#1
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Units ReImagined Mod v0.02 (Wip)
Hi all! I decide to start this little project mainly to understand the inner workings of the game, and secondly to add more interest in some units i never used.
It doesnt necessarily make the units more balanced but mostly tries to redesign or reimagine some of the units, hopefully making them more playable. I was making it for personal use but decide to share with whoever likes it. Feedback & suggestions are always appreciated. This is a work in progress constantly changing as I run through the game again to test the changes and see if it breaks the game balance. I dont think that this will make the game easier since the same units are used by your opponents,never hurt to check though. To install the mod simply unzip to your mod directory (renaming the archive to .kfs instead of zip might as well work, havent tried it that way though) No need to start a new game, to test the changes. Changelog: version 0.01 Swordsman changed to Mercenary: Cost +20 Leadership +3, Defense +2 , HP +5, Damage +(1,1), Special Attack Damage +(0,2) Additional ability: Search (Loot dead bodies for gold) Guardsmen Cost +30, HP +5, Additional Ability: Circle Attack Bowman Defense +2, HP +3, Fire Arrow Dmg +(0,1), Ice Arrow uses x2, Additional Arrow Ability that deals physical damage Priests Cost +20, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more. Inquisitors Cost +30, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more. Robber Cost +10, Leadership +5, Defense +2, Speed +1, HP +5, Poison Resist +5%, Swift stroke deals +(0,2) damage Marauder Leadership +5, Defense +2, HP +5, Poison Resist +6%, Swift Stroke deals +(0,2) damage Pirate Cost +5, Leadership +5, Attack +1, Defense +2, HP +7, Damage +(0,1), Added Abilities: Greed, Swift Stroke Sea Dogs Leadership +5, Defense +2, HP +5, Damage +(0,2) Assassins Leadership +10, Added Abilities: Acid Flask x2 Last edited by xsyron; 01-22-2010 at 09:01 AM. |
#2
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nice !
I hope someone will found how to add new passive bonus to make your mod even more interesting |
#3
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this sounds good !You guys should check it out .
Maybe some mid or late-game projects will be so nice . |
#4
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Glad you guys like it
I updated the mod files to v0.02 to include some additional monsters mostly animals. Nothing very interesting here,mostly made those beasties tougher to use them in longer term. I will keep adding more and/or rebalancing the existing monsters as i meet them in my current playthrough. Modding & playing at the same time is a slow process :p Here are the v0.02 additions Animals Gray Wolves Attack +2, Defense +1, Speed +1, HP +4, Damage +(0,1) Snakes (Red) Cost +20, Leadership +5, Defense +2, Speed +1, Damage +(0,1) Swamp Snakes (Green) Cost +30, Leadership +12, Attack +4, Defense -2,HP +10, Damage +(0,3) Royal Snakes (Blue) Cost +60, Leadership +25, Attack +1, Defense +2, Speed +1, HP +26 Bear Cost +100, Leadership +20, HP +20, Defense +4, Attack -2 Ancient Bear Cost +100, Leadership +40, HP +30, Defense +4 Winter Bear Cost +200, Leadership +100, HP +90, Fire Res -10%, Damage (-5,+5), Speed +1 Thorn Hunter Attack +2, Defense +2, Leadership +4, HP +4 Thorn Warrior Leadership +4, HP +7 Spider Cost +10 Leadership +16, HP +16, Defense +2, Ability Web x3 Fire Spider Cost +160, Leadership +20, HP +34, Attack +3, Fire Resistance +5%, Added Ability Fireball x2 Hyena Cost +20, HP +6, New ability Sprint x1 (+4 ap) Undead Undead Spider Cost +400, Level +2, Leadership +107, Attack +10, Defense +12, HP +77, Damage (+3,+3), Added Ability Poisonous Cloud (reload 4 rounds) Edit: Fixed an animation bug in Mercenaries. Added a changelog file with all the changes so far, and edited a few additional monsters: Skeleton Immune to Poison Damage, Added passive ability Counterattack Humans Archmage Leadership +20, Replaced Telekinesis with Dominator, Defense +2 Berserker Leadership +5, Attack +2, HP +5, New ability Charge (rushes on an opponent in a straight line) Barbarian Cost +300, Leadership +40, HP +50 Attack +2, Defense -2, Added passive ability Rising Fury The archives will contain the previous versions as well, so you may as well overwrite the older version. Last edited by xsyron; 01-22-2010 at 11:29 AM. |
#5
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Here is version 0.03 of the mod. The zipped archive contains the changes from previous versions, so simply overwrite the old version.
