Malakim+ Rerelease

Valkrionn

The Hamster King
Joined
May 23, 2008
Messages
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Location
Crestview FL
Absorbed into FFPlus.


Current Patch:

Current Changelog:
Updated to patch N. Several features have been incorporated into FF, all are marked in the Info section.
Previous Changelog:

  1. 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.
  2. New Dervish icon.
  3. Wyrmfisher upped to 90 :hammers:. 45 was too cheap.
  4. 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.
  5. 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. :blush:
  6. Lots of text. Thank you KillerClowns for the Mirrored Pylon pedia entry. :goodjob:
    • 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.
==================================================
New or Rebalanced Spells:
Spoiler :
Scorch: Mostly part of Fall Further now.

  1. Scorch terraforms all terrain.
    Ice -> Tundra -> Plains -> Desert
    Marsh -> Grass -> Plains -> Desert​
  2. 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.
  3. 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.
  4. Scorching a riverside plains tile will create a floodplain, but it will take several turns to spawn.
  5. Lightbringers now have access to a unique version of the Scorch spell in order to terraform Malakim lands. Takes 3 turns to cast.
Lugus' Gift:
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:
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.​
Unit and Promotion Changes:
Spoiler :

Dervish: Part of Fall Further now.
Malakim Shadow UU

  • 9/8 Str
  • +1 Fire damage
  • +1 Sun mana affinity
  • 1 move
  • Can become invisible at will in desert.
Upgrades from lvl 6 Assassin OR lvl 6 Champion after researching Guilds, National limit of 4.

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

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.


Anubite: Part of Fall Further now.
Malakim Berserker UU
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.
Bedouin:
Malakim worker UU.
  • Can establish Caravan Route.
  • Can build Bedouin Sit.
Mounted Units:
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.
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.​
Wyrmfisher:
Kuriotate UU, does not replace Workboat.
  • 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
No more sacrificing one of your precious cities in order to gain seafood!

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.

Dunespeak:

  • Upkeep discounts removed.
  • Can only see invisible animals, rather than all invisible units.
Desert Stealth: Part of Fall Further now.

  • +25% workrate in Desert. Balances out the negative on the tile.
  • Invisibility
Only available to Malakim Workers.
Conviction:

  • +1 Strength/Defense
  • Requires the Disciple unitclass.
Can only be gained through the 'Mirrored Pylon' building.
Improvements, Features, Resources, and Buildings:
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.

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

Citadel of Light:
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.

  • 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.
Camels:
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:food: 3:commerce: rather than 3:food: 2:commerce:. 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 :gold: 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:
Spoiler :
Bedouin Improvements vs Cottage Improvements

Cottage- 1:commerce:
Hamlet- 2:commerce:
Village- 3:commerce:, +1 at Taxation
Town- 4:commerce:, +1 at Taxation

Bedouin Sit- 1:commerce: (Costs 15 :gold:)
Bedouin Camp- 1:commerce: 1:food:
Bedouin Gathering- 2:commerce: 2:food:
Bedouin Village- 3:commerce: 2:food:, +1:food: at Sanitation
Camel Stable
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:
Malakim desert road. Adds 1 :commerce:.

All roads in Malakim territory will slowly become Caravan Routes.​
Tech, Trait, and Event Changes:
Spoiler :
New Malakim only event.
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.
  • +1 :health: in each city.
  • +15% :commerce:.
  • +50 Starting Gold.
Varn's Traits:
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.
Artwork:
Spoiler :
Bedouin Improvements Art, Yields, and Yield with Oases.
Spoiler :
Dervish Courtesy of MrUnderhill.
Spoiler :
Bedouin
Spoiler :
Adept
Spoiler :
Anubite Courtesy of Deon
Spoiler :
 
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Thanks for updating the mod. I was afraid that it will remove the dunespeak promo, but now I dont have to worry about it. :goodjob:

For the raider, I think it would be better for it to be a camel raider, so it fits in more correctly with the camel archer.

:thanx: to you and Deon.

"I am planning on adding a "Camel" resource available in deserts, and finding unit art for a new mounted line. The Beduin Camp yields will most likely need to be adjusted because of the Dunespeak promo, any and all feedback on that matter is welcome. "

Does that mean the knights, chariots, horseman, and warchariots will be camels? That will be great.
 
Thanks for updating the mod. I was afraid that it will remove the dunespeak promo, but now I dont have to worry about it. :goodjob:

For the raider, I think it would be better for it to be a camel raider, so it fits in more correctly with the camel archer.

:thanx: to you and Deon.

