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  1. --Additional Natural Attacks
  2. --Gives an additional claw attack to almost all units with one. Also adds an additional attack of similiar attack types, e.g. talons, crusher's, and finally missing attack types from certain units, e.g. wolf hamstring, bear bite.
  3. Talons two attacks
  4. Wolf hamstring, 1 damage 1 ammo, causes limp on damage.
  5.  
  6. --Agarthan Blunt Resistance Addition
  7. --This portion of the mod gives blunt resistance to Agarthans.
  8. This is for synergy with the new, better boulder throwers. Also agarthans are fat and the blunt weapons bounce off their fatness.
  9.  
  10. --Age Fix
  11. --Fixes the age of various commanders and units that should be younger than they are.
  12. Witch hunter made 2 years younger.
  13.  
  14. --Armor and Weapon Resource Tweaks
  15. --Alters weapon and armor resource values towards more reasonable amounts
  16. Basalt armor -7 res
  17. Icarian wings -2 res
  18. Spider armor -8 res
  19.  
  20. --Armor Revamp
  21. --Changes armor and shield Prot, Def, and Enc values. Partially converted from Dominions 3 CBM 1.94
  22. Aegis +2 prot
  23. Armor of the dawn +2 prot
  24. Lots of -1 enc on many armors
  25. Black Steel Kite Shield +1 prot
  26. Bronze Cuirass +1 prot
  27. Dragon Scale Mail moved to 0 defense penalty, 0 enc
  28. Monolith armor -4 enc!
  29. Samuri armor +1 defense, to -1.
  30. Spider armor -1 defense, to -4.
  31. Weightless tower shield +2 prot.
  32.  
  33. --Axe Changes
  34. --This portion of the mod makes axes length two, a few other axe tweaks, and fixes all relevant ambidexerous values.
  35. Throwing axes now only -2 precision, two attacks at the same time but one ammo, charge bonus.
  36. Relevant ambidextrous values refers to making sure every unit with an axe maintains the same attack.
  37.  
  38. --Blunt Weapon Secondary
  39. --Adds an armor negating, size negates damage portion to hammer/club blunt weapons; a small one for 1h and a regular one for 2h.
  40. Made to represent the sadness of blunt weapons compared to other damage types. Activates on hit, not damage.
  41. Small blunt force trauma is -5, strength adds armor negating blunt fatigue damage, doesn't work on undead/inanimates or size 5+, partially useful on size 3-4.
  42. Blunt force trauma is -3, only applies to 2handed blunt weapons.
  43. Note: Only certain club/mace like weapons were touched, not things like morningstars.
  44.  
  45. --Boulder Improvement
  46. --Makes boulders aoe 1, with a secondary aoe 5 debree effect, fixes range and damage, and adds charge.
  47. the aoe 5 debree effect is -15 damage, capped at 1.
  48.  
  49. --Bows Improvement
  50. --Improves the magical bows to be useful.
  51. Many magical bows were hardly forgable, this changes them.
  52.  
  53. Banefire crossbow put at const level 4 instead of 6. Area decay upped to 5 aoe from 3.
  54. Bow of war put at const level 2 instead of 6, uses fire to forge.
  55. Ivory bow given 13 attacks; it is now an ivory bow of war :)
  56. Longbow of accuracy put at const level 0, given 100 precision and 75 range.
  57. Piercer now only requires earth to forge.
  58. Thunder bow put at a construction level 2, only level 1 air needed to forge.
  59. Vine bow given 5 attacks.
  60.  
  61. --Brand Debuff
  62. --Makes brands less good to increase item diversity.
  63. Fire brand made fire 2/earth 1
  64. Water brand made water 3
  65. Water brand -1 attack
  66.  
  67. --Capital Recruitment Competition
  68. --Fixes some capital-only commanders being almost strictly better than others through some combination of buffing, nerfing, and making the commanders recruit anywhere.
  69. Admiral given expert leadership.
  70. Boar lord given 18 hp.
  71. Initiate of the Deep made recruit anywhere.
  72. Keeper of the Tombs given fire 2.
  73. Knight Commander given expert leadership.
  74. Mage engineer gives resource bonus of 10
  75. Spider Clan Sorcerer not slow to recruit.
  76. Talmai Elder gives resource bonus of 20
  77. Warlock apprentice made recruit anywhere in all three abysias.
  78. Zamzummite not slow to recruit.
  79.  
  80. --Chaos Recruitment Buff
  81. --Increases the effect of Chaos Recruitment to be better.
  82. Aka-Oni chaos recruit 3
  83. Dai Oni chaos recruit 30
  84. Kuro Oni chaos recruit 7
  85. Oni chaos recruit 5
  86. Oni General chaos recruit 15
  87.  
