Fungal Fright – An Overhaul for Troll King and Witch
Once again, I come bearing gifts of joy and happiness. Or maybe that’s "Da Shrooms" kicking in. This time around, I decided to stick with the theme of expanding two similar classes with the intent of shoring up their most annoying aspects, as usual.
This time around, the Troll King wound up being the bigger half of the project despite being in a much less awful place than the Witch. This was largely because of the sizeable room for expansion of the troll theme that the Witch class just doesnt seem to have. That imbalance may change with time, but for now, the Troll King is an entirely different experience while the Witch is, to quote another, "Pleasant to play by virtue of not being quite so ♥♥♥♥♥ anymore."
Troll King
- As usual, a full range of terraforming rituals for the creation of a troll-themed empire’s mark upon the map.
- Hire the rare Fire Trolls to burn anything flammable that you happen to not like.
- The Lake Troll King and his second, the Lake Troll Prince can be recruited into the fight to smash the tiny annoying things. They bring with them access to utility teleports, hydromancy, lake trolls, and the Plane of Water.
- The Rock Troll King and his second, the Rock Troll Prince also be brought in. They bring superior siege ability, geomancy, more Rock Trolls, and access to the Plane of Earth. Stunties beware!
Witch
- A new set of terraforming rituals built around eroding forests and jungles into swamps, as well as a means to make new witch towers.
- A larger starting army to compensate for terrible starting troops and the difficulty witch has with gaining enough income to do anything. In addition, all Androphag troops are now either resistant or immune to poison to prevent selfkilling in the early game.
- Witch poison resistance at each level was increased and the witch gains immunity to disease at level 2. All non-summon units now have swamp move.
- Witch now has access to a small pool of efficient – though expensive – summons that will never fail. This is a more costly alternative to the standard variable rituals.
There are several new ritual paths in this for specific units. Mods that add ritual paths may conflict with this.
Thankfully, no issues that I suspect at present. It’s possible – due to the way that Troll Princes/Kings are set up – that some recruitment options might not be available by error at times.
As for balance, the late game summons might be a bit much, but I’m not too worried about that right now.
Special thanks to Emperor Herb for agreeing to produce sprites for new units. These will be additionally credited in-game once I’ve switched away from the placeholder sprites.
I’m currently in the process of making overhauls for every single faction in CoE 5 and I plan to eventually port over the Warhammer Fantasy Battles mods for Dominions 4-5 over to CoE as new classes (a sizeable undertaking, only barely in the planning stages).
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