Ze Old Man and the Sea Expansion
Update: Now compatible with Shadow Realm and more!
— An update and addition to The Old Man and the Sea by Eomolch.
New Nynevian units, abilities, and city upgrades. Bug fixes, RMG fixes, text fixes and additions. New water MCUs and new abilities.
LATEST UPDATE: v1.2.3
• Removed some issues (hopefully all) regarding circular dependencies within the Immune to Drenched property group.
• Added and cleaned up some requisites.
• Added Nynevian Pikeman and Seawolf Rider to relevant reward sets.
• Minor text updates.
• Replaced the Tugboat’s ‘Build Maritime Post’ ability with the vanilla ‘Build Water Fortress’ ability, and attempted to allow Water Fortresses to upgrade into Maritime Fortresses. I haven’t yet tested these, so please let me know if crashing occurs at any step.
NEW CONTENT:
Adds 2 units to the Nynevian roster (figures had already been created, but the units hadn’t been implemented).
• Nynevian Vanguard: A T2 pikeman unit with lesser flying and a touch ability that can break enemy guard.
• Nynevian Seawolf Rider: A T3 cavalry unit. Implemented as a straight upgrade to the Infantry unit, they fill more of a bruiser role than Knights but have weaker resist and no static shield.
They were pretty kickass when I last tested them and I’ve since nerfed them a bit, please give feedback! They can be evolved from infantry or produced after building the new city upgrade.
• Adds a new city upgrade for the Nynevian dwelling: Horn of the Eventides. Unlocks the Seawolf Rider and gives +1 domain radius.
• New MCUs for water structures, with new abilities to go with them.
RMG UPDATES:
• Re-implements the Oyster Reef in the RMG and adds an MCU for it.
• Other misc tweaks to RMG for water structures, mostly attempting to spread them out a bit more.
• Added Coral Reef, Pearl Mine, and Shipwreck to the list of treasure sites used by empire upgrades such as Archdruid’s Animistic Knowledge.
TEXT UPDATES:
• General text edits for typos, clarity etc.
• List of possible Nynevian dwelling names increased from 5 entries to 23.
• Complete description/flavor text for every unit (in English).
CHANGES TO EXISTING UNITS:
• Sea Serpents have been renamed to Squall Serpents, because Chivalrous Intentions has a Sea Serpent unit. They can be produced by Archdruids in cities with a Raging Maelstrom MCU (requires Summon Gargantuan Animal research). Like their counterpart from Chivalrous Intentions, they gain the Walking ability at gold rank–I replaced Fearsome because this unit is already very strong.
• Gave Kelpies a one-time post-gold rank stat bump.
Kelpies that evolve into Priestesses keep their Good Slayer and Evil Slayer traits.
• Priestesses gain Greater Dispel instead of Dispel at bronze rank.
Greater Dispel is a short-range, 3-action-point, once-per-combat guaranteed dispel.
• Infantry that evolve into Seawolf Riders gain Pounce. (I think of it as an evolved form of their Defensive Strike… but let me know if you think it’s too strong.)
• Archers gain Fencing at silver rank (an ability swiped from Chivalrous Intentions, sorryyy).
• Knights… are already good as long as they dont get rekt by shaman spit, and are especially good now that Nynevian dwellings can benefit from MCUs. Which is a change I haven’t listed yet, oops
OTHER:
• Cleaned some stuff up to resolve some errors, added requisites for future use, and more.
• Merfolk and Nynevian dwellings can now build any MCU that might benefit them (taking into account new units added by Chivalrous Intentions).
• Nynevians are immune to the Drenched effect (from Thunderstorm), considering their Liquid Form ability.
• Nynevians are also immune to the Drowning status, along with all aquatic creatures (Sea Creatures, Merfolk, Nynevians).
• Mermaids and Sirens are now race-linked to Merfolk and have the appropriate requisites. (They are still also classed as Sea Creatures.)
• Drown ability still costs 3 action points but now leaves 1 point remaining after use. Subject to further tweaking.
STUFF THAT SHOULD HAVE BEEN IN A SEPARATE MOD:
• Added MCUs for all the vanilla water structures, along with new abilities for a lot of them. (See pics for details.)
If anyone wants a version without these, please let me know–I’m too lazy to separate them out otherwise.
## Also feel free to ask for compatibility fixes, there’s always a possibility I’ll be able and motivated to give it a try.
HOPES FOR FUTURE VERSIONS:
• Balance pass on units, feedback appreciated.
• Add OMatS units to more adventure/reward sets
• Add more variety to adventure/reward sets for OMatS structures.
• Get Mermaid Shrine MCU to work with units added by other mods, esp Chivalrous Intentions. Will probably require either separate patches or just changing the types of units it affects.
## There’s probably other things from the original mod that need updating or fixing, if you find something let me know!
STRETCH GOALS:
I’d love to be able to implement the armored siren/Lady of the Reef, but getting the animations to work is currently beyond my ability.
CREDITS
• Triumph!
• Thanks to Eomolch for creating one of my very favorite mods out of my loooong list of subscriptions.
• Thanks to ContrarianBarbarian for assistance with flavor text and contributing to coming up with sources.
• Thanks to asahi for the truly relentless support.
• Thanks to ThatHuman for support, advice, and shouting at me to update this finally.
Required DLC:
These DLC should be installed in order to use this item.
Golden Realms Expansion
Eternal Lords Expansion