"I am planning on adding a "Camel" resource available in deserts, and finding unit art for a new mounted line. The Beduin Camp yields will most likely need to be adjusted because of the Dunespeak promo, any and all feedback on that matter is welcome. "

Does that mean the knights, chariots, horseman, and warchariots will be camels? That will be great.

I MAY have to either tone down the tile yields, or tone down Dunespeak... But that will take testing first. :D

And yes, the next thing I will be working on is making their mounted units camel riders... Chariots will have to be left alone, as camels don't get along well with yokes like that....
 
Eh.... where do I put the folder? Do I just put the entire folder into the FF folder like it looks like what the instructions are saying?

Well, I guess itll be hard to imagine camels pulling 4 move chariots in the desert :lol:

and toning down either the improvement or the promo will be good for balance, because the Malakim are good enough already if they manage to get a good spot in the desert. Abusing dunespeak is fun. :lol:
 
this is great, thanx Valkrionn. Deon's modmod was too good to be lost :D

a couple suggestions: adding an UU "Hashishin" available at poisons would be great as currently the Malakim get nothing out of that tech. they could even need a new, desert- only, possibly Malakim-only "spices" resource to be built I guess ;)
 
[to_xp]Gekko;7526414 said:
this is great, thanx Valkrionn. Deon's modmod was too good to be lost :D

a couple suggestions: adding an UU "Hashishin" available at poisons would be great as currently the Malakim get nothing out of that tech. they could even need a new, desert- only, possibly Malakim-only "spices" resource to be built I guess ;)


Vaguely recall that there not lore reasons as to why the Malakim don't have assasins.

although that does get me thinking - could the unit only be allowed if the Malakim turn evil? (ie; Decius)
 
Vaguely recall that there not lore reasons as to why the Malakim don't have assasins.

although that does get me thinking - could the unit only be allowed if the Malakim turn evil? (ie; Decius)

That would make a lot of sense, lorewise. Maybe Decius could lose the lightbringers?
 
I wouldn't add an assassin that they can build, but I would add a UU replacement for the Assassin. Right now they are given some Assassins for free when using their worldspell and following Esus, which just isn't really right. But grant them some Desert Shieks or something and it becomes an interesting hidden flavor.
 
Lorewise are the Malakim a very religious people? I know that Varn organized the religion they follow but are they as religious or more as the Bannor for example, or the Illians?
 
Xienwolf, did you mean a worldspell only unit?
 
Kinda like the fanatical religious assassins of a "radical" (i.e. Non-Empyrean religion?)
 
Lorewise are the Malakim a very religious people? I know that Varn organized the religion they follow but are they as religious or more as the Bannor for example, or the Illians?

They are very religious, but not quite as extremist as the Bannor.
Of course, Varn is a major Empyrean follower (considering he's practically the guy who founded it), but he tolerates other faiths as long as they keep their operations open and voluntary to the public. By definition, that usually keeps the Council of Esus and the Ashen Veil out, but priests of Order, Runes, Leaves, and even Overlords are allowed to preach if anybody would listen, which isn't often.

[EDIT:] Back on topic, I fixed a bug with this mod. The new units weren't getting weapon promotions because the schema and tags weren't updated to match Fall Further's. Also, the melee units still required Training Yards instead of Barracks. I replaced the schema and updated the tags, so now it should work as intended.
 
They are very religious, but not quite as extremist as the Bannor.
Of course, Varn is a major Empyrean follower (considering he's practically the guy who founded it), but he tolerates other faiths as long as they keep their operations open and voluntary to the public. By definition, that usually keeps the Council of Esus and the Ashen Veil out, but priests of Order, Runes, Leaves, and even Overlords are allowed to preach if anybody would listen, which isn't often.

[EDIT:] Back on topic, I fixed a bug with this mod. The new units weren't getting weapon promotions because the schema and tags weren't updated to match Fall Further's. Also, the melee units still required Training Yards instead of Barracks. I replaced the schema and updated the tags, so now it should work as intended.

Ah, knew I missed something in there... Actually remembered about the weapons with the intention of fixing it in the morning, but they were forgotten when I woke up lol.

Edit: Stole your bug fix, thank you. :D
 
Updated for patch E. Also, I found someone with a camel resource, so as soon as he sends it to me I'll put it in. It's a static animation, so not as good as I'd like but it's a starting point. Along with that, I'm planning on at least reworking the stats of their mounted line. I'm thinking of removing the bonus vs archers, or at least scaling it back, as camels weren't commonly used against ground troops and I'd like to add a bonus vs mounted units... Horses are scared of camels, after all. ;) Most likely won't include new unit art yet, unfortunately... Going to attempt to make some on my own if I can't find any... Sadly, it probably won't end well.
 
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