Hold Your Ground
Ever wish your low-level heroes had a little bit more survivability or tactical flexibility as they tried to catch up to your starter heroes? Ever get annoyed when you have action points go to waste as your heroes sit around waiting for the next bunch of enemies to approach? How about some turn-ending buff abilities for your heroes?
Each class is given a new turn-ending ability at level 0. These abilities aren’t particularly strong, but they do provide noticeable benefits that can be played around.
Warrior:
Warriors gain Brace. They can brace against incoming attacks, providing them immunity to knockback and +10 Block; scaling with a +5 per level of Potency. This buff lasts until the beginning of the next turn.
Hunter:
Hunters gain On Alert. Prepping for their next strike, they gain +10 Accuracy; scaling with a +5 per level of Potency. The buff will last until the end of the next turn, or until they attack.
Mystic:
Mystics gain Meditation. Drawing in power from Nature around them, they form a shield, gaining 1 + Potency Temp HP. The HP will decay at a rate of 50% of the max at the start of each turn, however, multiple uses of Meditation will not stack, it can only regenerate lost Temp HP.
Hold Your Ground:
The titular ability of this mod. Hold Your Ground is a common ability that will add an additional effect to each class’s turn-ending ability. Warriors gain Regroup, repairing a small amount of shredded armor and providing a portion of Brace’s block to walled allies. Hunters gain Eagle Eye, granting additional damage while On Alert. Mystics gain Nature’s Fury, after the turn they spend meditating, if they are attacked, Nature will lash out in recoil to deal damage equal to Potency.
Additionally, heroes can learn Hold Your Ground+, which will increase the stats of these skills across the board.
Any mods that alter the base class aspects (mainly only mods like Expanded Humans: Classes) will cause issues. (Mods that just add new abilities are fine however) Nothing should crash, but you will find your characters without their turn-end ability or without the changes of the other mod.
Due to limitations in my programming abilities, the walling buff provided by Regroup is not actually looking at walled allies, rather allies who satisfy the same conditions as being walled. This may lead to unintentional interactions, let me know if you find any.
(Also, excuse the poor preview image, I’m a bad artist and was a bit rushed for time…)
- All of the folks over in the Discord who put up with my questions and mistakes as I’ve worked through this.
- The Wildermyth devs for making this wonderful game and for taking the time to help us modders out.