[eMod] Sovereign Customization

So I have been thinking about possible ways to make sovereigns more unique and differentiated so they play a little more uniquely. 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. I don't like a lot of the sovereign items as I think spending points on items you can replace later or pick off the ground is kinda lame. I prefer items and traits that would be useful all game and unique like the enchanted crown.

This isn't a mod just to improve the dlc sovereigns but I feel like that's a good place to start, as they make for good inspiration. Below is what I have finished so far. When I create enough cool new traits I might add a bunch of unique recruitible champions that use them as well.

 

Asha Furnaceborn

Inner Fire: When this unit casts a spell it is enveloped in fire for 2 turns and units that attack it in melee take 5 fire damage.

General Tarth

Vendetta: Grants caster +33% physical attack versus a random enemy unit in combat.

Madame Dhana

Enthralling Mirror: An accessory that beguiles all units who attack the holder, and grants +5 dodge and spell resistance. 

Renge the Aphotic

Spiderbody: This item now gives +1 Movement, +1 Initiative, +2 Defense, +1hp per level, and grants the Entrap Ability.

Entrap: Jump to target tile with range 4 and do half your total damage to and web all enemies within 1 radius. Has a cast time of 1.

Sanjo

Theocrat: Profession that grants +1 spell mastery, +1 spell resistance per level, and +1 essence in stationed city.

Dark Heart: Grants the ability to cast the Well of Darkness spell, which grants Death Power equal to player's Life Power and +1 Mana per Essence in the enchanted city. Can only be cast on one city at a time.

Serrane

Architect: Profession that grants +1 production per material in every city. Unit reduces the build time of improvements by 15% in stationed city.

Theorist: +1 Wisdom per turn when in a city, which can be used to cast the Experimentation spell for experience.

Shirayn

Fated Path: Unit sometimes is guided by fate and receives a random stat bonus in combat. Options are +15 accuracy, +15 dodge, +2 initiative, or nothing with equal probability.

Verga Reborn

Numb: +3 Health Regeneration and +8 Defense when under 25% Hit Points.

Unclaimed

Rune Master: Grants Spell Mastery equal to unit's Spell Resistance.

Momentum: Adds Attack equal to a unit's Movement.

Latent: Casting a spell grants +3 spell mastery in combat.

 

Additions to Professions: I wanted to add something to each profession that would directly effect how you used that unit, instead of some of them being bonus faction traits.

Adventurer: +10% Attack versus Beasts, Dragons, Undead, Twisted, Constructs, Elementals and Bandits.

Armorer: Grants Patch Armor ability. Heals target unit by a quarter of their total health, and grants them 4 defense. 1 Range.

General: Grants Rally ability. All units in your Army are healed for 4 + caster's level, and gain +1 Initiative. Cast time 1.

Hunter: Grants Hunter's Strike ability. Attack that does damage equal to 1/3 of the target's current health.

Warlord: Grants Mass Charge ability. All units in your Army gain +20% Attack and +1 Movement for 1 Turn.

Noble: -15% Unit Training cost in stationed city.

Scholar: Unlocks the Expose spell. Reduces all enemies Defense and Dodge by 50% for 3 turns unless they resist. Casting time 1.

 

Download: Here.

Version 0a.

Just unzip the files in the archive to your mods folder in Documents\My Games\LegendaryHeroes\Mods.

If you Don't have the Leader DLC delete the SovCus.xml file.

33,088 views 19 replies
Reply #1 Top

Best of luck to you on this!  Your ideas so far sound good.

I'm working on something in this neighborhood, i.e. beefing up Sovs slightly (at least r.e. their leadership capabilities), and also some new lieutenants for the Sovs.  My 'beefed up Sovs' mod should come together fairly quickly, as I've been using aspects of it in my own builds for a while now.

I don't have the Elemental novel, though, so I don't really know much about the 'canon' lieutenants in this setting.  But I'll save that discussion for another thread.

Reply #2 Top

I rarely use default sovs or factions - so any enhancement that is readily applicable to custom Sovs is appreciated.

