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pudmod 0.08

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Oct 15th, 2014
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  1. --General Changes--
  2. -Female units have strength and HP on par with their male equivalents. If I missed anything, yell at me because the mod inspector definitely wasn't showing everything.
  3. -Many undead, construct, and ethereal magic being summons are either amphibians or poor amphibians. Most constructs and undead are poor amphibians.
  4. -Defence and encumbrance penalties for advanced armours slightly reduced, some resource costs changed(such as basalt armour).
  5. -All units have +1 map movement, greatly opening up strategic options and making for more interesting warfare. Included in "movemod 1_01.dm".
  6. -Lion and Jaguar Tribe mage randoms increased to 40%.
  7. -Maces and Hammers have increased damage, Axes have higher attack, and Morning Stars have a lower defence penalty.
  8.  
  9. --Construction Changes--
  10. -Bow of War is construction 2.
  11. -Flambeau has AOE fire damage equal to a Fire Brand.
  12. -Amulet of the Fish is W1, construction 2.
  13. -Manual of Water Breathing is N1, construction 4.
  14. -Amulet of Breathing is A1, construction 2.
  15. -Pills of Water Breathing are A1, construction 2.
  16. -Ring of Water Breathing is W1, construction 0.
  17. -Sea King's Goblet is W2, construction 4.
  18. -Barrel of Air is A2, construction 4.
  19. -Shambler Skin Armour and Robe of the Sea give air breathing to aquatic units.
  20. -Ring of Wizardry reduced to S7.
  21. -Ring of Sorcery reduced to S6.
  22. -Treelord's Staff reduced to N5.
  23. -Skullface reduced to D4.
  24. -Robe of the Magi reduced to A5B5.
  25.  
  26. --Spell Changes--
  27. -Pillar of Fire is Evocation 7, from 8.
  28. -Auspex's range increased, Dark Knowledge gem cost decreased to 3, Acashic Knowledge moved down to conjuration 4, gem cost decreased to 20.
  29. -The following spells scale: Tangle Vines, Earth Might, Cheat Fate, Enlarge, Luck, Mossbody, Protection, Quickness, Iron Warriors, Wooden Warriors, Army of Giants, Battle Fortune, Gift of Flight, Berserkers, Iron Will
  30. -Berserkers and Touch of Madness research levels reversed (4 and 2, respectively)
  31. -Gift of Reason is 15 gems and Divine name is 20, down from 20 and 25.
  32. -Hidden in Snow, Sand, and Underneath are 55 gems, from 75.
  33.  
  34. --Nation Specific Changes--
  35. -EA Atlantis has been moved to the surface! Now it's actually a pretty solid nation. Some national units are underwater recruits. Lifted straight from JBrereton's Amphibimod, since his mod did exactly what I wanted to do here.
  36. -All Hydras are now amphibious, Daughter of Typhon reduced from conjuration 9 to 7.
  37. -Jomon has a guaranteed coastal start, Onmyo-Ji are no longer slow to recruit, and all of their 9 HP national units have 10 HP, because racism isn't cool or good.
  38. -MA and LA Pythium are switched. For games on GGS, type in nation ID 36 for the new LA Pythium, and 61 for the new MA Pythium. Aspects of their lore have been rewritten to reflect this. Serpent Cult Pythium receives native death and water gem income, Emerald Empire Pythium's native astral income has been reduced to 3.
  39. -Major changes to Serpent Cult Pythium's mage lineup. Theurgs have an air magic path, Serpent Acolytes have a W/S/D/N random, Serpent Priests have a death magic path. Heliodromii are F2 with a 20% F/S/N random, Leos have a 20% F/S/N random, a fire brand, and fire shield. Mystes have a 20% E/N random and 2 reinvigoration, Epoptes are N1E1 with a 120% E/N random and 2 reinvigoration. Revelers have a 20% blood random and are stealthy, Renata and Renatus randoms replaced with W/S and S/D randoms, respectively. Serpent Assassins are recruit anywhere. All credit goes to Warbeard's Serpent Cult Improvement Mod.
  40. -Pelagia's Mermages and R'lyeh's Slave Mages no longer have magic path penalties on land.
  41. -Yomi starts wtih a demon general and can build fortresses, Chaos Recruitment values of all units doubled, Dai Oni maximum age increased and they wear helmets, Dai Oni and Oni Generals have inspirational leader so they are better leaders than Hannya and Sorcerers.
  42. -MA Ermor's population kill lowered. 3% per candle, down from 5%.
  43. -EA Machaka's Spider Clan Sorcerers are no longer slow to recruit.
