This mod is a compilation of some of my other work plus some unique stuff. It started off with me throwing around a bunch of ideas for unique racial traits to make the units every faction can design much more unique. After working on my AI mod and sorting through all the default units anyway I ended up just making a version of that mod where I added in a bunch of the new traits to the custom units I had created. While I was at it I decided to throw in my armor diversity mod because it's very similar, and adding in some of the monster units from my Age of Fangs mod, which nobody uses anyway. Below is a small sample of some of the custom icons for the new traits.
Contains...
- 60+ New unique and fun unit traits. Not simply copies of existing traits.
- Reworked all existing units to use new traits, and added dozens more.
- Reworked AI to make it smarter and more difficult without any cheating or gameplay changes.
- A unique monster for every race.
- 11 New faction traits.
- Graphical changes to some armors to make certain races look more unique.
- 2 New races and factions with interesting sovereigns.
- Rebalanced and changed graphics for Umber.
- Replaced city defender archers with Defensive Towers.
- A dozen new items for troops and champions.
- Several new spells.
- Much more.
New Traits and Creatures
(C) = For Champions, (U) For Designed Units
AmarianPride: +1 attack -5 dodge (U)Spell Guard: +10 spell resist. Grants Counterspell. (UC)Contemplative: -1 initiative, +12 spell mastery and spell resistance. (C)Arcane Analysis: Ability that reduces target resistance and armor. (C)
Djinn: A lightning spirit controlled by Amarian magic. Has Lightning Form and Storm.AltarianHope:+ 3 critical chance. +25% crit damage. (UC)Slayer: +20% damage versus Twisted, and Undead. (UC)Duelist: +5 Dodge, +25% counterstrike damage. (U)Hound: Summons a hound at start of combat. (C)
They already have Henchmen so they get no new monster unit. IroneerStubborn: Unit becomes invulnerable for 3 turn. (UC)Heavy: +1hp, cannot be knocked prone. (UC)Weathered: +20 resistance to fire, ice, and lightning damage. (UC)
They already have Iron Golems so they get no new monster unit. TarthianGuerrilla: +1 move and + 2 initiative when below 50% health. (UC)Camouflage: + 5 dodge +10 dodge versus ranged (UC)Trapper: Stuns random unit at start of combat. (UC)Boola: Range 5 Knockdown ability. (UC) -Item
Huntress: A Tarthan Rider mounted on a Stalker. Has Pounce ability which allows it to teleport short distances and do damage.MancerFortune: +5 dodge, +5 accuracy, +5 spell resistance. (UC)Bounty Hunter: +2 to Armies Attack vs Champions (UC)Quality Gear: +15% Attack and Defense (UC)
War Golem: Defensive stone golem for Capitar.KraxBrace: +1 Counterattack when Defending, +25% to Counterattack damage. (UC)Vain: +20% attack and +2 initiative as long as unit is at full health. (UC)Backstab: Doubles Swarm Bonus. (UC)
Hergon Crusher: A Kraxis soldier mounted on a Hergon. Immune to Swarm, has Stomp ability.TrogPowerful: +20 chance to daze with any weapon. (UC)Boiling Blood: Upon attack this unit gains +1 initiative. Stacks. (UC)Bulk: +2 attack, -5 to dodge and accuracy. (U)Physique: +0.5 hitpoints per level, +1 Defense. (UC)
They already have Juggernauts so they get no new monster unit. WraithEnshadowed: + 8 dodge, spell resistance. (UC)Death Touch: Units attacked by this unit lose regeneration and take 1 damage per turn. (UC)Grave Rise: Unit is knocked down for 2 turns but fully heals. (UC)
Revenant: A undead spirit controlled by the Wraiths. Has Frozen Hands and Soul Feed.QuendarSharp Scales:+2 defense. Units attacking this unit take 1 damage multiplied by troop size. (UC)Dread: Units attacking this unit have a 25% chance to be pushed back 1 space. (UC)Predator: +1 initiative, + 7 accuracy.
Salamander: A Quendar mounted on a huge fire Skath. Can Breath fire to do damage in a line to 3 tiles.UrxenNomad: +1 Movement, +25 Cold resistance. (UC)Reflex: +1 Defense, Immunity to Critical Hits. (UC)Hardy: +1hp per level, immunity to poison. (UC)
War Ogre: Hulking Empire unit for Urxen. Can Throw Boulders
DeadHollow: + 5 Dodge, + 10 Ranged Dodge. (UC)Plague Carrier: Attacking or being attacked by this unit poisons you for 1-2 damage every turn. (UC)Dark Link: Restores 1/3 of health for 15 mana. (UC)
Bone Golem: Can harvest the bones of other units granting it 30 health on kills and the ability to consume allies for 30 health.
HashainiLight Footed: + 5 Dodge, +1 initiative. (UC)Paranoid: Immunity to Swarm (UC)Vital Target: +5 to Critical Hit, +10% to Critical Hit Damage. (UC)
Ogre Bloods: A group of 3 huge Defenders with Arching Shield Bash.
