General Abilities for Records Mode
This mod activates general battle abilities in Records mode.
These abilities are unlocked in function of each general attributes, and there are three abilities per attribute.
The first unlocks at attribute level 100 (tier I), while the second unlocks at 135 (tier II) and the third at 170 (tier III).
Since the unlock condition is the attribute level, this means that if you manage to raise every attribute high enough you can potentially unlock all abilities in a single general. In theory…
In practice, we will most likely end up getting maybe the 3 abilities from the main attribute of a character and with a bit of planning (or maybe some very special generals), one or two other abilities from other attributes.
With this in mind, the abilities affected to each attribute were chosen according to my vision of the roles that each type of general would be best at.
Vanguard: focus in cavalry units. His role is being the hammer to your anvil, the harasser and the flanker.
The abilities tied to his main attribute (Instinct) are:
- Tier I: Nature’s Ally (Passive: boost movement speed and morale, negates forest penalties)
- Tier II: Tactical Withdrawal (Active: temporary boost to speed and evasion but reduces attack rate. It’s the get out of trouble card)
- Tier III: Impetuous Charge (Active: big boost to a charge, big cooldown)
Commander: mix use of units and flexible role. The commander leads by example and improves morale and combat efficiency nearby.
The abilities tied to his main attribute (Authority) are:
- Tier I: Turning the Tide (Passive: boosts morale and damage in a short range but only if an enemy unit is routing nearby)
- Tier II: Way of War (Passive: enabled only if the commander is in melee, gradually boosts damage and evasion in a small area. Will you risk your general?)
- Tier III: Into the Breach (Active: boosts charge, big cooldown)
Strategist: focus in ranged units, not really a fighter. Fragile but smart, the strategist focus his abilities in knowing how to adapt to the terrain and boosting ranged units.
The abilities tied to his main attribute (Cunning) are:
- Tier I: Stalker (Passive: enabled in forest only. Boosts evasion and resistance to ranged damage and enables snipe in a small area. Very situational but useful)
- Tier II: Swift Fingers (Passive: huge boost to ranged attack rate. Careful, you might run out of ammo fast)
- Tier III: Sight of the Dragon (Active: gives a big boost to spotting and and visibility range. Big cooldown)
Champion: focus in spear units. The backbone of your army or one of your largest cavalry unit… the choice is between boosting your lines or send it to the middle of the fight.
The abilities tied to his main attribute (Resolve) are:
- Tier I: One with the People (Passive: boosts morale and evasion nearby)
- Tier II: Desperate Cry (Active: boosts damage and charge bonus. Short duration and big cooldown)
- Tier III: Unyielding Earth (Active: big boost to charge resistance and evasion. Grants unbreakable)
Sentinel: your melee expert with both frontline and assault units. Your Vanguard on foot. Flexible role and abilities.
The abilities tied to his main attribute (Expertise) are:
- Tier I: Roar of the Beast (Active: debuffs enemy units morale in a small area, requires the Sentinel to be engaged in melee)
- Tier II: Earthen Rampart (Passive: moderate boost to charge resistance)
- Tier III: Surprise Attack (Active: boosts speed, damage and grants fear and stalk. A gift for the sneakier generals that want to take the fight to the enemy.)
The mod should be compatible with almost everything since I don’t overwrite anything and I only add new subtables to the following tables:
– character_attribute_effects_tables
– land_units_to_unit_abilites_junctions_tables
It should work with any DLC and faction.
Exceptions could be with any mod that changes the name of any vanilla abilities used by this mod and with characters added by other mods.
This mod is to be used specifically to play on Records mode. It shouldn’t cause any issues on Romance mode, but some tooltips could be visible, though they would have no effect in this mode.
Many thanks to Rewan for the help in understanding how to setup this mod!
This is my first mod, so if you spot anything that could be improved let me know.
Also, if I understood correctly, this mod should work just fine without needing updates unless CA changes the abilities or adds new characters.