Valkrionn
The Hamster King
Absorbed into FFPlus.
Current Patch:
Current Changelog:
Make sure you delete the modules\MalakimPlus folder if you are installing over an older version. Otherwise, it will read older files.
I had greatly enjoyed Deon's Malakim+ mod, as it added a quite a bit of flavor and gave the Malakim an excellent reason to stick to deserts. Dunespeak helps with that but still doesn't allow the Malakim to grow, so I have updated and rereleased his mod. Most of the documentation is copied from the old thread, new will be added as I add to it.
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New or Rebalanced Spells:
Unit and Promotion Changes:
Dervish: Part of Fall Further now.
Desert Stealth: Part of Fall Further now.
Conviction:
Improvements, Features, Resources, and Buildings:
Tech, Trait, and Event Changes:
Artwork:
Current Patch:
Current Changelog:
Updated to patch N. Several features have been incorporated into FF, all are marked in the Info section.
Previous Changelog:
- Installer! Mainly because a separate folder will make it easier for me to keep the FF Doviello+ and the Malakim+ Doviello+ separate. Installer code is Vehem's, stolen from the Fall Flat thread.
- New Dervish icon.
- Wyrmfisher upped to 90 . 45 was too cheap.
- New Bedouin Gathering artwork. Took me awhile to figure out what I was doing, thank you Deon for pointing me towards my errors and helping all around.
- Fixed a bug where I listed the Bedouin improvements twice... No idea when it was introduced. Wouldn't cause any issues until you try to put a new improvement below them in the list.
- Lots of text. Thank you KillerClowns for the Mirrored Pylon pedia entry.
- Spoiler Event Text :Temple of the Mirror- "Resplendent Minaret"
Shrine of the Mirror- "Mirrored Pylon"
Spoiler Mirrored Pylon Pedia- Thank you KillerClowns. Added the first line so it makes sense on it's own. :What is Enlightenment, my son? There are many definitions, take your pick.
"The strength needed to do what must be done, no matter the cost to yourself." -From the Code of Junil
"The wisdom to forgive those who have transgressed, and show mercy to those who have earned it." -From the Empyrean
"The virtues of the Earthmother: hard work, diligence, perseverance." -From the Tablets of Bambur
"To see the world as it is, and accept both its glories and terrors as equally necessary." -From the Song of Autumn
"The knowledge of all the wonderful little dark nooks and crannies in men's hearts... including, of course, your own." -From the Council of Esus
"To see the world, not covered in all the little lies men tell themselves in order to preserve their precious 'sanity,' but as it truly is." -From the Necronomicon
"The strength needed to do what must be done, no matter the cost to others." -From the Ashen Veil
'Strong' promotion - "Conviction" - Spoiler Wyrmfisher Pedia :"A revolutionary design by the greatest scientific mind amongst the Kuriotates, the most advanced Dwarvish materials available, and constant application of Fire and Air magics... A technology capable of revolutionizing communication, travel, and warfare... Being used to FISH?!?" - Disgruntled Taxpayer.
- Spoiler Wyrmfisher Strategy :The Wyrmfisher requires both Fishing and Knowledge of the Ether, but in return is able to fly and is not sacrificed in order to create Fishing Boats. Keep in mind, this unit is unable to explore new territory; It is intended solely as a method for the Kuriotates to connect Sea Food resources without sacrificing a city's production capabilities.
- Spoiler Dervish Pedia :"Gods Damn the Malakim, and their bastard Dervishes!
I was part of an expedition deep into Malakim lands... All went well until we camped. The very instant we relaxed, the Dervishes were upon us. They fight like Demons, I tell you!
Of the entire unit, only I made it out alive... Not because I beat them, no. They wanted me to spread their myth, and spread it I shall." - Unknown Bloodpet - Spoiler Dervish Strategy :Unlike the typical Shadow, the Dervish does not require you to worship Esus. In addition, it is stronger, with Fire damage rather than poison and the potential for vast strength gain through a Sun mana affinity. In exchange for this power, the Dervish is tied to the Desert, unable to become invisible in any other terrain, and must be upgraded from a level 6 Assassin or Champion.
Make sure you delete the modules\MalakimPlus folder if you are installing over an older version. Otherwise, it will read older files.
I had greatly enjoyed Deon's Malakim+ mod, as it added a quite a bit of flavor and gave the Malakim an excellent reason to stick to deserts. Dunespeak helps with that but still doesn't allow the Malakim to grow, so I have updated and rereleased his mod. Most of the documentation is copied from the old thread, new will be added as I add to it.
