[Mod] Improved Units

Hello:

  So, I decided to start looking at the units and realized there is a lot of room for improvement, especially based on the descriptions of the units.  So, this is first step in that direction.

 

Version 1 Change Log:

  • Axeman renamed Dwarven Axeman, since that's what the description calls him.
  • Barbarian Elite changed to Bandit Elite Calvary since that was what the description says.
  • Barbarian named changed to Bandit Calvary since that was what the description says.
  • Bound Fallen Apprentices gain Confusion and Bewilder abilities, since it says they can confuse their enemies.
  • Ceresa's Legacy Pioneer, Wraiths, and Wraithlings are now all race_type_wraith.
  • Dire Wolf loses their Vulnerability to cold.  They have FUR!
  • Enslaved Wargs are now properly considered beasts.
  • Fallen Apprentices gain Confusion and Bewilder abilities, since it says they can confuse their enemies.
  • Frost Mage renamed to Dwarven Frost Mage (since that's what the description calls him) and gains the Ice Storm ability.
  • Moved the Yeti's affinity ability to Yeti Mages since it deals with tactical magic.
  • Quendar Mystics get the Quendar blood ability.
  • Renamed certain summoned units so it is easier in Tactical Combat to see them as summoned.
  • Renegade Dwarven Mages get the Bewilder ability.
  • Spectre now has the Vulerable Undead ability.
  • Trog Commander and Trog sniper now are added to race_type_shadow for the Sorcerer King as higher tier units.
  • Wraiths gained the Wraiths Blood ability which replaces the Arcane Veil ability.
  • Yeti Commanders get Battle Fervor like their description says.

Some of these are cosmetic changes and others are to fix things based on their descriptions.  Others just made sense (like removing Dire Wolf's vulnerability to cold).  Again, this is the first step towards improving units and trying to make combat more interesting and make the units more varied.

If you don't know what some of the blood abilities do, you'll have to look it up or find out in game!

Link to Mod

Directions:

  • Download the file and unzip to C:\Users\{Username}\Documents\My Games\SorcererKing\Mods.
  • Make sure you have the option for using mods turned on in the game.
  • Enjoy the updates.

Feedback is always welcome

100,334 views 25 replies
Reply #1 Top

Okay, time for Version 2 which brings updates to many of the dragons, mages, and some of the player units.

Version 2:

  • Archers now gain the ArmorPiercing ability.
  • Battlemage has the Life ability replaced with Loremaster1.
  • Blue Drakes gained the Deadly Bite ability.
  • Drakes gained the Deadly Bite ability.
  • Dwarven Axemen gained Cleave ability and Expert Axemen ability and lost Spell_Eviscerate ability.
  • Dwarven Berserker gained Berzerk ability.
  • Dwarven Calvary gained CanEquipBows ability, ArmorPiercing ability, and PoisonShot ability.  They lost Spell_Slow ability and Spell_Shockwave ability.
  • Fire Mage has the Spell_Soulspark ability replaced with the Flamewave_Aegethon ability.  This makes them more flame-based.
  • Fire Mage has the Spell_Thunderstrike replaced with BurstOfFire ability.  This makes them more flame-based.
  • Frost Dragons gained the Large ability, the Overpower ability, and the Sweep ability.
  • Golden Dragons gained the Large ability.
  • Ice Mage has the EnergizingAura ability replaced with the Frostborn ability.
  • Necromancer gained Touch of Entropy ability and Deathward ability.
  • Necromancer gains the Spell_Curse ability.
  • Pikemen now gain the Endurance1 ability (gain additional HP per level).
  • Quendar Mystic gains the Spell_Curse ability.
  • Rebel Archers gained the CanEquipBows ability and the ArmorPiercing ability.
  • Red Drakes gained the Deadly Bite ability.
  • Sentinels gain the Swordsman ability (increasing their counterattack damage).
  • Shrill loses the Spell_StaticBlast and gains the Shockwave ability.  Keeps more in line with the earth theme.
  • Soldiers now gain the Defender1_Level ability (higher defense when defending).
  • Trog Archers gained the CanEquipBows ability.
  • Trog gain the Blood_Trog ability (just the infantry gain it, not the archers, snipers, or commanders).
  • Trog Snipers gained the Bleed2 ability instead of the Bleed1 ability.
  • Trog Snipers gained the CanEquipBows ability.
  • Twisted Magi gains the MinorResistLightning ability.
  • Twisted Magi lose the Blessing ability and replace it with Spell_StaticBlast and Spell_Storm.
  • Twisted Magi lose the VulnerableToLightning from them.  They use lightning, why are they vulnerable to it?
  • Warlock loses the EnergizingAura and replaces it with the Spell_Curse ability.
  • Wolf has vulnerable to cold removed from it.  It has Fur!

