Abilities and Spells for Garrison Heroes – 7.0 Update
Adds spells and abilities to garrison heroes.
Higher tier settlements add more spells and eventually allow overcasting.
Settlements add spells and abilities to their heroes in stages dependent on tier.
Tier 1 – Regular abilities, dwarf runes and spells of common rarity. (usually the first 2 spells in the lore)
Tier 2 – All previous and spells of uncommen rarity. (usually the middle 2 spells in the lore)
Tier 3 – All previous and spells of rare rarity. (Usually the last 2 spells in the lore)
Tier 4 – All previous and spells of unique rarity (unique characters), also allows overcasting.
Tier 5 – No additional benefits beyond tier 4.
Only supports vanilla heroes, will not cause issues with modded ones but simply does nothing for them.
Fully multiplayer compatible.
If a hero is added to the garrison during the players turn, their abilities will only show up the next turn.
No plans to address this, if it annoys you leave a comment.
- Fully Custom Garrison
- Recruit Rework
- Abilities and Spells for Garrison Heroes
- Simple Autosave
- Dynamic Movement Range
- Armies Without Generals
- Random Skill Selection
- No Settlement Garrison
- MP Sync
Many thanks to the people over at Da Modding Den for all the tools and help they provide!
Without them none of this would have been possible!
Anyone is free to reuse/modify/submod my mods/part of my mods for whatever purpose.
Should I ever become inactive or otherwise go MIA anyone is welcome to take over.