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New or Rebalanced Spells:
Spoiler :
Scorch: Mostly part of Fall Further now.
Lugus' Gift:
- Scorch terraforms all terrain.Ice -> Tundra -> Plains -> Desert
Marsh -> Grass -> Plains -> Desert - Scorching a Plains tile containing a feature will clear the feature, and has a chance to create scrubs based on the feature.
- Forest/New Forest- 33% chance
- Jungle- 25% chance
- Ancient Forest- 20% chance
- Burnt Forest- Destroyed, no chance for scrub
- Haunted Lands- Unaffected.
- Casting Scorch while in a flammable feature has a chance to flush out a defender.
- A forest has a chance of spawning an Animal defender, ranging from a common Wolf to a Satyr.
- A Jungle has a chance to spawn a Barbarian Goblin or Lizard, ranging from a simple Goblin to a Lizard Ranger or Assassin.
- A Burnt Forest has a high chance of spawning a Demon Mistform that will last 5 turns.
- An Ancient Forest will always spawn a Demon Treant that will last 5 turns.
- Scorching a riverside plains tile will create a floodplain, but it will take several turns to spawn.
- Lightbringers now have access to a unique version of the Scorch spell in order to terraform Malakim lands. Takes 3 turns to cast.
Malakim Adepts can now use the "Lugus' Gift" spell, allowing them to create an Oasis. Can not be cast within 5 tiles of any other Oasis, whether natural or magical. Requires the ring of tiles immediately surrounding it to be desert, coast, or ocean. Requires the sacrifice of the caster.
Spring/Vitalize:
Malakim are blocked from casting either Spring or Vitalize within one tile of an Oasis, either natural or magical. Other civilizations are unaffected.
Spring and Vitalize can now be cast on Floodplains, but they will be destroyed in the process.
Desert Knowledge:Spring and Vitalize can now be cast on Floodplains, but they will be destroyed in the process.
Captured Workers have access to a unique 'Desert Knowledge' spell, converting them to Bedouins. This should fix the issue with them building roads rather than Caravan Routes. Slaves do not have access to the spell, so captured Lizard workers will not convert.
Spoiler :
Dervish: Part of Fall Further now.
Malakim Shadow UU
Anubite: Part of Fall Further now.- 9/8 Str
- +1 Fire damage
- +1 Sun mana affinity
- 1 move
- Can become invisible at will in desert.
Spoiler Pedia Entry :
"Gods Damn the Malakim, and their bastard Dervishes!
I was part of an expedition deep into Malakim lands... All went well until we camped. The very instant we relaxed, the Dervishes were upon us. They fight like Demons, I tell you!
Of the entire unit, only I made it out alive... Not because I beat them, no. They wanted me to spread their myth, and spread it I shall." - Unknown Bloodpet
I was part of an expedition deep into Malakim lands... All went well until we camped. The very instant we relaxed, the Dervishes were upon us. They fight like Demons, I tell you!
Of the entire unit, only I made it out alive... Not because I beat them, no. They wanted me to spread their myth, and spread it I shall." - Unknown Bloodpet
Spoiler Strategy Entry :
Unlike the typical Shadow, the Dervish does not require you to worship Esus. In addition, it is stronger, with Fire damage rather than poison and the potential for vast strength gain through a Sun mana affinity. In exchange for this power, the Dervish is tied to the Desert, unable to become invisible in any other terrain, and must be upgraded from a level 6 Assassin or Champion.
Malakim Berserker UU
Art by Deon, Lore and Stats by Iceciro.
Anubites are one of the last vestiges of Malakim civilization from the days before Varn Gosam and the worship of Lugus. Cloaked in the shadows of the harsh desert night, an Anubite is dedicated to two things - the worship of the Malakim's long-forgotten pagan gods, and the defense of her peoples in the most savage manner possible. While other troops may wish to stand and fight, the Anubites charge in with their claw-like blades, carving up enemy units and dissapearing again into the deserts.
Anubites replace Berserkers for the Malakim. While doing less overall damage they have a much better defensive rating, and have a high withdrawl rate and many first strikes, allowing them to strike repeatedly, wearing down any enemy foolish enough to come near Malakim lands, or lands the Malakim have decided will be theirs soon. Remember that in the deserts, the dunespeak ability gives Anubites the ability to heal on the move and immunity from enemy first strikes, allowing them to strike true and repeatedly.
