UNOFFICIAL Steel Faith Overhaul (SFO) Patch for Cataph’s Kraka Drak AND Chesschamp’s Kraka Drak Climate Submod

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Author: Chesschamp09

Last revision: 21 Jun, 2018 at 03:41 UTC

File size: 331.78 KB

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Description:

UPDATED FOR NEW SFO VERSION (works)! (Still assessing any new balance changes that need to be done because of new SFO changes–mainly the additon of new norsca)

This mod (attempts) to improve the balance of Kraka Drak (w/ my Kraka Drak Climate submod) in SFO.

COMPATABILITY:

As long as you have the other required mods, it should be compatible with basically everything EXCEPT the Official Kraka Drak SFO Submod (pick either the official or this version).

Should be save-backwards compatible (like my other mod). Removing my mods midgame may cause undesired effects (like with most mods–like not being able to continue that game without manually editing the save).

The way I balanced was comparing the stats of vanilla units to what they were in SFO as a guidline, as well as trying to push some units more into their intended role.

CURRENT FEATURES (or approximate changes):
  • Adds in garrisons to regular and landmark buildings.
  • Rebalances Kraka Drak units (including my new ones!) for Steel Faith Overhaul more in line with how I think it should be (this is subjective: my goal was to make all non-baseline units have a reason to be used)
    • Huskarls, Stormbeards, Wardbearers as elite infantry similar in overall power to ironbreakers
    • Huskrals– Damage dealing, high offensive normal defense
    • Stormbeards– Fast (for heavy armored dwarf) elite infantry meant as shock troops to decimate enemies in a charge, but not be as good as huskarls in offense or wardbearers in defense, medium shield
    • Wardbearers– The stand there and take a beating infantry like ironbreakers can (use a better shield); no ranged option, almost immune to magic
    • Groms– alternative to slayers
    • Drillers– similar to trollhammer torpedos, but shorter range in exchange for packing a bigger punch
    • Spikegunners– competes with greatweapon rangers and pathgrinders: lower dps and more ammo; more units; slightly higher range; but slower and worse melee
    • Acid Thrower– much better compared to vanilla to be more on par with other artillery and added some anti infantry (since it said it was but never actually had a bonus)
    • Orgi– increased stats to be more on par with recruitable heroes; can parry projectiles
    • Stoneguard– stronger but smaller unit size wardbearers; instead of shields they use greatweapons but can parry some missiles like swordmasters of Hoeth
    • Crimsonbane– better stormbeards
    • Drakeguard– better huskarls; can parry projectiles
    • Forsaken– better slayers (can still parry projectiles)
    • Thunderbows– slightly improved ranged attack, explosion, ammo, range
    • Pathgrinders– moderately improved ranged attack, explosion, ammo, range; should be worth taking for AoE dmg over spikegunners and gw rangers
    • Lost Urk– pretty good midlevel hybrid/flank unit; added 2 ranged throwing axe to be used while charging
    • Orig’s Blades– improved to be a better alterative to dwarf warriors; can parry projectiles (may remove this later)
    • Rangers of the North (from my submod)–improved most aspects of missle attack, still good in melee
  • Elite (ror and most end of tree) units get 2nd tier of SFO Dawi Oath, other units get first tier
  • Daemon and Giant Slayers Added! Currently they behave the same as their SFO bretheren. In the future they may get tweaked to be stronger for Kraka Drak
  • Longbeards with shields added!: Smaller unit size, more expensive than greatweapon longbeards; Visual Bug still present

Looking Forward:
  • As long as I play this game I will try to keep this updated with changes to SFO, Kraka Drak, or my own submod
  • Please please please give feedback if you think something is over/undertuned and I’ll investigate the matter and enact changes as they’re needed
  • May enable Daemon and Giant Slayer units from SFO to be recruited (or modify them to let them have better versions since slayers are greatly attracted to the area)
  • May enable Shieldbearers
  • Update the bullet points on the unit card so that they arent blank at some point
  • Garrisons to any buildings that should have them that are still missing (my building chains will likely be covered in my other mod)

In order to play use this you need my Kraka Drak Climate Mitigation Expansion/Submod, which needs Cataph’s Kraka Drak Overhaul, which in turn requires Crynsos’ faction unlocker and the Community Modding Framework. Additionally you need Steel Faith Overhaul and the Faction Unlocker Submod for it.

You may also wish to try the Runic Forge Mod

Feedback on balance, bugs, and new ideas to implement are appreciated.

Thanks to Cataph and others on the C&C Modding Den for their help in troubleshooting my base submod. Thanks to Venris for making Steel Faith Overhaul (and the barebones of this mod as well as some unit assets such as shields).

(Formatting done using steam’s help)