  88. --Charge Bonus Addition
  89. --Gives various weapons charge bonus damage.
  90. Alicorn, Fire Javelin, Golden Horns, Gore, Harpoon, Head Butt, Javelin, Javelin of Flight, Poisonous Gore, Spectral Javelin, Stinger, Throw Rocks
  91.  
  92. --Cool Cats Club
  93. --Improves the various feline units in minor ways.
  94. Lions made disciplined.
  95. Tigers made stealthy.
  96.  
  97. --Darkvision Expansion
  98. --Expands the number of units with Darkvision, and improves some unit's existing darkvision.
  99. Cave drakes darkvision 100
  100. Cave grubs darkvision 100
  101. Cave Knight darvision 100
  102. Cavern Wight darkvision 100
  103. Sea Dog darkvision 100
  104.  
  105. --Encumbrance Fix
  106. --Tweaks Enumberance values of units to be fixed.
  107. Living pillar base enc 2
  108. Nightmare base enc 10
  109. Salamander base enc 10
  110. Slinger (like from EA Arco) base enc 3
  111.  
  112. --Enkidu Horn Helmet Addition
  113. --This portion of the mod gives Enkidus a 2-prot horn helmet.
  114.  
  115. --Gold Cost Tweaks
  116. --Changes gold cost of various units.
  117. Censor 20 gold before autocalc
  118. Lord Warden 20 gold before autocalc
  119. Melqart summon no longer costs upkeep
  120. Salamander basecost 40 gold
  121. Sobek General 45 gold before autocalc
  122. Troglodyte and Troglodyte Lord 40 gold before autocalc
  123.  
  124. --Item Viability Enhancement
  125. --Various changes to magic items to increase viability, mainly construction level, gem cost, and paths required.
  126. Alchemist's Stone made forgelevel 4 instead of 8.
  127. Amulet of the Fish made just 5 water gems
  128. Bear Claw Talisman made just 5 nature gems
  129. Berserker Pelt gives +2 str/att
  130. Boots of Long Strides reinvig 1
  131. Cat's Eye Amulet made just 5 death gems, gives darkvision 100.
  132. Champion's Skull made const level 0, just 5 death gems.
  133. Enchanted Ring Mail Armor gives slashresist
  134. Fire Bola made aoe 1
  135. Medallion of Vengeance const level 2
  136.  
  137. --Javelin Thrower Speed Enhancement
  138. --Gives units made specifically to be javelin throwers an additional point of AP.
  139. Fomorian Javelinist, Hyena Clan Warrior, Jotun Javelinist, Leve, Marverni Javelineer, Peltast, Velite
  140.  
  141. --Lance Replacement
  142. --Gives Light and Regular Lances to various monsters that should be wielding them.
  143. Light lance: Avvite Charioteer, Horse Brother, Light Cavalry, Runner
  144. Lance: Vanabog, Vanadrott
  145.  
  146. --Leadership Fix
  147. --Adds, removes, and tweaks leadership values for commanders.
  148. Skeptic has leadership removed
  149.  
  150. --Luck Enhancement
  151. --Improves luck granting items by also making them autocast Twist Fate on the holder at the start of battle.
  152. Faithful, Lucky Coin, Mistletoe Garland, Pendant of Luck
  153.  
  154. --Missing Equipment Addition
  155. --Adds on missing equipment to certain units.
  156. Keeper of the Tombs and Lizard King given crown
  157.  
  158. --Mounted Unit Encumbrance and Gold Tweak Tweak
  159. --Alters mounted unit encumbrance and gold costs to be better.
  160. Most regular mounted units have been made 5 gold cheaper, and given -1 enc to 4 enc.
  161. -1 enc: Agema Commander, Archerless Chariot, Barbarian Heavy Horseman, Black Templar, Chariot, Fire Lord, General, Grey Knight, Grey Lord, Hochmeister, Holy Knight, Imperial Commander, Khan, Knight Commander, Knight Commander of Avalon, Knight of Avalon, Mounted Commander, Royal Guard, Tower Knight
  162. -5 gold: Ancestor Vessal, Androphag, Black Hood, Cataphract, Eponi Chieftain, Eponi Knight, Equite of the Sacred Shroud, Horse Brother, Horse Tribe Cavalry, Jade Maiden, Knight of Man, Light Cavalry, Oiopata
  163. Both: Heavy Cavalry, Heavy Horseman, Imperial Horseman, Knight, Knight of the Chalice, Malaia Druzhina, Sauromatian Cataphract, Triton Prince, Wind Lord,
  164. -10 gold: Equite
  165. -15 gold: Wind Rider
  166. -40 gold: Prince General
  167.  