Bedouin:Art by Deon, Lore and Stats by Iceciro.
- 9 Strength(Offense and Defense)
- 2-5 First Strikes
- 35% Withdrawl Chance
- Causes Collateral Damage
- Access to Bronze/Iron/Mithril weapons.
- 2 Movement Points.
Spoiler Pedia Entry :
Anubites are one of the last vestiges of Malakim civilization from the days before Varn Gosam and the worship of Lugus. Cloaked in the shadows of the harsh desert night, an Anubite is dedicated to two things - the worship of the Malakim's long-forgotten pagan gods, and the defense of her peoples in the most savage manner possible. While other troops may wish to stand and fight, the Anubites charge in with their claw-like blades, carving up enemy units and dissapearing again into the deserts.
Spoiler Strategic Entry :
Anubites replace Berserkers for the Malakim. While doing less overall damage they have a much better defensive rating, and have a high withdrawl rate and many first strikes, allowing them to strike repeatedly, wearing down any enemy foolish enough to come near Malakim lands, or lands the Malakim have decided will be theirs soon. Remember that in the deserts, the dunespeak ability gives Anubites the ability to heal on the move and immunity from enemy first strikes, allowing them to strike true and repeatedly.
Malakim worker UU.
Mounted Units:- Can establish Caravan Route.
- Can build Bedouin Sit.
Malakim Horsemen and Knights initially lose all bonuses, and start with one movement. Then, depending on which Stable the city has built, and which Mount resources are available, the unit will have access to one of two promotions.
Wyrmfisher:Possession of Horses grant access to the Horse Rider/Knight promotion while in a city with a Stable. This restores the traditional 40% bonus vs Archery, increases movement by one, and changes the artstyle to that of a Horse Cavalry unit. It also reduces movement by one inside deserts and blocks access to the Dunespeak promotion.
Possession of Camels grant access to the Camel Rider/Knight promotion while in a city with a Camel Stable, which grants a 40% bonus vs Mounted, sets the artstyle to that of the new Camel units, and increases withdrawal rate in desert.
Kuriotate UU, does not replace Workboat.
Dunespeak:- National Unit, limit of 1
- Is not sacrificed when building Fishing Boats.
- 45 Hammers rather than 30.
- Unable to explore new territory.
- Flying.
- Requires Knowledge of the Ether as well as Fishing
Spoiler Pedia Entry :
"A revolutionary design by the greatest scientific mind amongst the Kuriotates, the most advanced Dwarvish materials available, and constant application of Fire and Air magics... A technology capable of revolutionizing communication, travel, and warfare... Being used to FISH?!?" - Disgruntled Taxpayer.
Spoiler Strategy Entry :
The Wyrmfisher requires both Fishing and Knowledge of the Ether, but in return is able to fly and is not sacrificed in order to create Fishing Boats. Keep in mind, this unit is unable to explore new territory; It is intended solely as a method for the Kuriotates to connect Sea Food resources without sacrificing a city's production capabilities.
- Upkeep discounts removed.
- Can only see invisible animals, rather than all invisible units.
- +25% workrate in Desert. Balances out the negative on the tile.
- Invisibility
- +1 Strength/Defense
- Requires the Disciple unitclass.
Spoiler :
Resplendent Minaret:
Grants +1 , creates a 'Mirrored Pylon' building in every city.
Mirrored Pylon:
Allows 1 Priest Specialist, grants the 'Enlightened' promotion to all Disciple units built in the city. Applied to units in the city.
Citadel of Light:Spoiler Mirrored Pylon Pedia- Thank you KillerClowns. Added the first line so it makes sense on it's own. :
What is Enlightenment, my son? There are many definitions, take your pick.