HunduraReach: + 20 Dodge against units with lower initiative . (UC)Rash: +1 Moves for the first 3 turns of combat. (UC)Steady: -1 Initiative and +8 Dodge and Accuracy. (UC)
War Golem: Defensive stone golem. In Progress.
Other
-Each mage staff now grants a multi target spell with casting time of one.
-Enchanters now unlocks a lower level lightning staff and some lightning accessories.
*A Revenant, a Djinn, and a Bone Golem.
Component Mods
As I said above this mod contains a lot of content from some of my other mods. This is because of two main reasons. Firstly it was just easier to throw them in and secondly I have enough mods now that a compilation would simplify things and make it easier on people to download. A lot of the content from Age of Fangs is missing because I felt it didn't really fit or would have required changing core files. I pretty much just stole the unique racial monsters.
AI+ - This mod is for everyone looking for a more challenging AI. It changes AI priorities and changes the units they have available to build.
Armor Visuals Mod - Changes the look of the armor for several races.
Age of Fangs - This mod completely reworks how factions recruit monsters and special units. The ability to recruit special units is tied to a new resource called tokens, which are produced by Primitive Villages.
Additional Traits and Races - In addition to several new faction traits the latest version includes includes two completely new races known as the Hashaini and the Hunduran. These new factions have custom units and traits. This mod also replaces and redesigns Capitar and Umber in order to make them more interesting and complete.
City Spires - This mod removes City Archers from the game and replaces them with towers. These towers are ranged units that will defend your cities and scale much better over time. Along with some small bonuses over city archers they mainly have much higher defense and they will use the best bows available. Upon death the units in the tower will die and no other units will be able to walk on the tower tile.
Sovereign Customization - In this mod I have created a bunch of new traits and items for existing and custom sovereigns. Also I have spiced up the existing champion histories by giving them more effects and some unique spells.
Download
Version 1a.
Get it from Nexus here.
To install put xml files into the Documents\My Games\LegendaryHeroes\Mods folder, the contents of Gfx into the Gfx folder in the mod folder, and the Tiles and Effects folders into the MyGames/LegendaryHeroes folder.
If you don't have the Leader Pack simply remove the (BM)Dlc5_Sovs.xml file.
Compatible with Black Market Bazaar and Champion Bonanza.
So I have finished the Hashaini Champions. They use a lot of Hashaini items and some of them have unique abilities.
Eroakhil: Lv.1. A thug with Strength and Light Footed.
Gaoryt: Lv.3. An Assassin with dual daggers.
Teirea The Magician: Lv.5. A Mage that gets a boost to dodge and spell resistance the turn she casts a spell.
Krag The Blooded: Lv.7. A Half Ogre Defender.
Erahissae The Shadow Thief: Lv.9. An Assassin with the Steal Shadow ability which deal normal damage and steals 15 dodge and 1 movement from the target for 3 turns.
I'm working on the Hundura champions now. A lot of them will have horses, and several will have special abilities. I'm thinking at least one unique named horse as well. After that I'm thinking of adding in a Adrenaline or Moral system. Basically every time a unit attacks in melee it will produce a point for that army. These points can then be spent on new powerful tactical abilities. Like Air Blade which allows a sword user to do damage in a 3 tile line. The point is to add a system where you can have super powerful warrior attacks without them being OP because you need to build up points first. Choosing how to spend those points and having a lot of new abilities will be fun as well.
Also I'm thinking of changing The Dead around again. In particular I'm thinking of giving their troops the Consume Soul ability. This allows them to do half their damage as undefendable and grants them one Soul resource if it kills the opponent. Souls are then used to cast spells that grant population and growth buildings. Souls can also be gained through a plague spell that kills some of the population in enemy cities and from a special town improvement. The AI should be able to use this and it makes the Dead more interesting and unique.
Got some progress on the next update done. So far it will add new champions, adrenaline, improved AI, many more it designs, and some large changes to Undead. Will probably be released after 1.7 comes out.
Adrenaline
Ever think that tactical combat could use more abilities or that melee champions could use more options? Well you're in luck. Now every very time a champion attacks in melee it will gain one adrenaline. It can then spend adrenaline on several powerful combat moves. The abilities a champion has access to depend on the weapon it is using.
Spear:
Hurl Spear - Ranged attack with a range of 4 that does +25% damage. Costs 2 adrenaline.
Spinning Strike: Damage everyone around user. Costs 4 adrenaline.
Blades:
Air Blade - Strikes units in a 3 tile line. Costs 2 adrenaline.
Flurry - Strike thrice with -20 to Accuracy. Costs 4 adrenaline.
Blunt:
Disarm - Strike and reduce targets attack by half for 1 turn. Costs 2 adrenaline.
Skull Crack - Attack with +25% damage and stun target. Costs 4 adrenaline.
Axe:
Bleeding Gash: Attack that does normal damage and bleeds target for 15% of attack for 3 turns. Costs 2 adrenaline.
