Path of the Ranger - New Path

This is my first release of this Path. 

https://dl.dropboxusercontent.com/u/21479947/Path%20of%20the%20Ranger.zip

Instructions: drop folder into Mods folder

 

Overview:

I'm a fan of bows and rangers/hunters in general and felt champions who used bows were kinda weak from a damage stand point.

This new path boosts a champions ability to use bows.

  • New Unit Stat: Ranged Attack
    • cumulative with standard attack
    • requires a bow for the bonus in battle
    • displays on the info screen
    • piercing damage

This new path gives the ranger a special tactical ability of summoning a random beast when combat starts.

  • Battle Companion
    • Level 10
    • beast is a custom level 10 creature (plus summons bonus)
    • summoned beasts include:
      • ice warg - custom
      • black widow - custom
      • bear - custom
This new path features two specialty tactical traits
  • Deadly Accurate
    • Ranged Attack increased 7% of Ranger's accuracy
    • Archer Only increase
    • Level 17
  • Lethal Accuracy
    • Critical chance increased 7% of Ranger's accuracy
    • Archer Only increase
    • Level 20
This new path has three new tactical bow attacks
  • Webbed Shot
    • Targets within a radius of 1 will be webbed for 3 turns unless resisted
    • Archer Only
    • Cooldown of 5 turns
  • Crippling Shot
    • Targets within a radius of 1 will be crippled for 3 turns unless dodged
      • Crippled: -1 Movement, -2 Initiative
    • Archer Only
    • Cooldown of 5 turns
  • Defensive Volley
    • Attacks all targets within a radius of 1 of the Ranger
    • Archer Only
This new path gives the ranger a cloak at Level 19
  • Through the Elite Training ability
  • Grants the ranger a spell: Reward: Cloak of the Elite Ranger
    • Puts a custom Goodie Hut on the map which the ranger can receive his cloak through
      • Cloak has a prereq of the Elite Training ability

This path also gives bonuses to things a ranger would excel at.

  • Army Movement
  • Sight
  • Movement penalty reduction 

 

Known Issues: (or possible issues)

I think since i'm displaying Ranged Attack on the champion screen, old save games crash when you go to the equipment screen.

Notes:

I will probably be tweaking it a bit here and there as I see balance issues.

It uses existing graphic files from the core game.

 

All files use new objects so i don't think there would be compatibility issues unless some basic info has been changed.

The 6th path shows up below the original 5 (scroll down for those who didn't know you can have more than 5).

It uses the Assassin art for the most part.

96,531 views 30 replies
Reply #1 Top

Updates:

6-14-2013: Updated Path artwork, thanks to fsemprini.

  • Path of the Ranger - Trait Banner

 

Rumblings:

  • I'm debating getting rid of chain mail ability option for them.
  • From Alstein's elemental arrow idea (if implemented)
    • branching from Masterwork fletcher (i kinda like this one at pos 7,4)
    • standalone upgrade with level requirement.
Futures:
  • place holder

Also,

I am looking for help on whats the easiest way to create new icons.

I've read about Gimp.  Haven't used it in awhile.  Is that the best option?

 

Reply #2 Top

One idea:

arrow upgrades: like fletching for +damage

maybe elemental arrows that give bonus damage per shard.

Reply #3 Top

I do have Jagged Arrow I-IV traits. Those are just the Assassin equivalent to Lethal Strike. 

I also have

Novice Fletcher

  • +1 Initiative
  • 15% ignore Armor

Expert Fletcher

  • +1 Ranged Attack
  • +2 Initiative
  • 25% ignore Armor

Masterwork Fletcher

  • +2 Ranged Attack
  • +4 Initiative
  • 35% ignore Armor

 

I like that elemental Arrow idea.

With some of other mods whats the typical champion level get up to?

Reply #4 Top

This new path gives the ranger a cloak at Level 19

Through the Elite Training ability
Grants the ranger a spell: Reward: Cloak of the Elite Ranger
Puts a custom Goodie Hut on the map which the ranger can receive his cloak through
Cloak has a prereq of the Elite Training ability

For this, is there a reason you don't just give the item right away from the spell? Seems like an extra unneccessary step with the goodiehut.

Reply #5 Top

more ideas for rangers:

 

forage: 50% chance +8hp/trn healing (maybe limit to when not in a city), can also forage in tactical battle to get a chicken that heals the same amount (with a cooldown)

wilderness pathway: movement increase in woods (-1 movement cost for 1st move in a turn might be best way to do this)

great hunt path: damage bonus vs beasts and dragons

hunters instinct path: +accuracy/+crit

bear call: non-magical call of the wild, level of bear based on hero level. (modified call uteran)

tanning: gain gold +1gilder/creature level of beasts you kill

spook mount: only works on enemy mounted units.  If successful reduces their move to 1 and gives an accuracy penalty of -50.

 

Those level reqs are too high, and those skills are too powerful to be of use above.  by level 17-19 the game is won anyways

Reply #6 Top

Heavenfall: I tried... I couldn't figure out how...

GiveItem didn't work. I just assumed that thetrait tree couldn't give items...