Plus what is in Version 1

A lot of what these changes do is try to theme up the units a bit better.  Twisted Magi for example are supposed to be lightning based but have no lightning based attacks and were in fact vulnerable to lightning.  The Dragons and Drakes got Deadly bite and the two types of Dragons are even tougher now!  A lot of the spellcasters became more themed.  Again, this was an update to try and make units do what their description said.

The instructions are the same as above, but the link is changed (see below).

Link to Mod


If there are any balancing issues, please feel free to let me know.

Reply #2 Top

Looking great!


Probably give it a try after I finish my current steamy affair with Banished. ;)

Reply #3 Top

Trust me, makes a difference.  You no longer get spammed with arcane arrows, but now there are more mass-effect spells, more variety in how combat shakes down.

Reply #4 Top

Hi, bmorris2! :) Does this mod work with Sorcerer king 1.4?

Reply #5 Top

Not yet. I'll have a 1.4 version out later today or on Monday.

Reply #8 Top

Sorry,work got busy.  I've made most of the changes and will be releasing it soon.  Just need to see what they did in a few other files before I do.  They did incorporate some of my changes already, but those were to starting units (soldiers, sentinels, pikeman, etc.).

Reply #10 Top

Quoting kochegin, reply 9

bmorris, when the mod for version 1.4?

 

Based on his conversation with Brad on Steam, I think he's given up.

Per bmorris:(El Bandito on Steam)

"Edit: OK, I just decided not worth the effort."

Reply #11 Top

Here it is:

Link for Improved Units (1.4 compatible)

I'm actually working on a complete rework of most of the files to make the game more enjoyable and things tougher.  It's hard within the limitations of the engine, but I should have something relatively soon.

Reply #12 Top

Sounds good, bmorris2.:)

 

Hey, if it's possible, would you consider nerfing the summon ice elemental spell so that it doesn't freeze every enemy when it's cast? I like using the unit but it is so OP. I would mod it myself if only someone would tell me how.

Reply #13 Top

In the CoreSpells.xml file, you should be able to find this spell.

Code: xml
  1.     <SpellDef InternalName="SummonIceElemental_Tactical">
  2.         <DisplayName>Summon Ice Elemental</DisplayName>
  3.         <Description>Summons a fragile but frigid Ice Elemental, freezing all enemies for a turn.</Description>
  4.         <Image>Spell_SummonIceElemental.png</Image>
  5.         <IconFG>Spell_SummonIceElemental.png</IconFG>
  6.         <LoreCost>60</LoreCost>
  7.         <CanStack>0</CanStack>
  8.         <Cooldown>5</Cooldown>
  9.         <SpellBookSortCategory>Summon</SpellBookSortCategory>
  10.         <SpellBookSortSubCategory>Summon</SpellBookSortSubCategory>
  11.         <SpellType>Tactical</SpellType>
  12.         <SpellClass>Offensive</SpellClass>
  13.         <SpellSubClass>Summon</SpellSubClass>
  14.         <SpellTargetType>EmptyTile</SpellTargetType>
  15.         <IgnoreInvalidTargetsInRadius>1</IgnoreInvalidTargetsInRadius>
  16.         <IsResistable>1</IsResistable>
  17.         <LoreMinimumToUnlock>20</LoreMinimumToUnlock>
  18.         <Prereq>
  19.             <Type>AbilityBonusOption</Type>
  20.             <Target>Player</Target>
  21.             <Attribute>Summoning3Spellbook</Attribute>
  22.         </Prereq>
  23.         <SpellResourceCost>
  24.             <Resource>Mana</Resource>
  25.             <Amount>15</Amount>
  26.         </SpellResourceCost>
  27.         <GameModifier>
  28.             <ModType>Unit</ModType>
  29.             <Attribute>SummonUnit</Attribute>
  30.             <StrVal>Ice Elemental</StrVal>
  31.             <UnitClass>Unit_Summoned_IceElemental</UnitClass>
  32.             <ApplyToSpellRadiusCenterOnly>1</ApplyToSpellRadiusCenterOnly>
  33.             <IsForFormattedDescription>1</IsForFormattedDescription>
  34.             <Duration>-1</Duration>
  35.             <Calculate InternalName="Calc" ValueOwner="CastingUnit">
  36.                 <Expression><![CDATA[[UnitStat_BonusSummonLevel]]]></Expression>
  37.             </Calculate>
  38.             <Calculate InternalName="Value">
  39.                 <Expression><![CDATA[[Calc] + 2]]></Expression>
  40.             </Calculate>
  41.             <Calculate InternalName="ValueForFormattedDescription">
  42.                 <Expression><![CDATA[[Calc] + 2]]></Expression>
  43.             </Calculate>
  44.         </GameModifier>
  45.         <GameModifier>
  46.             <ModType>TacticalUnit</ModType>
  47.             <Attribute>ChanceToLoseNextTurn</Attribute>
  48.             <ApplyToAllEnemies>1</ApplyToAllEnemies>
  49.             <DisplayName>Frozen</DisplayName>
  50.             <Duration>1</Duration>
  51.             <Effect>Enchantment_FrozenTime</Effect>
  52.             <PerTurn>1</PerTurn>
  53.             <Value>100</Value>
  54.         </GameModifier>
  55.         <AIData AIPersonality="AI_General">
  56.             <AIPriority>70</AIPriority>
  57.         </AIData>
  58.         <HitSoundFX>Spell_SummonIceElemental_01</HitSoundFX>
  59.         <SpellDefEffect>
  60.             <EffectName>T_SummonIceElemental_Particle</EffectName>
  61.             <LocalPosition>0,0,0</LocalPosition>
  62.             <EffectScale>0.3</EffectScale>
  63.             <EffectDelay>0</EffectDelay>
  64.             <SnapToTerrain>1</SnapToTerrain>
  65.         </SpellDefEffect>
  66.         <Likelihood>100</Likelihood>
  67.     </SpellDef>

