Legendary Diversity (Wood Elves)
Have you ever played a Wood Elf campaign and thought: “I want to recruit more Wild Riders for Orion but I really shouldn’t”? Have you ever wondered why there are apparently more Treemen than Dryads? Are you tired of spamming out Waywatchers? Then perhaps you will be interested in this mod.
While there are already great mods out there that make people use different army compositions, most of them punishes or outright forbids player from spamming out certain units. This mod takes a different approach. Upon reaching level 10, 20 and 30, your LL will be given a trait that improves certain units in their army. This will hopefully encourage players to use thematic, but most importantly, unique armies for their LLs. The script runs for both player and AI, so confederated LLs will come with the correct stage of their trait unlocked and AI will benefit from it.
Leveling every single LL to level 30 is quite some grind, in order to help with that, an anti-grind mechanic has been added. Once ANY of the wood elf LL (controlled by you or an AI) reaches a specified level, the final stage for ALL LLs will be unlocked.
This feature can be configured using Mod Configuration Tool: Reborn. You can choose to deactivate it or change the triggering level. The default value (if you do not use MCT) is: Anti-Grind activated and triggers at level 30.
I do not know what will happen if you change the setting in the middle of a campaign, a fresh start is recommended if you change the setting.
After unlocking the first stage of Drycha’s trait, you will be able to recruit units exclusive to “Wargrove of Woe” in a limited fashion. (Sadly not Coeddil or any other hero unit)
However, if you are playing as “Wargrove of Woe”, you will not be able to get access to Sisters of the Thorn, Wild Riders or Great Stag Knights. (You cannot confederate Orion or Sisters of Twilight anyway)
This feature was suggested by @benettonkkb
After unlocking the 3rd Stage of Durthu’s Trait, the player will be presented with a special Dilemma. You can choose to either form a united army of Asrai and Forest Spirits or abandon the elves and focus on the Forest Spirit and Creatures. While the united army is more about ambushing and flanking, the Forest Spirit army prefers head on assault with a lot of debuffs on enemy units.
Now I won’t tell you both options are of the same strength, one of them is probably better than the other, but I really don’t think I can make a “Perfectly balanced mod”.
Follow the link below to find out what effect each stage of trait has along with the new abilities added in this mod, I strongly recommend reading it before playing with this mod:
Click Me[github.com]
I will not lie, most of these armies are still not as strong as a Treeman stack (And by that I mean you probably will not be able to walk out of every battle with 0 damage to your army, not they will lose to an enemy army.) They also require a lot more effort to play than a Treeman stack. But they are viable and can take on most if not all late game AI armies in a 1 on 1 situation. Also my testing is based on VH battle difficulty so they might be more powerful if you are playing on other difficulties.
This mod should be compatible with every other mod.
This mod is save-game compatible.
This mod cannot be removed from a campaign.
Q: Will you make a mod for [Insert Race Name Here]?
A: Yes, I want to make one for every race.
Q: Is this mod compatible with SFO?
A: Yes, compatible if loaded after SFO (Which it does by default). However, keep in mind that it is not balanced for SFO. If you wish to make a balance patch but does not know how to, just leave me a message and I will help you.
Thank you @EvilVictor, @benettonkkb for great ideas that improved the mod.
If you have any suggestions or feedback, just let me know. But please be polite and constructive.