Core Tier II – Fighter

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Author: Funi Time

Last revision: 1 Apr, 2024 at 11:06 UTC (2)

File size: 7.42 MB

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Description:

Core Tier II – Fighter

This mod is a standalone add on for my Core Tier II mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3011208885

DLC TII Fighter units are included in this mod: Core Tier II – Fighter – DLC
https://steamcommunity.com/sharedfiles/filedetails/?id=3080495459

It was intentionally designed to benefit from my Level Up mod, which makes medal rewards for fighters a lot more useful. Unfortunately, there are very few fighters in the base game.
https://steamcommunity.com/sharedfiles/filedetails/?id=3008549017

Goal:

This mod is intended to improve pacing and unit scaling into the late game while limiting changes to the overall dynamics or balance of the base game.
It does this by adding in Tier II cultural fighter units.

The mod is intentionally limited to Tier II units to assist in pacing in the early game where you can run out of steam between Tier I and Tier III depending on cultural units available. And to help in the late game by extending core troop builds a little further before becoming obsolete.

How it’s implemented:
New Tier II Fighter units are added for each culture.
AI can recruit the new Tier II units and they will be distributed to the spawn points (on new game).

Barbarian: Marauder
Def: 2 Res: 2
Savage Strike: (When a base attack triggers a critical hit, it deals +4 Blight damage for repeating attacks, +8 Blight damage for non-repeating attacks.)
Battlefield Looting (Mod* Free action, Cooldown 1, Touch range, Consume target corpse: Heal +10 temporary hit points, Gain +2 Strengthened)
Raging (Mod* When an enemy unit dies: Heal 10 temporary hit points, Gain strengthened, Does not trigger on the death of Combat Summons, Tower and Siegecraft units.)

Dark: Jinx
Def: 2 Res: 2
Cull the Weak (Deals +20% damage to units with Weakened. Attacking units with Weakened grants the unit Regeneration once per turn)
Jinx (Mod* At the end of this unit’s turn, adjacent enemy units have a base 90% of gaining Misfortune for 3 turns.)
Blooddrinker (Mod* Full action, Cooldown 2, Deals approximately 3x base damage and heals you the same amount as the damage dealt, Triggers ‘Life from Death’ ability cooldown reset if the target is killed.)

Feudal: Squire
Def: 2 Res: 2
Stand Together (+20% damage when adjacent to another friendly unit with "Stand Together")
Rally (Mod* Single action, Cooldown 2, can be used within enemy zone of control. The caster and adjacent friendly units: Heal +10 Temporary Hit Points, Gain 5 Morale, Gain Defensive Encouragement for 1 turn.)
Guard Breaker (Mod* Single action, Cooldown 1, Base weapon damage to units in a 1-hex cone that cancels Defense Mode and removes Retaliation Attack. Overwhelm +40% damage against units in Defense Mode.)

High: Sundancer
Def: 2 Res: 2
Base melee damage split 50% Physical and Spirit.
Dormant: Shield of Light (While Awakened, this unit gains Awakened: Shield of Light – +1 defense +1 resistance.)
Sundancer (Mod* Base attacks have a 60% chance of inflicting Blinded.)
Sunbloom (Mod* Single action, Cooldown 1, Adjacent enemy units take 14 Spirit damage, 90% chance to be Blinded for 1 Turn, Pushed back 1 hex.)

Industrious: Retaliator
Def: 2 Res: 2
Bolstering (Once per turn this unit gains: Bolstered Defense when hit by a Melee or Physical Ranged attack or Bolstered Resistance when hit by a Magic attack)
Frenzied Retaliation (Unit becomes strengthened when carrying out a retaliation attack)
Bolstering Strike (When this unit attacks an enemy, it gains a stack of Bolstered Defense.)
Tireless Retaliation (Unit has unlimited Retaliations.)

Mystic: Senser
Def: 1 Res: 3
Sundered Resistance (Base 90% chance of inflicting Sundered Resistance for 3 turns)
Attunement: Star Blades (When a spell is cast, this unit’s base attack randomly gains +1 Fire damage, Lightning damage, or Frost damage for 3 turns, Stacks up to 3 times.)
Displacement (Upon sustaining damage, this unit teleports to a random location within 2 hexes, works once per turn, triggers on opponents turn only.)
Mageseeker (Mod* Full action, Range 6, Cooldown 2, Useable in enemy zone of control, Teleports to target unit and deals approximately 3x base damage, If target is killed gain +10 casting points ‘Mana Siphoner’.)

Compatibility:

Only the base game is required.
This mod is compatible with all base game Languages.
This mod has its own .rpk and doesn’t add any new abilities to, or modify the base game.
All unit assets and text are copied from the base game.
As such this mod should be compatible with everything.

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Revisions:

Old revisions of this mod are available below. Click the link to download.