Build Diversity ReBalance
EDIT: Should now be updated to fix issue with single bear arm. Let me know if that issue persists or other issues occur.
This mod slightly improves a number of under-powered character options to increase viable build diversity at the highest difficulties of Wildermyth. See notes below for full list of changes.
The best builds in the game are still the best but this mod reduces the distance between them and less optimal builds. If your characters are fully optimized this mod won’t improve their power but if most of your warriors don’t look like the one in the mod image, this mod will probably be a power increase for most of your characters.
This mod does not add ANY new content so characters recruited in games using this mod are fully playable in non-modded games or when using other mods.
Known issues:
This mod is probably incompatible with almost every other mod that changes transformations and items.
Some tooltips/descriptions don’t fully reflect their new functionalities. The changes to wands and staves will only apply to legacy characters when they upgrade or replace their starting wand.
LIST OF CHANGES:
"now" means that this number has changed from the base game, other stats represent brand new additions
Weapons:
Wands and staves now give a portion of their previous spell damage as potency.
This is a minor buff to some mystic skills and intended to lessen all characters’ reliance on bone weapons.
Wands provide potency in line with the basic bone spear and 2-handed staves provide the same potency as the enhanced bone spear.
The enhanced bone bow still provides more potency than either wands or staves, as seems to be developer intention per the latest patches.
Armor:
Removed speed penalties from the warrior and hunter heavy armors
Classes:
All warriors now start with 1 potency (see spell-touched change below).
Transformations:
Spelltouched: No recovery age bonus, now +1 potency
Crow: Legs now provide +0.3 speed, -5 block each
Bear: Legs now -0.3 speed each
Botanical: Legs now -0.1 speed each
Gem: Legs +2 stunt chance each
Foothill: Legs now +2 armor each
Tree: Legs now +1.5 armor, -0.7 speed each
Transformation Attacks:
Bear, Crow, Tree and Wolf(frenzy) attacks now deal +1 damage (+2 with upgrade) if both arms are transformed.
This counteracts the effects of loss of potency from giving up a bone spear, wand etc for a second transformed arm
Pets:
Pet Rat: Now +10 dodge (reducing disadvantage versus pet Duck)
Fire Chicken: Fire chicken cool down between uses reduced to 2 turns
Wings:
Tiny Wings: +10 charisma
Tails:
Rat Tail: -5 charisma, +5 dodge
Skunk Tail: poison damage now 1+(potency / 2)
Skills:
Tinker: now 2 uses at base, upgrade adds +1 armor and warding to the effect
Events:
Avenger can now trigger for hunters and mystics
This was previously possible but required non-intuitive play patterns
PLANS FOR THE FUTURE:
Raider (warrior skill) buff
Wolf Claw and Hill Smash buffs when a character has 2 of the same transformed arms