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-   -   Units ReImagined Mod v0.01 (Wip) (http://forum.fulqrumpublishing.com/showthread.php?t=12734)

xsyron 01-21-2010 06:57 PM

Units ReImagined Mod v0.02 (Wip)
 
1 Attachment(s)
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

saroumana 01-21-2010 07:02 PM

nice ! :)

I hope someone will found how to add new passive bonus to make your mod even more interesting

tranngoc 01-22-2010 05:30 AM

this sounds good !You guys should check it out .
Maybe some mid or late-game projects will be so nice .

xsyron 01-22-2010 08:55 AM

2 Attachment(s)
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.

xsyron 01-24-2010 06:34 PM

2 Attachment(s)
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,+8), 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.

xsyron 01-26-2010 02:16 PM

2 Attachment(s)
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.

Zechnophobe 01-26-2010 08:23 PM

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."

Arilian 01-27-2010 03:45 PM

Enemy units also get these right?

:)

xsyron 01-27-2010 04:53 PM

@Zechnophobe
Havent found yet were the code of the passive abilities, is kept.:rolleyes: 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 :-P.
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 :grin:

Paulixs 01-29-2010 02:57 AM

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


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