Leaping Attack - Teleport up to 3 tiles in a straight line and do +50% damage forward in a two tile line. Costs 4 adrenaline.
All:
Ultima Strike - Strike and do 200% damage in a one tile radius around target. Costs 6 adrenaline.
Nice idea! Will be interested to see how it works out, could be very cool.
This is why it would be great if the AI would use spells that target an empty tile, because i'm fairly sure it don't use abilities like this, blade rush etc... which is a real bummer.
I notice that my tactical battles are freezing a lot due to the archer towers. Basically anyone who attacks an archer tower during a city battle has a chance to have their turn either frozen or slowed down to a crawl. Anyone else seeing this? Can I take out just the towers to see if that makes a difference?
I also noticed the towers thingy, basically any ranged attack against a tower freezes the battle, i disabled the towers in my own game and the mod works wonderfully now.
I haven't seen this but I have only attacked one or two cities. It wouldn't surprise me if there was an issue. To remove the towers just open the (BM)Units.xml file and scroll down to near the bottom. Look for the Towers&Defenders heading, or just search for it, and delete all the entries below that. Download this replacement file and add it to the mods folder. https://www.dropbox.com/s/uh7b6jwqknmkzay/%28BM%29Defenders.xml
I could swear Air Elemental used to use Thunderstrike but I haven't seen any empty tile spells cast recently so I could be wrong.
it's compatible with children of the storm?
This version is not compatible with CotS. The next might e and will certainly be more compatible anyway as I am adding in support for background stats but both mods are just so big that they are hard to fit together.
Looks like the images have broken here too mate.
BTW, Just building some of my own races and been looking at this as a reference on how to do some stuff. Am I confused or is your <RaceType InternalName="Race_Type_Mundura"> missing some StartingUnitType's ? I could be missing something but looks like you've only got half a dozen in the RaceType def, but you've created heaps more than that in your units file.
I don't think you need StartingUnitType tags on most units. They serve no real purpose as far as I can tell, except for disabling units that have it but aren't on the list.
I played this a lot when i was working on my AI stuff. It got quite boring. That's when I realized that I really should work on making the races more unique strategically as well as tactically. Right now they all kinda play the same. I'm thinking every faction should get a unique line of improvements that change how they play significantly, at the very least. Something like...
Altar: A line of fame improvements that like clerics give a one time bonus.
Paridan: Take the Scrying pool and make it a line of 3 that gives bonus mana as well.
Gilden: I'm thinking some sort of tunnel. Probably will grant metal, maybe growth as well.
Krax: Some sort of defensive improvement for all city types. I would like a wall but that might be really hard to do.
Tarth: Still thinking.
Trog: Garrison improvements to reduce unrest in conquered cities.
Umber: Increase Food. Still thinking about it.
Capitar: Boost produce gold and reduce cost of rushing.
Magnar: Reduce unrest effect on production.
Roseln: Produce crystal and mana. Still thinking about it.
This will undoubtedly take a long time to finish so don't expect it out in the next version.
The tunnel thing could be tied to a mountainside tile, but that is probably getting a little complex. I know the game likes to 'flatten' tiles when you build on them, but if you could figure out how to 'build' the improvement without flattening the tile, that would at least be visually appealing.
An interesting idea. I will have to check and see if it would work. Maybe Mountainside and Hills. I am definitively interested in limiting some of these improvements so they can't be built in every city. I wish we could create resources in more interesting ways, like from kills.
Hmmm... Is the Mancer's special traits working as intended?
Both experienced and mercenary reduce both training time and gold cost, and radically. This in combination with their increased map move speed makes them seem insane from a rushing perspective (the accuracy bonus is just icing on the cake).
From turn 2, I can start pumping out one unit every round with the following statistics: Move 3, attack 18 (spear), def 1, HP 36, Init 20, wages 0.1.
At that rate, I can just set them to explore until I find an enemy player, take their town, and have two towns before turn 10.
It seems to me that the mercenary trait should increase wage per day, right? And perhaps, though this might not be possible, reduce the produce requirement by a percentage instead of a flat -40.
As well, it seems to me the experienced trait should at the very least increase training required, and not make the unit cheaper to keep. Right now we have:
Veteran - 18 pts, +1 level.
Experienced - -7 points, +1 level, -1 gilden/day.
Is this intended? From a flavor perspective, Mancers is the last faction I'd guess was so rush-friendly.
Hello @Dsraider,Lurker popping out to state that I enjoyed Blood & Mana, and in the past I greatly enjoyed using it as a core part of my mod selection.I understand there are multiple parts to your mod, but will there be an update to 1.8?
Will there be compatibility with CoS? I used it with CoS under 1.6 with Black Market Bazaar, Advanced Outposts, Patchwork, and mini modules from Parrotmath, and I didn't notice any glaring errors from the combo. However I take from previous statements here that there are known incompatibilities with CoS on the back end.
Thank you for your work.
-Faceless
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