The file 1.changes.txt contains the complete changes history of all so far modified units. This version totals the modified monsters to 38 and adds the following changes: Animals Venomous Spider Poisoning Chance +25%, Web x2,Speed +3 Beholders Cost +50,Leadership +25, HP +40, Added Ability: Hypnotic Cloud x2 Evil Beholders Cost +200, Leadership +90, HP +75, Defense +2, Damage (+2,+2), Mind Control reloads, Hypnotic Cloud x3 Humans Knight Leadership +40, Cost +400, HP +55, Physical Resistance +5%, Damage (-2,0), Added Ability: Smashing Blow Paladin Leadership +100, Cost +500, HP +100, Defense +4, Damage (+4,+4),Speed +1, Initiative +1 Horseman Leadership +40, Cost +400, HP +50, Damage when charging +5 Undead Dark Knight Leadership +50, Cost +400, HP +35, Damage (+2,+2), Speed +1, Added Ability: Circle Attack, New Ability: Summon Skeletal Ally Zombies Leadership +30, Cost +60, Level +1, Attack +3, Defense +5, HP +44, Damage (+2,+5) Decayed Zombies Leadeship +80, Cost +420, Level +1, Attack +3, Defense +5, Initiative +2, HP +102, Damage (+4,+, Added Abilities: Plague, Scavenger. Removed: Run Ghost Leadership +20, Cost +50, HP +20, Added Ability: Ghost Cry x2 Cursed Ghost Leadership +30, Cost +100, HP +20, Ghost Cry reloads one round faster, Added Ability: Mind Control x2 Also revamped a bit the ability cleansing flames of the Priests, and the Inquisitors. |
#6
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This is a minor fixing update mostly, and changes some abilities so that they are unlocked if hero has a specific skill. Thinking to make most new & added abilities availiable if the hero has a specific skill. Feedback and opinions on that would be appreciated.
v0.04 Priests Cost +20, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more. (Requires: Power of the Spirit Level 1) Inquisitors Cost +30, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more. (Requires: Power of the Spirit Level 2) Pirate Cost +125, Leadership +25, Attack +1, Defense +4, HP +20, Damage +(0,3), Added Abilities: Greed (Requires: Trophy Level 1), Swift Stroke Sea Dogs Cost +150, Leadership +15, Defense +4, HP +15 Archmage Leadership +20, HP +60, Replaced Telekinesis with Dominator, Defense +2, No Retaliation, Lightning Damage +3 Swordsman changed to Mercenary: Cost +20 Leadership +3, Defense +2 , HP +5, Damage +(1,1), Special Attack Damage +(0,2) Additional ability: Loot dead bodies for gold (Requires: Trophy Level 2) Guardsmen Cost +30, HP +5, Additional Ability: Circle Attack (Requires Heroism level 1) Knight Leadership +40, Cost +400, HP +55, Physical Resistance +5%, Damage (-2,0), Added Ability: Smashing Blow (Requires Heroism level 2), Circle Attack Requires Heroism Level 1 Griffin Cost +200, Leadership +60, HP +90, Damage (+2,+2) Royal Griffin Cost +300, Leadership +100, HP +130, Damage (+2,+4), Fire Res -20% Dark Knight Leadership +50, Cost +400, HP +35, Damage (+2,+2), Speed +1, Added Ability: Circle Attack (Requires Power of Darkness Level 2), New Ability: Summon Skeletal Ally (Requires Power of Darkness Level 1) Necromancer Leadership +100, Cost +500, HP +100, Defense +4,Physical Res +20%, Fire Res -20%, Animate Dead & Magic Shackles reloads, Ranged attack might poison To install simply overwrite the older version with this one. Last edited by xsyron; 01-26-2010 at 02:18 PM. |
#7
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It occurs to me that a cool ability for pirates/seadogs, to replace nimble, would be for them to simply evade the first attack of any combat, and only that one. Would make them significantly more workable as a unit. Maybe a one use ability "evade all attacks until end of turn."
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#8
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Enemy units also get these right?
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#9
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@Zechnophobe
Havent found yet were the code of the passive abilities, is kept. To be more exact: to reproduce a passive ability as it is, and transfer it to another unit is easy. All we have to do is find how it is implemented already on the other monster, code the necessary parameters and presto. for example we could add nimble to archmages very easily simply by adding features=agility in their atom file. Well at least then they would have the actual ability without appearing in the monster sheet. Some passive abilities require more modified parameters others less, and Adding it to the monster sheet requires a few extra steps but it is possible. Also creating a new activated ability is easy, since the code can be written inside the atom itself. What you are suggesting for example i could not do yet as a passive ability, to always be in effect, since i haven't found where the code for the passive abilities is kept. But it can be implemented as an activated ability though, and it will probably be there in the next update @Arilian Yes, they are The opponent ai seems to use even the new abilities without issues and hesitation . If a special ability requires a hero skill to become unlocked though, the opponent monsters would not have access to it unless it has a hero with the appropriate skill. But they'll still have the improved statistics to make our travels miserable |
#10
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all in all thou, love the changes, makes the assassins alittle too powerful thou, they are a pain to battle in large groups, should lower their HPs alittle ... maybe 90
Last edited by Paulixs; 01-29-2010 at 07:42 PM. |
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