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FLARE [ARCHIVED]

New flare mod to make the normal game harder!

TakeAShower
Monday, September 24, 2018 - 07:03

Hi guys I have created a mod that makes the default empyrean_campaign game harder. All enemies have double health and some *interesting* abilities (some of the ones from noname campaign are used - all credit to their origional designer). Post a screenshot if you beat the final boss - he is very OP.

Download: https://www.dropbox.com/s/bzxa293ejn7j8gl/empyrean_impossible.zip?dl=1

Edit: Fixed a glitch where the seagates tombstones are not destroyed.

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TakeAShower
joined 6 years 10 months ago
Monday, September 24, 2018 - 07:09

P.S. Troll warning!

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dorkster
joined 12 years 11 months ago
Monday, September 24, 2018 - 12:57
dorkster's picture

I'm currently in the Nazia Plains. It's certainly challenging/frustrating.

I found a bug, though. After defeating Seagate, there's a power that does 1000 damage to the tombstones to destroy them. However, the tombstones now have 2000 HP, so they don't die. I had to teleport myself past them to continue.

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TakeAShower
joined 6 years 10 months ago
Tuesday, September 25, 2018 - 01:33

Ok... I will fix as soon as possible. Shouldn't be too hard.

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dansan
joined 6 years 8 months ago
Wednesday, September 26, 2018 - 18:12

Hrm.  Difficulty should be an engine-level settings and then the game should be able to specify a difficulty level at which something is applicable. 

Example:

[enemy]
type=enemy
location=7,21,1,1
category=forgotten_grave
number=1
difficulty=>2

Would spawn a particular monster if difficulty level is higher than two.  I'm not intimately familiar with the engine -- I don't suppose [enemy] entries support random attribute mutations huh? :)

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dorkster
joined 12 years 11 months ago
Monday, October 8, 2018 - 21:23
dorkster's picture

Initially, I think Flare devs were hesitant to add difficulty settings, striving for one-size-fits-all gameplay. But I'm more open to adding some way to adjust the difficulty. We should provide a way for modders to define what the difficulty settings are (if they exist at all). Basically, a list of multipliers that get applied per difficulty level. Something like this:

[difficulty_level]
id=easy
name=Easy
xp_enemy=1.5
xp_quest=1.5
stat_enemy=hp,0.75
stat_hero=hp,1.25

P.S. I think TakeAShower's mod stands on its own, as it does more than just tweak numbers.

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dansan
joined 6 years 8 months ago
Tuesday, October 9, 2018 - 16:09

I spy an opportunity to expand the diminsions of the game here! :) Although it may require changing some of the stats in the engine from ints to floats.  When I worked on Glest, many players complained that the battles were too fast when compared to similar commercial games like Warcraft.  Flare could be more interesting with longer battles.

[difficulty_level]?
id=slow
name=Longer Battles
stat_enemy=hp,2.5
stat_enemy=hp_regen,2.5
stat_enemy=mp,2.5
stat_enemy=mp_regen,2.5
stat_hero=hp,2.5
stat_hero=hp_regen,2.5
stat_hero=mp,2.5
stat_hero=mp_regen,2.5

This would provide greater usefulness to debuffs (slows and bleeds) and powers that make use of them (electric mage attacks).  Ideally, I would say that the player of any game (mod) could either choose from built-ins as above (some mutually exclusive, others not) and possibly also a "custom" interface to set the parameters manually?  Yeah, I'm not a GUI guy either. :)

An alternative approach would be adding mitigators/amplifiers to damage and mana usage.

[difficulty_level]?
id=slow
name=Longer Battles
stat_enemy=damage_taken,0.4
stat_enemy=mana_used,0.4
stat_hero=damage_taken,0.4
stat_hero=mana_used,0.4

Overall, this particular tweak could be complicated by hp/mp regen rates, which may need to be tweaked differently to get it ballanced.

One of the things I added to Glest many years ago was a robust mechanism for stat modifiers (EDIT: also damage/heals-over-time, buffs and debuffs).  I didn't think of it then, but if I did it again now I would design it in a heirarchical fashion such that the same framework could apply modifiers globally, per-player, per group, or individual unit, etc.

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true_anon
joined 7 years 2 months ago
Saturday, December 1, 2018 - 00:41

Good mod. This is required. The game is very easy. Please help me. How can I install this mod?

My English is bad.Sorry.If you answer me,please use simple English.

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dorkster
joined 12 years 11 months ago
Saturday, December 1, 2018 - 08:22
dorkster's picture

The contents of the ZIP file should be extracted to (depending on your operating system):

Linux:
$HOME/.local/share/flare/mods/

Windows:
%APPDATA%\flare\userdata\mods\

Then you can enable "empyrean_impossible" by launching Flare and going to Configuration -> Mods. It should appear in the available mods list.

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stdh
joined 6 years 3 months ago
Friday, March 8, 2019 - 07:06

Hey

Got the final boss defeated.  With some of the powers ordinary enemies now have, I actually expected her to be tougher - reflection scrolls helped a lot.  For their difficulty, the critters that leave you burning and, as in the original Empyrean campaign, Mez stand out.

I quite enjoyed this.  Thank you TakeAShower, and of course all the original contributors to Flare!

Attachments: 
Preview
Lezaith_defeated.png Lezaith_defeated.png 949 Kb [22 download(s)]
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FlarePlayer
joined 4 years 7 months ago
Wednesday, November 10, 2021 - 05:15

Lezaith didnt stand a chance against my pro gamer beartrap skills xD

Thanks for the mod, nice new challenge.

When I died right away in the salted field because of pull shot monsters I was like "wtf?"

The special ability of the ant bombers made me laugh hard!

Attachments: 
Preview
bildschirmfoto_von_2021-11-10_14-10-29.png bildschirmfoto_von_2021-11-10_14-10-29.png 2.1 Mb [5 download(s)]
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