I routinely add additional items to the sov selection process as well as additional points which equates to additional trait/magic selections.   I also attempt to beef up the enemy SOV - but I need to redo that since 1.6 and adding Xtradeconstruct.

I favor mobility and experience gain over more finite bonuses - react with more of the map and gain levels quicker.     At one point there used to be a mod that made the world very nasty, but had updated the professions to modify the general ability to be +1 army move and +X% experience.  Was great for me.

Recently I've been using the Gladiator profession - can't remember which mod - bonuses to movement and attack when alone for solo Sov action.  Makes it easier to play more as an RPG.

Those are all obviously subjective.   In general differentiation that actually affects gameplay is GREAT.   More choices are GREAT.   Easy to update between patches and not modifying core files would be great too.

Additionally I've always hated the concept of the 'weak' sovereign - they start a faction and create a city... they shouldn't have a rusty knife and air 1.   There SHOULD be something special about them.

Reply #3 Top


I caution balance.

Nothing against creating new and even improved replacement to abilities. Also nothing about finding really good synergy or outright brokenness.

Just that each ability should be able to stand on its own as an acceptable alternative to flavor the character.

Good luck with the project. :)

 

Reply #4 Top

Finished...

Theocrat: Profession that grants +1 spell mastery, +1 spell resistance per level, and +1 essence in stationed city.

Architect: Profession that grants +1 production per material in every city, and allows you to cast Firm Foundations which reduces the build time of improvements by 15% in enchanted city.

Numb: +3 Health Regeneration and +8 Defense when under 25% Hit Points.

Theorist: +1 Wisdom per turn when in a city, which can be used to cast the Experimentation spell for experience.

Dark Heart: Grants the ability to cast the Well of Darkness spell, which grants Death Power equal to player's Life Power and +1 Mana per Essence in the enchanted city. Can only be cast on one city at a time.

 

I like the idea of a trait that boosts sovereigns when alone or in small groups. That's a great example of a trait that really effects how a sovereign is used.

Reply #5 Top

Very cool.

My opinions, subjective of course. 

Forget balance of power.  Balance is boring in a single player game.

Yes, balance in terms of desire - make them equally desirable so it isn't the ONLY thing you would ever possibly select.  Can't make it too good without improving the others (or at least a few)

Make it so that an AI sov with the trait is useable (i.e. the AI can figure it out) but let it be overpowering, weird to face, game changing.  If I don't like it I un-select them from game start.  Even then, same thing if the AI can't use it - de-select it or make it be player only.   Don't want an AI that does nothing, but at the same time don't scrap a good idea because the AI can't figure it out or be modded to figure it out.

Specifics:

Theocrat - Doubt I would ever use it - somewhat similar to the 1 point trait.   Has very little game changeability in my mind.  1 essence only when the unit is present or the ability to bestow 1 essence to every city?    The first seems underwhelming, the second seems possibly worthwhile - matched with enchanters, very nice.

Architect - Seems nice, could do a construction heavy approach.   Really like empire buffs rather than individual city buffs.  15% is nice, but not overwhelming.   Any way to give city enchantments a maintenance?  Either give it a higher cost 60-100 maybe or a maintenance and possibly 25% increase.   Maybe even make it a unique enchantment like tireless march.   Nice upgrade to enchanted hammers, but need to sacrifice a profession to do it.

Numb - Seems an odd 'profession', possibly more of a trait (unless I'm getting traits and professions mixed up...).    Underwhelming in my eyes.   Similar to a blood effect but with regen as well.   Do all units get it?   Would it stack with the blood effect if so... might be cool.

Dark Heart - does the death power equate to having that many death shards?  Interesting - so could be powerful in both life an death magic?  I'm not sure of the actual utility - but if creative it might be worth a playthrough.

 

Ideas:

Something that creates decision points -

Logistician - +1 army movement, ability to cast enchantment "Engage" - +1 army movement for all units but reduces sovereign army movement by # of armies.

Chaos summoner - Random automatic summons in combat, summons has 50% (??) chance to turn on the caster - from bear to dragon.   % and summons list would probably need tweaking.

Planes Traveler - Can cast 0 cost spell - 'Terrain Hop' = Can teleport in sight - but only 1 move after teleport so only 1 action can be made.

