Warhammer against Landlord

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Author: Swiftyhorn

Last revision: 15 Jan, 2023 at 12:30 UTC

File size: 84.99 KB

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Description:

Warhammer 40k Mod

Please ignore gold values and bugs currently, this is in very early testing stages and will eventually become a total conversion mod.

This mod changes the starting symbols to Baby Spores, the Coin symbol requires 1 spin to change fully, this is due to the api. I have shared the code for this in the workshop discussion section so feel free to use. This mod is also trying to do a lot of things that other mods have not currently done, so patience is a must here. The modding for this game is finicky and not always clear on what bugs are causing what issues. I will have to trial and error a lot of stuff.

Things currently in the mod:
1) Snotlings – They will plants baby spores (2.5% chance) for each adjacent empty tile.
2) Baby Spores – These will count down from 5, (once per spin), at 0, they change into a random mature spore.
3) Snotlings adjacent to Any Spore will reduce its count by 1 (once per turn).
4) Snotlings will get hungry when working, adding to their hunger meter, when this reaches 50, they change into a Greedy Snotling, they will then start eating spores (not fully finished), when this meter reaches 100, they will change into a Mushling (ork food for later).
5) Mature Spore – When its counter reaches 0, it creates a random Orkoid.
6) 2 more Mature Spore types (not fully finished).
7) Grots – These gain 1 extra gold for each grot on the board.
8) Ork Boy – These will eat mature spores (any type), they have a Kill Meter that fills up (later from killing), when eating spores this meter goes up or down depending on the type. At 100 they will evolve into an Ork Nob.
9) You will notice the Orks have damage, health, defense and range stats. These will become very useful later since units will attack each other reducing these stats and filling up meters.

Whats next for the mod
1) Finish up basic Snotling logic, they will cultivate nearby spores, gain hunger, then become greedy. When greedy they will eat spores until they become a Mushling. Greedy Snotlings will be classed as enemies to Orks once the killing system is in place. Mushlings will be worth a lot of gold but they will then be eaten by orks and grant a good amount of kill meter value. This kill meter will determine the tier and gold gains of the Orks also, but it will be a balance on whether you want to keep certain symbols around or try a different tactic. The mod will allow a lot of choices.
2) Orks will fight each other and Grots if no enemies are present. They will use their damage stat to deal damage, and health stat to take the damage. The range will be how far away they can attack. Later on Orks will get weapons that turn them into different types, some of these will have range that is 2 tiles away, or only usable on corners etc.
3) Every unit will have a different Meter stat, this will be filled in a different way depending on the unit. Currently the plan is for Kill Meter, Hunger Meter, Healing Meter, Scrap Meter and Psychic Meter. Different units will have a different one and this will be the number shown on the unit. They will also do various effects based on this meter. Like the Snotling becoming Greedy and starting to eat the spores instead of plant them. Or the Orks getting angrier and having higher stats and evolving.
4) I would like to get the Painboy and Mekboy system working relatively soon too. Painboys will change spores to syringes to make grot orderlies and also heal nearby orks with a chance to experiment on them (secret). Meks will gather scrap to make wargear and armour, they will kit out other Orks and create a horizontal tier system. So different items will make different units if adjacent to them. It will make more sense when its in the mod. Mek boys will also upgrade units in unique ways such as making Ard boys who have defense stat, and adding mega armour to nobs and warbosses. There will be competition between different Meks and an evolution system also.
5) The spore system needs finishing. There are 4 more spores to make. Also need to code special interaction with Spores, such as the Puffball will create clouds that make Orks cough and damage enemies. These clouds will prevent attacking nearby enemies. Grots will be able to use these to make bombs later on. Blood Speckled as stated will be used for healing stuff. Theres also a deadly one called Rutted Gob Buster, these are going to be a dangerous spore that Orks eat, there will be a chance to damage the Ork, a small chance to kill the Ork, and a large chance to add to the kill meter (it will add around 20-25, unsure yet). Theres also 3 more that are used as food for Orks. Pink Spotted Trottlecap, Warted Nightbloomer, and Heartburn. I may have Heartburn play into the fire idea, like it makes Orks burp fire after eating. May have Nightbloomer add poison to weapons, and keep the Trottlecap purely as food.
With this spore system, there also needs to be a way to remove them as enemies, this will be a flamethrowers and other fire things. Also a little thing called Exterminatus will eventually be in the game.

The future
1) I have around 70-90 Sprites already made, and I make more every few days. So theres no shortage of stuff, all of it is scaled correctly to the game and made by me personally (I do pixel art in my spare time).
2) Gots. A lot of stuff planned for Grots too, they will change into different types based on certain items that other units make, like a Pain Boy next to a Blood Speckled Fungus will make a Syringe, if a Grot is adjacent to this they use it and become a Grot Orderly, these are not attacked like normal Grots and will heal allies. Also have plans for a Grot revolution system where you can play using grots as the main focus. Artwork for these are already done.
3) Orks will Evolve from Boy to Nob, then Warboss, Warlord and eventually a named character. The Warboss/Warlord and named characters cannot be found in the shop. They must be obtained through evolution or some other rare way. Likewise, specialist grots and orks will not be found in the shop, they must be created through interactions on the board and with items. This is where the mod will shine.
4) I have a Squig system im working on also, different squigs will do different things and some are made by orks/grots purposefully, like the bomb squig.
5) There needs to be an enemy faction for the orks to kill, and to be killed by. I think I will start with the imperium at large, using astra militarum, space marines and adeptus mechanicus stuff.
6) Eventually I hope to make modules you can download that add new factions, such as playing Tyranids instead of Orks or something. So in general I hope to give you the choice of which factions to fight. (This depends on how the api works).
7) Outside of playing Warhammer, there will be other events and objects. Such as Misc Stuff that is used in Warhammer, like a table item, forests, dice, clippers, glue, boxes of models, magazines. Got lots planned here.
8) There will also be outside forces, these are mostly people, such as rule nerd, friends, parents, pets etc. These will interact with the board in some way, some are good some are bad. They will be forced on you and you will have to plan for them and deal with them.
9) Other outside forces include Ebay items, Collectors, Books, Table nudging, Animal eating a model, A gust of wind due to an open window, a random bee attacking a person, someone standing on a model. Again lots planned here too.

If you made it this far, thanks for reading and I hope you will enjoy this once its further in development.