I also assumed after hours of trying different ways, someone would see the post and point it out ;)

This was my fourth choice on how to do it. 

 

Alstein

@200 Accuracy is only 14 attack / Crit chance

@level 17 my Ranger (with 0 armor and a +8 Heartwoodbow) has

  • 165 Accuracy
    • including Mancer blood (+1 per level)
    • including Discipline (+1 per level)
  • 11.6 bonus Ranged Attack
  • 19 base Ranged Attack
    • 31 Cumulative
  • 39 Total Attack

and @level 20 had 33 Ranged Attack & 40 crit chance (with all of the Jagged Arrow Traits and Lethal Accuracy)

Ive had warriors with a much greater attack.  Crit I'm leery about and thought 7 was too high.  

those traits could be introduced earlier as its a % and it could go as low as 5%.

Reply #7 Top

Yeah, you can't make the trait give you an item directly. But now you have trait->spell->goodiehut->item. Just make it trait->spell->item.

Reply #8 Top

I thought my attempt to use GiveItem on a spell didnt work either.  Maybe i was using the wrong tags inside a spell.

Ill give it a whirl.  Thanks

Reply #9 Top

Updates:

6-14-2013: Updated Path artwork, thanks to fsemprini.

  • Path of the Ranger - Trait Banner
Reply #10 Top

I have decided to a little helpful... well at least in my mind helpful. 

Here is a simple summon bow spell:

 

Code: xml
  1. </SpellDef>
  2. <SpellDef InternalName="Summonbow">
  3. <DisplayName>Summon YewLongbow</DisplayName>
  4. <Description>Summons Perfect YewLongbow.</Description>
  5. <Image>Wisp_Medallion.png</Image>
  6. <IconFG>T_SummonWisp_Icon.png</IconFG>
  7. <AutoUnlock>1</AutoUnlock>
  8. <CanStack>0</CanStack>
  9. <SpellBookSortCategory>Summon</SpellBookSortCategory>
  10. <SpellBookSortSubCategory>Summon</SpellBookSortSubCategory>
  11. <SpellType>Strategic</SpellType>
  12. <SpellClass>Defensive</SpellClass>
  13. <SpellSubClass>Summon</SpellSubClass>
  14. <SpellTargetType>Self</SpellTargetType>
  15. <Range>0</Range>
  16. <CasterMustBeSov>1</CasterMustBeSov>
  17. <GameModifier InternalName="Reward2">
  18. <ModType>GiveItem</ModType>
  19. <Attribute>YewLongbow_Perfect</Attribute>
  20. </GameModifier>
  21. <AIData AIPersonality="AI_General">
  22. <AIPriority>7000000</AIPriority>
  23. </AIData>
  24. <HitSoundFX>Spell_SummonAirElemental_01</HitSoundFX>
  25. <SpellDefEffect>
  26. <EffectName>S_HealingLight_Particle</EffectName>
  27. <LocalPosition>0,65,0</LocalPosition>
  28. <EffectScale>1</EffectScale>
  29. <EffectDelay>0</EffectDelay>
  30. <SnapToTerrain>1</SnapToTerrain>
  31. <PlayOnCaster>1</PlayOnCaster>
  32. </SpellDefEffect>

 

Replace the YewLongbow_Perfect to whatever 'GameItemType InternalName' you want, and cast.... it's just that evil.

 

 

Reply #11 Top

Just wanted to stop by and say.  I love this mod.  It is great.  I've got quite a few sovereign rangers now.  Just need to make some ranger heroes.  

Reply #12 Top

Is this mod compatible with this one?

http://fallenenchantress.nexusmods.com/mods/1338/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fmod_id%3D1338%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1005429&pUp=1

 

 

Reply #13 Top


I am new to using mods and for the life of me I can not figure out how to use this MOD.

 

My Folder Directory

LengendaryHeros\Mods

Has the following folders:

Data

GFX

Movies

Screens

 

Do I just drop in the extract of the zip file here to look like this:

Data

GFX

Movies

Screens

Path of the Ranger

 

Or do the xml files need to be in the root of "LengendaryHeros\Mods"

 

Reply #14 Top

Looking forward to it, seems to be one of the lacking aspects of character growth.   Will be trying out in next game

 

notes/questions:

 

I agree that anything given at levels 15+ are generally useless, key levels are 5-10 when the game is usually won unless you go off with a solo sov approach.

Possibly have an additional +accuracy/level trait if you're going % accuracy although it seems it might be better to not have accuracy in the 300's.  Assume accuracy around 120ish for an "average" build and tie "average" damage to that around level 10ish.   Pure guess though, might have to play with #'s.    Subjectively I would think the goal would be to do about 30-50 damage per shot around level 10 with a moderate chance of crit (higher if spec'd crit).

Some of the listed traits all seem to be within a tile of the caster - any way to do within a tile of the target?  I.e. it seems more plausible to shoot at 5 grouped tiles then it does to spin around really quick and shoot each tile around me.

I love the idea of increased army movement - as a ranger being able to move more efficiently through the wild.    Think it would be cooler if limited to non-mounted armies, but not sure if possible - i.e. "hidden pathways".