Governator - When in a city, that city has 0 unrest and +X (production, mana, research, something) and all other cities have -15 unrest and +Y (something).  When NOT in a city - all cities experience +10 unrest.       Something powerful enough that it would be useful to have the sov not move at all.

 

and I just re-read - seems numb might be a trait?

 

 

 

Reply #6 Top

Edited my last post.

Ya Numb, Dark Heart, and Theorist are traits not professions. Numb is just a unique ability for Verga Reborn.

I got Theorist working. Now you can create Sovs designed around being Governors which will get a little experience for staying in cities. The AI should use it. The purpose of Theocrat is to be a more magical Governor option, as you can use both Theocrat and Theorist at the same time.

Reply #7 Top

Finished...

Spiderbody: This item now gives +1 Movement, +1 Initiative, +2 Defense, +1hp per level, and grants the Entrap Ability.

Entrap: Jump to target tile with range 4 and do half your total damage to and web all enemies within 1 radius. Has a cast time of 1.

Inner Fire: When this unit casts a spell it is enveloped in fire for 2 turns and units that attack it in melee take 5 fire damage.

Enthralling Mirror: An accessory that beguiles all units who attack the holder, and grants +5 dodge and spell resistance.

 

Right now I'm trying to come up with some interesting stuff for Tarth, Shirayn, and maybe Moria.

Reply #8 Top

Quoting DsRaider, reply 7

Finished...

Spiderbody: This item now gives +1 Movement, +1 Initiative, +2 Defense, +1hp per level, and grants the Entrap Ability.

Entrap: Jump to target tile with range 4 and do half your total damage to and web all enemies within 1 radius. Has a cast time of 1.

Inner Fire: When this unit casts a spell it is enveloped in fire for 2 turns and units that attack it in melee take 5 fire damage.

Enthralling Mirror: An accessory that beguiles all units who attack the holder, and grants +5 dodge and spell resistance.

 

Right now I'm trying to come up with some interesting stuff for Tarth, Shirayn, and maybe Moria.

 

Those all look fun.   Any idea if your spider body will work with primal's spider body?

Reply #9 Top

Quoting DsRaider, reply 7
Right now I'm trying to come up with some interesting stuff for Tarth, Shirayn, and maybe Moria.

What if Tarth gets a bonus to attack vs other Kingdoms?

Reply #10 Top

"Reclusive" as a name for the trait of the turtling sov?  Perks: + 5 to mana a turn, + 1 per level to research when in the city, all militia in the city are squads of golems (can have different random offensive and defensive enchantments), can cast arcane monoliths (see below), can build an essence slot for every city level (max 5 for the city).  Gains xp with every spell cast.  

Negatives:  half fame generation, no henchmen, no settlers, opposite of adventurer class, 

 

Could Tarth get the ability for all Tarthan units in his army to be cautious and be able to leave a battle (Fade into the Forest? or just Fade)

OR:

Could Tarth's units all get a free arrow volley at the beginning of battle, regardless of what they have equipped as a primary weapon?  Since the code won't let units switch weapons?

 

 

Reply #11 Top

Quoting NaytchSG, reply 10
Could Tarth get the ability for all Tarthan units in his army to be cautious and be able to leave a battle (Fade into the Forest? or just Fade)

Could Tarth's units all get a free arrow volley at the beginning of battle, regardless of what they have equipped as a primary weapon? Since the code won't let units switch weapons?

Too similar to the other General for Capitar. Nor sure if the second is possible but wouldn't really fit Tarth anyway, seems like more of a Irene thing.

 

Finished...

Vendetta: Grants caster +33% physical attack versus a random enemy unit in combat.

Fated Path: Unit sometimes is guided by fate and receives a random stat bonus in combat. Options are +15 accuracy, +15 dodge, +2 initiative, or nothing with equal probability..

With this every new Sov has at least one unique ability. I am going to work on the old professions now and make them effect gameplay now.

Reply #12 Top

Quoting DsRaider, reply 11
Vendetta: Grants caster +33% physical attack versus a random enemy unit in combat.

That's pretty cool I like it.