  168. --New National Spells
  169. --Adds new spells for specific nations.
  170. Rekindle: Alt 3 fire 1 spell for Abysia, makes caster 5 years younger.
  171.  
  172. --Niefel Mountain Survival
  173. --Grants Niefel giants and jarls mountain survival, as mountain fairing frost giants should have.
  174. Abductor, Niefl Giant, Niefl Jarl
  175.  
  176. --Priest Additions and Improvements
  177. --Makes certain units priests that were not priests before, and improves the holy level of some priests.
  178. Made priest level 1: Ancient Lord, Boar Lord, Censor, Hunter Lord, Lord Warden, Manflayer, Prince General, Serpent Lord, Sobek General, Triton Prince, Wind Lord
  179.  
  180. --Range Tweaks
  181. --Tweaks ranges on ranged weapons to be more accurate and balanced.
  182. Slings/poison slings range 35
  183.  
  184. --Repel Weapon Fix
  185. --Changes some weapons so they cannot be repelled.
  186. Life Drain, Paralyze, Steal Strength
  187.  
  188. --Scale Tweaks
  189. --Alters the effect of the scales.
  190. +7% events per luck scale, from 5
  191. +-20% resources per resource scale, from 15
  192. Gain points from any deviation of tempature away from recommended
  193. +-3% events per order scale, from 2
  194. All resources amounts in game multiplied by 110%
  195. All supply amounts in game multiplied by 90%
  196.  
  197. --Spell Debuff
  198. --Makes certain overtly powerful or annoying spells less powerful to increase fun.
  199. Astral corruption research level 8, costs 266 slaves from 166 to be easier to dispel.
  200. Burden of Time research level 7.
  201.  
  202. --Spell Viability Enhancement
  203. --Various changes to spells to be more viable, mainly research level, gem cost, and paths required.
  204. Acashic Knowledge 20 pearls, from 25.
  205. Dragon Master research level 5, from 8, 20 gems from 30.
  206. Enfeeble 80 fatigue instead of 100
  207. Sabbath Master 99 fatigue instead of 100
  208. The Kindly Ones research level 7 instead of 9.
  209.  
  210. --Summon Viability Enhancement
  211. --Changes to various summons to make sure each summon in the game has a use.
  212. Ether gate 60 pearls instead of 90.
  213. Hidden in Sand/Snow/Underneath 55 gems instead of 75.
  214. Revive Wights 6 wights instead of 4.
  215. Summon Amphiptere 3 gems instead of 5.
  216. Summon Animals 4 gems instead of 10.
  217. Summon Crocadiles given deathroll (additional damage) and armloss on their bite attack.
  218. Fall Bears given 8 prot, from 0.
  219. Fire ants given fire resist 15, from 0, and fire power 1, from 0.
  220. Summer Lion and Winter Wolves given Fire/Frost bite attack which deal additional fire damage/cold fatigue
  221.  
  222. --Thematic Tweaks
  223. --Alters units and/or their descriptions slightly to be more consistent, thematically.
  224. Zmey made not cold blooded.
  225.  
  226. --Thunderstrike Evocation Rebalance
  227. --Reduces research on Falling Frost and Fires, damage on Thunderstrike, and a few other spell tweaks to be inline with this change.
  228. Falling Fires and Frost research level 4. Thunderstrike -11 damage on mainstrike, Fire cloud given 7 damage from 8 and lasts an extra round.
  229.  
  230. --Underwater Spell Expansion
  231. --Increases the number of spells that can be cast underwater.
  232. Arouse Hunger, Black Servant, Call the Eater of the Dead, Call Wraith Lord, Clockwork Horrors, Clockwork Soldiers, Create Revenant, Iron Dragon, Legion of Wights, Lichcraft, Mechanical Men, Pale Riders, Revive Bane, Revive Bane Lord, Revive King, Revive Wights, Siege Golem, Summon Mound Fiend, Tartarian Gate.
  233.  
  234. --Unit Size Changes
  235. --Changes the size of various units to be better.
  236. Tiny Bakemono now size 1.
  237. Bog Beast, Cave Cows, Cave Spiders, Fire Ant, and Killer Mantis now size 3.
  238.  
  239. --War Horn Addition
  240. --This portion of the mod creates a new weapon, the "War Horn", which is given to all horn blowing units.
  241. single ammo aoe 1 fear effect given to: Avvite Horn Blower, Enkidu Horn Blower, Marverni Horn Blower, Zebulunite Horn Blower
  242. Wail from banshees replaced with area fear (aoe 5 instead of 3, fear 4 instead of 2. Yaaaa banshee buff!)
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