Lonely Sands
**Version 1_2_2 Now Live**
Lonely Sands is a custom wave defence scenario with heavy influence from Star Craft 2’s Cooperative online component. The basic premise for this Scenario is to defend your allies Wonder from attack waves that come at night, survive 6 nights to be victorious. If the Wonder falls, you lose and have to start over. During the day, you can complete optional objectives to receive powerful buffs to increase your chances of survival. Choose between any of the base games factions as any major god and good luck have fun.
Be sure to play the opening cinematic, that way you will unlock the rest of the scenarios and be able to play as all factions.
Make sure to move this mod to the top of your load order so that nothing is getting overwritten from other mods.
Details
– Singleplayer only campaign
– All 4 base factions are playable (no chinese DLC support)
– Randomised enemy variety
– Randomised food and gold placements
– Unique ‘level up trees’ for each faction
– Modified godpowers (most godpowers now recharge over time)
– Modified tech trees (changed certain godpowers around for more viable ones)
– Roughly 2000 triggers in total
Difficulty Modes
Easy
– Bonus starting resources
– No enemy tech unlocked
Moderate
– Little enemy tech unlocked
Hard
– All moderate difficulty parameters
– Less food and gold resources
– Large amount of enemy tech unlocked
– Large attack waves will contain myth units based on which god the enemy decides to worship
– More attack waves
– Increased obelisk guardians
– Set animals move slightly faster and deal slightly more damage to buildings
Titan
– All hard difficulty parameters
– All moderate difficulty parameters
– Bigger large attack waves
– All enemy tech unlocked
– Set animals move even faster and deal even more damage to buildings
Balance Changes (Only effects this scenario)
– Houses, Manors and Town Centers provide double the pop, this is to compensate for the amount of enemies you will be dealing with.
– Walls and gates cost 50 gold and wood each, this is simply to make the scenario challenging and not just a competition of who can build the biggest castle.
– Tweaked stats of a few other small things to make them more worth while.
Godpowers
Many godpowers now recharge overtime as well as seeing some balance changes to make them more viable long term.
General
– Remove friendly fire damage for all offensive god powers
– Removed battle music from various god powers (perhaps slightly controversial change but let me know if you want it back)
– Removed damage caps on all god powers
Greek
– Restoration lasts longer, effects units anywhere but has reduced healing speed
– Curse will now convert enemies into Boars that you control instead of Gaia pigs
– Ceasefire duration is considerably shorter
Egyptian
– Rain lasts longer
– Serpents now spawns additional serpents and spawns them in faster
– Ancestors spawns in Minions faster and in a more condensed radius
Norse
– Undermine can now be used on siege units
– Forest fire last considerably longer
– Healing Spring has increased range
– Frost provides less hack armor to effected enemies
– Fimbulwinter now spawns more wolves and will spawn them around the Wonder instead of Settlements
Atlantean
– Shockwave stuns for longer
– Spider Lair has a more condensed radius and spawns and 1 additional spider egg
– Chaos has a more condensed radius
Techtree Changes
Greek
– Pestilence replaced with Chaos
– Ceasefire replaced with Traitor
– Underworld Passage replaced with Ancestors
Egyptian
– Shifting Sands replaced with Plague of Serpents
– Citadel replaced with Flaming Weapons
– Locust Swarm replaced with Ancestors
Norse
– Ragnarok replaced with Meteor
Atlantean
– Carnivora replaced with Spider Lair
Additional Information
If you have bugs to report, be sure to leave a comment, otherwise have fun and try not to die horribly.
Known Bugs
– …