Reply #13 Top

Finished adding some special abilities to improve the weaker professions or just make the profession involve the actual sovereign more. 

Hunter's Strike: For Hunters. Attack that does damage equal to 1/3 of the target's current health.

Rally: For Generals. All units in your Army are healed for 4 + caster's level, and gain +1 Initiative.

Mass Charge: For Warlords.  All units in your Army gain +20% Attack and +1 Movement for 1 Turn.

 

I am also looking at Adventurer, Armorer, and Bandit Lord. Does anyone have any thoughts on whether Adventurer needs a boost and what it could be? Also if anyone has any Sovereign traits they would like to see feel free to suggest them. Just remember these are sovereign traits not faction traits and they have to be within reason as their are limits on what I can do in the xml.

I just really don't like how Bandit Lord works right now. It's totally useless except for the very beginning of the game.  I would prefer for it to spawn one group of upgradeable bandits and allow you to build them. I think Armorer might be the most powerful profession in the game right now as it boosts faction defense by 25%, I would rather that was just for his Army. However all these are large changes that would be a pain to implement so I may not get around to it as i would have to overwrite stuff. 

Reply #14 Top

Could the bandit lord get a pick pocket ability to steal an item from an opposing hero/sov?  Or is that hard to code?  

or can bandit lords get the ability to build low-level skirmishers from a special building called the Cantina? O:)  They only cost one turn to build, can be melee or ranged. (or do you want them to spawn from merc camps, but make sure a bandit lord starts with two nearby?)

 

Adventurers could get double loot from lairs, or a better tier of loot for each level of lair in the game.  Could heroes recruited by an Adventurer sov all come with a quest map to reflect people's desire to recruit the famed adventurer?

EDIT:  Oh and adventurers should get no xp split (faction wide or to their stack I will leave to you.) Or a BONUS for adventuring with other heroes.

 

Thanks for making the game better!

Reply #15 Top

Looks interesting.   Definitely will try this out.

Reply #16 Top

Finished...

Patch Armor: Combat Ability unlocked by Armorer profession. Restores a quarter of a unit's health, and grants +4 defense. Range 1.

Rune Master: Grants Spell Mastery equal to unit's Spell Resistance. A unassigned Sovereign or champion trait.

Momentum: Adds Attack equal to a unit's Movement. A unassigned Sovereign or champion trait.

 

Quoting NaytchSG, reply 14
Adventurers could get double loot from lairs, or a better tier of loot for each level of lair in the game. Could heroes recruited by an Adventurer sov all come with a quest map to reflect people's desire to recruit the famed adventurer?

I really hate how they did professions. Half of them are actually faction traits that have nothing to do with the actual Sovereign. This is really confusing and poorly done. It makes it really hard to balance and add stuff. Adventurer is a great example of this. It's not really a sovereign trait at all but a extra faction trait for Altar. I'm looking at adding something to it that effects the actual Sovereign more.

Reply #17 Top

Adventurer starts with 3 quest maps and two henchmen along with the militia and spearmen but can only settle a city once they reach X level (9th level in AD&D, oh is my nerd showing? :blush: )?  They can conquer a city, but the found city button for them is disabled at the start of the game.

 

"I really hate how they did professions. Half of them are actually faction traits that have nothing to do with the actual Sovereign. This is really confusing and poorly done. It makes it really hard to balance and add stuff. Adventurer is a great example of this. It's not really a sovereign trait at all but a extra faction trait for Altar. I'm looking at adding something to it that effects the actual Sovereign more." -dsraider

There are a lot of inconsistencies, I think they result from trying too hard to "be different" in the fantasy trope department.

Many great ideas, mind you, but not well-organized.


Another idea for Adventurer:  Can Adventurers take all of the creature bits and turn them in at a shop to simulate crafting items?  Assign them as costs to special items only adventurers can get?  More coding work for you, but that's fine with me!  :grin:  j/k


Reply #18 Top

Uploaded first version.

Going to take this and add it to Blood and Mana. Then when I'm done that I will come back and try to come up with some new unique traits for sovereigns and champions.

Reply #19 Top

Some great ideas in here. Vendetta in particular is creative.