"The strength needed to do what must be done, no matter the cost to yourself." -From the Code of Junil
"The wisdom to forgive those who have transgressed, and show mercy to those who have earned it." -From the Empyrean
"The virtues of the Earthmother: hard work, diligence, perseverance." -From the Tablets of Bambur
"To see the world as it is, and accept both its glories and terrors as equally necessary." -From the Song of Autumn
"The knowledge of all the wonderful little dark nooks and crannies in men's hearts... including, of course, your own." -From the Council of Esus
"To see the world, not covered in all the little lies men tell themselves in order to preserve their precious 'sanity,' but as it truly is." -From the Necronomicon
"The strength needed to do what must be done, no matter the cost to others." -From the Ashen Veil
"The strength needed to do what must be done, no matter the cost to yourself." -From the Code of Junil
"The wisdom to forgive those who have transgressed, and show mercy to those who have earned it." -From the Empyrean
"The virtues of the Earthmother: hard work, diligence, perseverance." -From the Tablets of Bambur
"To see the world as it is, and accept both its glories and terrors as equally necessary." -From the Song of Autumn
"The knowledge of all the wonderful little dark nooks and crannies in men's hearts... including, of course, your own." -From the Council of Esus
"To see the world, not covered in all the little lies men tell themselves in order to preserve their precious 'sanity,' but as it truly is." -From the Necronomicon
"The strength needed to do what must be done, no matter the cost to others." -From the Ashen Veil
The Citadel of Light is now a Malakim-only Citadel upgrade. This should actually help the AI as much as the player, as it will build forts everywhere in the desert... Now, those forts will defend themselves.
Camels:- Any enemy unit that comes within one tile will be blasted by a Pillar of Fire. It does an average of 10% damage, with a max of 40%.
- Human players must have a unit occupying the Citadel. AI players are exempt from this atm.
- 60% defense, 25% heal rate, and +3 visibility. These stats may change.
New Camel resource available in deserts. Only visible to the Malakim, and a requirement for their Camel Riders. Malakim gain a flavourstart bonus for Camels. Same yields as the Horse resource.
Oases:
Malakim now have Civilization Specific Oasis yields, 5 3 rather than 3 2. Improvements can now be constructed on top of Oases.
Bedouin Improvements: Part of Fall Further now.Bedouin Sits can be constructed by a Bedouin unit at a cost of 15 on desert tiles. Can NOT be constructed on Flood Plains. Will upgrade to a Bedouin Camp, then Gathering, and finally Village, in 15/30/60 turns respectively. This is half again the time required for Cottages to upgrade.
Current Yields:
Camel StableCurrent Yields:
Spoiler :
Bedouin Improvements vs Cottage Improvements
Cottage- 1
Hamlet- 2
Village- 3, +1 at Taxation
Town- 4, +1 at Taxation
Bedouin Sit- 1 (Costs 15 )
Bedouin Camp- 1 1
Bedouin Gathering- 2 2
Bedouin Village- 3 2, +1 at Sanitation
Cottage- 1
Hamlet- 2
Village- 3, +1 at Taxation
Town- 4, +1 at Taxation
Bedouin Sit- 1 (Costs 15 )
Bedouin Camp- 1 1
Bedouin Gathering- 2 2
Bedouin Village- 3 2, +1 at Sanitation
The Camel Stable allows a city to make use of Camels rather than Horses.
It allows Mounted units access to the Camel Rider promotions, and cannot be built in the same city as a Stable.
Caravan Route:It allows Mounted units access to the Camel Rider promotions, and cannot be built in the same city as a Stable.
Malakim desert road. Adds 1 .
All roads in Malakim territory will slowly become Caravan Routes.
All roads in Malakim territory will slowly become Caravan Routes.
Spoiler :
New Malakim only event.
Activated once a unit enters the Mirror of Heaven.
'Dunespeakers' Tech:
Activated once a unit enters the Mirror of Heaven.
- There is nothing we can do here. (Allows you to leave and come back later, useful if you do not meet the requirements for the last option.)
- A holy man, inspired by this sacred place, has offered to join our cause. (Gain a Heroic Lightbringer.)
- Our people will benefit from the relics recovered from this site. (Creates a 'Resplendent Minaret' in your capital, requires 'Good' alignment.)
'Dunespeakers' Tech:
Allows construction of the Bedouin improvement line, and reveals the Camel resource.
'Merchant' trait: Part of Fall Further now.Malakim Civtrait.
Varn's Traits:- +1 in each city.
- +15% .
- +50 Starting Gold.
Varn is now Spiritual/Charismatic/Adaptive.
Originally, Merchant was Varn's permanent trait. With it set to a civtrait now, he regains Spiritual as his permanent trait, and Charismatic becomes his secondary trait to offset the removal of Merchant's happiness bonus.
Originally, Merchant was Varn's permanent trait. With it set to a civtrait now, he regains Spiritual as his permanent trait, and Charismatic becomes his secondary trait to offset the removal of Merchant's happiness bonus.
Spoiler :
Bedouin Improvements Art, Yields, and Yield with Oases.
Dervish Courtesy of MrUnderhill.
Bedouin
Adept
Anubite Courtesy of Deon
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