellent trait line for a non-mage who still wants to be able to cast magic spells, or to be efficiently enchanted with said spells. It doesn't make them a stronger spellcaster damage or effect wise, but it allows them to cast the spells they have. Perhaps make it a random uncommon trait with no minimum level but not guaranteed to show up.

How about I switch the Affinity trait to be a generic trait?  Going to go mod that right now.  It'll be in the next build.

 

Reply #153 Top

.952 is up folks.  Enjoy!

Reply #154 Top

Affinity:

  1. Tooltip for Affinity I states "+10 Mana".  Reality is it gives +1 as expected.  I like the idea of what you are doing with Affinity, but once again it is a huge trait squeeze since there are five levels of it.  For choosing this trait the hero is essentially gaining:
    1. +10% effectiveness of shards.  Since for most spells in your system they have (Level + Shard) effectiveness, this means if you have 10 shards then you'll get +1 benefit.  I normally play on medium maps, and getting 5 of a single shard is pretty damn rare, much less 10.  That being said it is an additive bonus.
    2. +1 mana per turn.  This essentially duplicates the effect of a shard, and could be very useful - especially early on.  However since all spells cost x2 as much even this +1 is of limited utility in the early game.  I do like this part quite a bit though and think it should be expanded upon.
    3. -3% mana cost.  Hmm.  OK so everything costs 200% of normal, minus 3%?  so now it's 197%?  Remember the heroes who are going to be taking this are the non-mages.  Mages get an inherent 25% discount and we still think their spells are expensive as hell.  3% for a non-mage doesn't mean a whole lot.
    4. Consider the fact that most (non Sovereign) heroes gain maybe +10 levels from their starting point, at best.  Could you really see committing five levels from your Assassin hero to Affinity I-V?
  2. All that being said, I think could be a valid L2 or L3 pick in some cases due to the +1 mana per turn.  Since a hardcore mage has other stuff they need to choose so they can be effective, and the benefits are too small for a non-mage in most cases, I think you should change this skill and rename it to simplify it and play up the mana bonus.  Here's what I suggest:
    1. Change the name to 'Font of Power' or something like that.  I like the word Font in this case, as the hero is a source of magical energy.
    2. Ditch the decreased mana cost (3% doesn't mean squat IMO) and the +10 shard synergy (non-mage doesn't cast enough spells for this to matter).
    3. Go with straight mana bonuses.  How about +2 for Font I, +2 more and enchantments on this unit are 25% cheaper for Font II and the same thing again for Font III.  Taking this route produces enough mana that the hero could cast spells occasionally without draining the Sovereign's resources, and also introduces the concept of decreased enchantment cost as a fun new mechanic that is not available under vanilla FE.
    4. Do not expand this to five traits, that's just too many.  A three trait chain would be pretty good though.
    5. Possible restrictions and other bonuses:  What if the hero had to have some form of magic trait to pick what I am calling Font III?  Fire I or Earth I etc?  Here's how I would do it - create a new trait called 'Font of the Earth'.  Prerequisite is Earth I and Font II (are multiple prereqs possible?).  The benefit might be +2 mana and +1 shard power of the appropriate type.  This would be really cool thematically and tie back in to the overall concept of some of your other traits like the Water Elementalist, only from a mana generation perspective rather than a spell effectiveness one.  Yes?

Anyway, that's my cool thought for the day.

 

 

 

Reply #155 Top

Thanks for the awesome feedback.  I will look into it when I have some time. :ninja:

And actually Mages now get a 12.5% discount on their tactical spell mana cost instead of 25%, even though the ability claims a 25% discount (2.00 - .25 = 1.75 = 12.5%).  I don't think I can change the default message without completely ruining everything.

Also, AbilityBonusOption prereqs default to, and are only applied via the 'or' state, unlike SpellDef prereqs which are 'and', so I can't do what you're asking towards the end of your post.

Reply #156 Top

Quoting ManiiNames, reply 155
-3% mana cost. Hmm. OK so everything costs 200% of normal, minus 3%? so now it's 197%? Remember the heroes who are going to be taking this are the non-mages. Mages get an inherent 25% discount and we still think their spells are expensive as hell. 3% for a non-mage doesn't mean a whole lot.

Missed this the first time I read the post.

Now we're getting into an issue of semantics.

When my created skills say -3%, I mean 3% off a base 100% (or an adjusted 6% off of 200%.)  So in the example you give, at Affinity I the spell cost would be 194%.  After five levels it would be 170%, plus the other options.

The problem is the vanilla skills and items haven't changed, so when they say 25% discount, that's from 200% (which in reality is only a 12.5% discount.)