 

 

Reply #15 Top

 

Bug Report:

When automatic casting of the spell for Companion (which surprised me the first time it happens), if you accidentally cancel the spell, the game doesn't know what to do, and sits there with nowhere to go.  I had to click the auto-complete combat button to get out of it.

I would change the Companion ability to a spell with a 99 turn cooldown.  That way it's balanced in that it doesn't automatically happen, and it avoids the problem above.

Reply #16 Top

Quoting tmsobrien, reply 13
I am new to using mods and for the life of me I can not figure out how to use this MOD

It's not just you, I installed the Mod last night into LH+QP (Quest Pack) and don't see any difference on leveling up Champions.

Reply #17 Top

You have to scroll down to see the 6th path - Ranger Path

Or you can download TraitPathChoiceWnd.rar and extract the file TraitPathChoiceWnd.dxpack to  \Steam\SteamApps\common\FE Legendary Heroes\screens

:yes: Please don't forget to save the original TraitPathChoiceWnd.dxpack  for backup! 

Reply #18 Top

Quoting fsemprini, reply 17
You have to scroll down to see the 6th path - Ranger Path

Awesome!

Reply #19 Top

Thanks!

If you put the file TraitPathChoiceWnd.dxpack in the screens folder as i describe in my previous post, you can see the 6 path without scroll

 

 

 

 

Reply #20 Top

Cool, thanks.  Wow though, you'd have thunk adding a Path Graphic would have been a lot easier to Install than to modify a Core file.

Reply #21 Top

Bug Report:

When facing a dragon (or anyone who can fear you), and you dont resist the fear spell, you cannot place the companion and are stuck. The only way to continue is to use autoresolve.

Reply #22 Top

Just wanted to say I've been playing your Mod and really enjoy the work you've put into it.  My only gripe is how many skills have level requirements.  By the time I'm hitting endgame it's rare that I ever have a Champion over level 15 so will never get to the cool stuff at the end of the main branch.

I think with the other standard class trees, if you wanted to stay the course on a path (no branching), you can get to any of the final tier skills of a path by level 10.  Excepting [Mage] Summon Delin, Pyre of Men (level 15 req)

Marksman requirement at level 6 feels really abrupt.  However, if you set each skill along the main branch with a level Req in increments of 2, I think the path progression feels more achievable.  Note: I realize Marksman would still be at 6, but when you can see a clear progression instead of a lot of start/stop it's more fluid.

Webbed Shot is awesome

You could add a single target version of Crippling Shot off of Jagged Arrow I as a taste of what the full version of the skill has to offer.

Off of Senior Marksman, you could add a branch skill for Marking a single target, applies a 1-turn debuff to dodge and immobilize, basically a single target Tremor.  Great to pick off a unit with insane dodge levels.

I miss having the single Endurance trait (+10 HP) that you find on Warrior/Defender.  It could be added as a single skill or as a pre/post addition to Chainmail.  Suppose there's Adventurer's Boon if I really want the extra HP that badly..

Battle Companion:  Haven't used it, but appreciate the skill being there for Flavor

Dodge Traits: Never invested in it.  May just be my play style.

 

Thanks for putting The Path of the Ranger out there.  It's partially inspired me to do a mod for a Path of my own.  It's always more work than I thought it would be.  You should check out my Mod (shameless plug) and look for the NPC Mouse.  She loves Path of the Ranger..
Unlikely Heroes Mod for LH

Reply #23 Top


What a nice little mod, loving this new path along with abob101's new mage paths. Hope we can see some more of these.

Reply #24 Top

I feel like there is way too much initiative and passive bonuses all over the place. Your general idea is good, but with fewer skills to choose from (remove 3-4 at least and merge/nerf passives), more dedicated specializing paths with some more active abilities this would be a really great mod. (think magic arrow, guardian strike with more damage etc. are all excellent possibilites) 

Reply #25 Top

add please opening <AbilityBonuses>

and ending </AbilityBonuses>

to custompaths.xml file

ps. in patchwork mod all bows has Rain of Arrows ability so it makes that perk obsolete

 

i implemented this to battle companion ability and deleted tha companions - they are globally useles if in army there are 1 warrior or defender that could stop. 

<Description>Ranger is a hunter in wildland and gives a boost to hunting +50% vs beasts and his hunting traps in wildlands give +5 food supply to cities.</Description>
<Icon>Ability_Howl_Icon.png</Icon>
<PerkTreePosX>1</PerkTreePosX>
<PerkTreePosY>0</PerkTreePosY>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Attack_Pierce</StrVal>
<StrVal2>Beast</StrVal2>
<Multiplier>1.5</Multiplier>
<Provides>+50% Attack vs Beasts</Provides>
<vsUnitType>1</vsUnitType>
</GameModifier>
<GameModifier>
<ModType>Player</ModType>
<Attribute>AbilityBonus</Attribute>
<StrVal>A_Additive_Food</StrVal>
<Value>5</Value>
<PerTurn>1</PerTurn>
<Provides>+5 Food in all cities</Provides>
</GameModifier>

So defensive volley is not a piece of interest too.


and at last... you coul make rangers only from two heroes - your sovereign and first hero - all other go with predefined paths and there no other heroes in pool