Alternative Tier III

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Author: Funi Time

Last revision: 23 Nov, 2024 at 09:06 UTC (7)

File size: 10.68 MB

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Description:

ALT Tier III

Goal:

This mod is intended add flavour to the games unit choices and tactics while limiting changes to the overall dynamics or balance of the base game.
It does this by adding in an alternate Tier III cultural unit which is loosely based on the original.

Alternative Tier III units should both complement the original Tier III units as well as the cultural roster without introducing access to unit types that weren’t available originally for the culture.
The variants should not provide access to abilities out of line with the original cultural roster so as to avoid making tome units obsolete.

Expansion for DLC units: Alternative Tier III – DLC
https://steamcommunity.com/sharedfiles/filedetails/?id=3082902412

How it’s implemented:
New Alternative Tier III units are added for each culture.
All Alternative Tier III units are based on the original Tier III units with a twist.
They should feel like a logical alternative specialisation for the original unit.
AI can recruit the new Tier III units and they will be distributed to the spawn points (on new game).

Feudal: Crusader
Shield Infantry (Cavalry – Very Fast Movement)
Melee Strike, Shield Defense, Defense Mode: Shield Wall
Stand Together (+20% damage when adjacent to another friendly unit with "Stand Together")
Heavy Shield (+1 Defense and +1 Resistance. Ignored by Flanking attacks.)
Tireless Retaliation (Unit has unlimited retaliations.)
Fearless (Unit cannot rout.)
Protector (Adjacent friendly units gain: +1 Defense and +1 Resistance.)

High: Guardian
Shield Infantry (Optional Cavalry)
Melee Strike, Shield Defense, Defense Mode: Shield Wall
Dormant: Shield of Light (While Awakened, this unit gains Awakened: Shield of Light.)
Melee Mage (Can use magic and support abilities while engaged in melee.)
Piercelight (Mod* Single action, Range 1, Cooldown 1, Magic ability 24 spirit damage on target, inflicts Sundered Defense and Sundered Resistance.)
Mending Awakening (Mod* Full action, Range 4, 3 turn cooldown, Target friendly unit gains Awakened for 3 turns and +20 temporary hit points.)

Barbarian: Champions
Fighter Infantry
Melee Strike
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.)
First Strike: (When attacked, a unit with First Strike will use a Retaliation Attack to attack first.)
Bloodlust: (When this unit kills: Heals 10 Temporary Hit Points and Gains +1 Strengthened.)
Unstoppable Assault: (Mod* Repeating action, 1 turn cooldown, Deal base melee damage to unit, Cancel Defense and Overwatch unless target has Charge Resistance, Momentum gains up to 60% bonus damage per hex moved up to 3 hexes.)
Spinesplitter: (Mod* Full action, 2 turn cooldown, Slight chance of instantly killing an injured target. This chance increases the lower the target’s Hit Points are. If unsuccessful, the target gains 3 Sundered Defense. Note: Instant kill chance ignores enemy Defense, max chance 100% at 0 hit points.)

Industrious: Giant Slayer
Polearm Infantry
Melee Strike, First Strike, Charge Resistance, +40% damage against cavalry and large targets
Bolstering: (Once per turn this unit gains: Bolstered Defense when hit by a Melee or Physical Ranged attack, Bolstered Resistance when hit by a Magic attack.)
Watchful: (Unit has +1 Retaliation Attack.)
Slayer: (Mod* Full action, 2 turn cooldown, 42 damage, ignores 50% Defense, Cancel Defense and Overwatch unless target has Charge Resistance.)
Stout: (Mod* Unit has +2 Defense and Status Resistance against Cavalries and Large Targets.)

Dark: Voidherald
Battlemage (Cavalry – Very Fast Movement)
Weakening bolts (Mod* 90% chance of inflicting Weakened for 3 turns.)
Life from Death: (When this unit kills another its cooldowns are reset.)
Melee Mage (Can use magic and support abilities while engaged in melee.)
Echoes from the Void: (Mod* Full action, 2 turn cooldown, 6 range can’t miss. Has a slight chance to outright kill the target scaling with remaining enemy health and resistance, inflicts 3x stacks of Misfortune.)

Mystic: Spellsage
Support (Floating)
Cosmic blast (Mod* Full action, 6 range 90% accuracy, deals damage, Removes all positive status effects from unit.)
Master Spellweaver (Mod* Single action, 2 turn cooldown, 4 range, Removes all negative status effects from the target ally and grants a random positive status effect for each negative one removed. Random effects include: Status protection, Evasion, Bolstered Resistance, Bolstered Defense, Hastened, Fortune)
Efficient Spellweaving (Mod* Whenever a friendly spell is cast, unit gains: +2 Combat Casting Points.)

Compatibility:

Only the base game is required.
This mod is compatible with all base game Languages.
All unit assets and text are copied from the base game.
This mod should be compatible with almost everything (except mods that alter the lean horse and horse manes modularity and the Mystic Subculture Unit Property unlocks – see below).
Modified Monster_Horse_Modularity.rpk components: Mount – Horse Lean, Mount – White Horse Manes, Mount – Horse Manes, Horse Mount Saddle and Reins – Scout. ‘Leader Mounts’ tag added to conditional logic for each entry.
This is required to allow hero mounts to be assigned to custom units without having to use the ‘melee cavalry’ tag which breaks alignment of weapons. In addition, it allows assigning a larger range of weapons to custom cavalry units while allowing them to retain ‘steeds’ (heavy horses) and horse armour.
Modified Culture_Mystic.rpk, category ‘Culture – Mystic’, entries: ‘Mystic Subculture – Attunement Seekers – Unit Properties’, ‘Mystic Subculture – Spell Arcanists – Unit Properties’, ‘Mystic Subculture – Astral Summoners – Unit Properties’. This was required to add the damage plugin for the Spellsage that changes based on culture but retains the animations of the original ability.