The question is which way do I go?  Do I assume everyone is going to know that the base cost of tactical spells is 2x and go with the raw numbers, or do I adjust my and the vanilla comments to normalize for 100% base?

Reply #157 Top


I would emphasize your new stat which has the x2 multiplier and not worry about rewriting the old text as much.

Reply #158 Top

I have to admit, I rather like the possiblility to get some stuff early on for mages.

Sure, 3% might not mean much (and say +10% = 0.1 point of dmg for my flaming sword), but if I'm using a hero that will become a mage, thats still a better option most of the time than say, picking +20 weight capacity on level 2-4.

So I can see ManiiNames point that it's quite useless for non-mages, but then again alot of the "physical" level-up bonuses the game has is quite useless for mages - imho tahts why you get 5 picks at level up - if you find 2 or 3 "for your class" you can still choose the one that you like most. 

 

 

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

Some bugs:

Firestarter nets -1% Synergy per level to earth shards, but it seems that air synergy is just -0.1% / level. At least in my latest game my level 20 sovereign gets -20 Earth and just -2 Air synergy.

Also there seems to be a technical restriction with the spell that transforms a Shard to an XXX Shard (say, Fire): If you have a Water/Air/Earth altar there you can't transofrm the underlying shard. I guess b/c it's technically not a "Shard" anymore, but an "Altar" now ?

Not sure if that's WaI, so I'll just mention it, I guess

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Reply #159 Top

Quoting yuffiekasiragi, reply 159
Firestarter nets -1% Synergy per level to earth shards, but it seems that air synergy is just -0.1% / level. At least in my latest game my level 20 sovereign gets -20 Earth and just -2 Air synergy.

Fixed for the next build, thanks. (it's actually not a per level ability, just a straight -20 to those stats.)

Quoting yuffiekasiragi, reply 159
Also there seems to be a technical restriction with the spell that transforms a Shard to an XXX Shard (say, Fire): If you have a Water/Air/Earth altar there you can't transofrm the underlying shard. I guess b/c it's technically not a "Shard" anymore, but an "Altar" now ?

I'll check on this and let you know.

Reply #160 Top

Arcane arrow don't work. It always deal 4 dmg no matter how many shards i control. Paralyze spell also don't work, i cast it on a spiders and they still could attack and move.

Reply #161 Top

With the announcement of the upcoming FE expansion, Legendary Heroes, the development of RotM is being suspended until further notice.

Reply #162 Top

this mod really goooooood!!!

but, i find few bug.

 

1. cannot cast shadow bolt.

2. spell - drainlife is only damage.. not heal..!!

 

 

 

Reply #163 Top

So I found a slight problem with Avalanche. It says the target needs to be next to a mountain. Problem is, All "Mountain" terrain tiles are surrounded by impassable "Mountainside" terrain.

So basically, either make the spell usable 2 tiles from Mountain terrain, or within 1 tile of the Mountainside terrain.

Reply #164 Top

Has anyone verified compatibility with FE 1.31?  I expect Stardock will continue patching the game up until the new expansion, so this mod might want to continue "development" just for the sake of not completely breaking on an official update.

Reply #165 Top

It's just fine for 1.3 ... I've been using it without any issues.  There will probably be another update soon enough.

Reply #166 Top

Many thanks for this excellent mod, and for the updates !

About the AI players ... they use your spells and the "basic" ones. That's why I think that the tuning of the AI part of your spells is good. But don't you think that they should cast more spells ?And, particurly, more "big spells" with high mana cost ?

Considering that you introduced a x2 global mana cost (good balance for the entire spellbook, I have no problem with that), maybe we should try to help the AIs to increase their mana pools ? Or do you think that, even with 5x more mana, the AI would not change its behavior ?

Thanks for your advice on this point. It could avoid me hours of tests, as I'm about to try some things ...

 

Reply #167 Top

Quoting Furibar, reply 166
Considering that you introduced a x2 global mana cost (good balance for the entire spellbook, I have no problem with that), maybe we should try to help the AIs to increase their mana pools ? Or do you think that, even with 5x more mana, the AI would not change its behavior ?

It's coming in the next update... }:)

Reply #169 Top

Quoting Ashnal, reply 163

So I found a slight problem with Avalanche. It says the target needs to be next to a mountain. Problem is, All "Mountain" terrain tiles are surrounded by impassable "Mountainside" terrain.

So basically, either make the spell usable 2 tiles from Mountain terrain, or within 1 tile of the Mountainside terrain.

Just caught this post.  Thanks for the feedback, I'll see what I can do.