You'll want to try messing with the value of 100 under ChanceToLoseNexTurn.  Right now, it gives every enemy a 100% chance to be affected by it.  I'd probably give it a value of 50 and then know that it is only going to affect 50% of the units (on average) and even then, they get their save. 

Reply #14 Top

Wow! Thanks, bmorris2, I will give it a try!

Reply #15 Top

No problem.  I've gotten over being mad at Stardock about their lack of support for the game and decided I am going to do it myself.  :annoyed:

Reply #16 Top

Sounds pretty awsome - any chance of fixing it so units can equip the weapons they're meant to be able to (e.g knights and soldiers equip swords) without having to enchant them, save the game, exit and reload first? Or would it be too complicated to find out what's causing that issue?

Reply #17 Top

Quoting bmorris2, reply 15

No problem.  I've gotten over being mad at Stardock about their lack of support for the game and decided I am going to do it myself.  :annoyed:

 

This is great news bmorris!!!  I'm looking forward to you fixing it up, as it has such potential but is just plagued by various issues.  So here is a few  :beer: :beer: for you!  Or I guess a  :star: if you're not a drinker!  

Reply #18 Top

Ok, here is the new release of it (Version 3).  Fixes numerous units not being able to wield swords.

Link for Improved Units (click to download).

And not a drinker (did enough of that 20+ years ago), so the star will do.

Reply #19 Top
Seems to work fine for soldiers equipping swords - other melee units you still need to do the enchant weapon/ save/exit game/reload workaround (though you can do it with any number of weapons at a time)
Reply #20 Top

Hi bmorris,

I am wondering if it would be a good idea to set up a spot on GitHub so you don't have to be the only one making changes?  It seems like a lot of work to do yourself and I am sure there would be some interest for people including myself to contribute to the mod changes.  I can set up a repository if it sounds like a good idea.

Reply #21 Top

I suppose we could do that.  I guess the issue with that would be everyone agreeing on what needs to be done.  I could definitely put this mod up on the github.  Yeah, let me do that and then I'll post it.  At least it would give everyone a starting point.

Reply #23 Top

In the last version update, it seemed like they befed-up magic resistance on a lot of monsters, making it almost impossible to hypnotize them. Kind of took the fun out of playing the mage.

Reply #24 Top

**EDIT** Wrong mod. I am sorry. It was a conflict with Unique Starting Units mod. I wish they were compatible. No idea how to do that.

 

Quoting Borg999, reply 23

In the last version update, it seemed like they befed-up magic resistance on a lot of monsters, making it almost impossible to hypnotize them. Kind of took the fun out of playing the mage.

 

Also, this.

Reply #25 Top

Great work B!   Are you working a compatible 1.5 version?  It looks like some of your changes have been incorporated.   Scotty should be looking at doing all your changes (imo)