[Sentinel Skill Mod] Sentinel, Rebirth

ENGLISH VERSION.
PATCHPACK: [Sentinel Skill Mod] [PATCHPACK] Sentinel, Rebirth
Changing battle abilities of Sentinel(generic) + ‘Han Sui’.
– Redesign ‘Adamant Resolve’.
– Redesign ‘Tenacity of Steel’.
– (New) Irongrip : replacing ‘Tempered deflection’.
You can test this mod through ‘Han Sui’ in custom battles,
With PATCHPACK, this changes are also applied to *Zhao Yun *Zheng Jiang *Sun Jian *Zhang Liao *Yue Jin.
Also all generics (sentinel) are in ‘Eight Princes’ also applied.
A feedback is always welcome! If you love this mod, please rate it up!


In Vanilla, personally I think that using sentinels as a general is dull. In fact, it seems like there are no particular merits unless you have a very specific setup to maximize the effectiveness of sentinels as a general.
I can tell sentinels’ exclusive retinue-type: swordmen don’t have a strength over spearmen or pikemen of champions. They are very fragile to cavalry, yet don’t overwhelm other non-cavalry units as it should be intended.
Moreover, their battle abilities are not very good, fun to use. Most of them are just a minor version of commanders’ abilities. And especially it is quite annoying that a phase stack of ‘Tenacity of Steel’ is suddenly loosing when a hero do a jump attack intermittently.
CA describes ‘sentinels’ officially:
‘Sentinels are strongly defensive characters and excel at locking down enemy generals and holding the line.’
I see they are strongly defensive (due to their high expertise.) locking down enemy generals & holding the line are just ridiculous.
You can never lock down enemy generals by your sentinel unless they will accept a duel. Anyway the duel system is almost a dead meat. You cannot exploit the duel system in a tactical way.
And speaking about line holding, it is much better using champions with pikemen. Swordmen in this game are fragile to cavalry and sentinels cannot cover such weakness.
This mod, ‘Sentinel, Rebirth’ is trying to imbue sentinels with what CA talking about sentinels in the actual game play by introducing a nice set of new abilities.
The concept of ‘Sentinel’ in this mod like below:
- A hero can give a strong buff to soldier within a close distance, mainly specialized to holding the line or defensing a point.
- A hero can protect foot-soldiers & strategist from enemy cavalry & heroes.
- Giving sentinels a synergy effect with their own retinue dynamically in terms of their own ability.
Additionally, it is possible to use sentinels as:
- Breakthrough a part of enemy line by using sentinels’ buff to nearby soldiers.
- Holding enemy cavalry or a unit with higher range defense by a sentinel, and destroying them with a range-defense debuff.
The description about changed abilities is below:
A. Irongrip
- Replacing ‘Tempered Deflection’.
- ‘Stance Applied’ is new ability-type that I defined. This type of ability inflicts an effect to an enemy who is contacting with a hero.

Currently, the UI does not shows such information, so I added a note into the description tooltip. So, during 40s, in any contact, an enemy will get such debuff.

When this skill is active and contacting an enemy, you can see such kind of an icon.
B. (alternative) Tenacity of Steel
- (alternative) Tenacity of Steel is now applied to nearby ally within 25m.
- (alternative) Tenacity of Steel additionally has a morale buff.
- Yet, (alternative) Tenacity of Steel only has a half damage buff.
- Active conditions are different to prevent unexpected phase loss due to intermittent jump attacks of a hero.

Above gif image shows a visual effect when a sentinel reaches to the phase 5 of (alternative) Tenacity of Steel.

(alternative) Tenacity of Steel has a 25m intercept range. With changed activation conditions, the intercept range prevents a sudden phase loss and allows sentinels to move without the loss of a phase if they are moving through by an attack command.
* Yet, a new ally get a buff is starting from the phase 1 even if the sentinel hero is in the phase 5.
C. (alternative) Adamant Resolve
- (alternative) Adamant Resolve has a shorter radius, but it lasts longer.
- (alternative) Adamant Resolve now has ‘Cause Fear’.
- (alternative) Adamant Resolve now has ‘Discipline’.

(alternative) Adamant Resolve has ‘damage resistance’ because as a complement of ‘Tempered Deflection’.
Disciplined in ‘Adamant resolve‘ is added considering representative figures of sentinels are renowned generals and experts of siege-defense. So I redesign this skill as it is effective to defensing an important point.
‘Adamant resolve‘ now can be used like this way:
When the morale of your soldiers is waving. A sentinel can go to back up them. Then, the disciplined buff makes them return fast after they retreat for a while. And during a hiatus, the sentinel can stack the phase of ‘Tenacity of Steel’ and the buff from it allows soldiers to complement their low morale.
Cause fear in Adamant resolve is added to enhance synergy between sentinels and their own retinues. (not only a stat-buff to retinues, but as a dynamical way in battles.)

The answer is the ‘bravery’ skill, only sentinels have that skill which gives a ‘Terror & Fear immune’ to their own retinues. So ‘Adamant Resolve’ ability gives retinues belong to sentinels an upper-hand over retinues belong to other type (i.e. champions).
NO CEO & STARTPOS.
It will be compatible with any other mods, unless a mod do not change sentinels’ skills.
Yet, If a mod use a unique id value which also is used in this mod, a glitch can happen.
USED UNIQUE ID VALUES: 1112223338/1112223339/1112223340
No Known Bug
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