  44. -Marverni's Elder Druids are recruit anywhere, all of their units have forest survival, they have recruitable archers and chariots, their boar warriors are cheaper, and Eponi knights have a hoof attack.
  45. -Asphodel's temples cost twice as much gold.
  46. -EA Ulm's Antlered Shaman are no longer slow to recruit, and have an additional F/E/D/N random path.
  47. -Ur's non swamp non sacred troops are slightly cheaper, and their starting army is slightly larger.
  48. -MA Arcoscephalae's Astrologers are no longer slow to recruit, mystics have an additional 25% chance of a random magic path, and Heart Companions have higher morale.
  49. -MA Man's Wardens are slightly cheaper, Logrian cavalry have a hoof attack, and their starting army is slightly larger.
  50. -LA Man's Magisters and Judges are cheaper, their starting army is slightly larger.
  51. -MA Marignon's High Inquisitors are no longer slow to recruit, their starting army is slightly larger, and Witch Hunters have a chance at a random path.
  52. -LA Marignon's High Inquisitors and Goetic Masters are no longer slow to recruit, and their starting army is much larger.
  53. -Se'irim size increased to 3.
  54. -Lemuria's Grand Lemurs have an additional A/W/S random and cost 45 gems, Thaumaturgs have an A/W/S/D random cost 25 gems, and only require D2 mages to summon, Lemur Acolytes have an S/D random, and cost 10 gems. Lemur Consuls are 20 gems, Lemur Senators have an S/D random and cost 10 gems, Shadow Tribunes have a 20% S/D random and cost 5 gems, Lemur Centurions have 30 morale and are sacred. All national units now float, starting Shadow Tribune changed to a Lemur Thaumaturg.
  55. -The Desert Rangers of LA C'tis are a capital recruit, in addition to being a wasteland recruit.
  56. -LA Pangaea's Pans have a 100% E/N random.
  57. -MA T'ien Ch'i's Eunuchs are now recruitable in provinces without forts.
  58.  
  59. --Pretender Changes--
  60. -All pretenders with a starting dominion of one and several with 2(Raksharani, Yazad King, Smoking Mirror, Lawgiver, among others) have boosted magic paths that will not show up in the pretender design menu. These include new magic paths given to them. The intent is to make the weaker human pretenders into powerful mages without making them confer a bless. Each has a +1 bonus to all magic paths, and an additional +1 bonus to specific paths listed below, referred to as "boosts" or "path boosts". They all have increased HP and a 5 province ritual range boost as well.
  61. -Partholonian Sorceress no longer available to Fomoria, given nature path, has boosts to all native paths.
  62. -Virtue available to Ur again.
  63. -Vampire Queen base cost reduced to 125 points, pathcost reduced to 20 points, starting dominion boosted to 2.
  64. -Far Eastern Dragons given different breath attacks, increased fear(10), increased strength, lowered pathcosts(20), increased base HP and increased protection and an additional misc slot(2 total).
  65. -Master Lich base cost reduced to 75 points.
  66. -Ghost King reduced to 75 points, pathcosts reduced.
  67. -Bitch Queen reduced to 0 points, has a sorcery path boost and a starting blood magic path.
  68. -Mother of Monsters reduced to 75 points, given 3 starting dominion, blood path, and higher crossbreeder value.
  69. -Moloch reduced to 75 points.
  70. -Dagon reduced to 50 points.
  71. -Cyclops reduced to 50 points.
  72. -Monument reduced to 25 points.
  73. -Demilich reduced to 25 points, starting dominion increased to 4.
  74. -Arch Mage (human) given air and earth magic paths, has an elemental path boost, reduced to 0 points.
  75. -Master Enchanter given astral and earth paths, has boost to all sorcery paths but blood, and an earth path boost, reduced to 0 points.
  76. -Freak Lord given nature path, reduced to 0 points, HP increased, sorcery path boost, and crossbreeder increased to 25.
  77. -Arch Mage (underwater) given nature and earth paths, has boosts to his native paths.
  78. -Crone given astral and nature paths, has boosts to sorcery paths.
  79. -Frost Father reduced to 0 points, given death path, has boosts to all of his native paths.
  80. -Great Sage reduced to 0 points, has boosts to sorcery paths.
  81. -Arch Druid given water and earth paths, has boosts to all native paths, reduced to 0 points.
  82. -Saurolich given astral and nature paths.
  83. -Lich Queen given lowered path costs, 3 starting dominion.
  84. -Statue of Order reduced to 25 points.
  85. -Great Enchantress reduced to 10 points, given earth and air paths, has boosts to all of her native paths, generates 2 pearls a month.
  86. -Great Warlock given astral and fire paths, has boosts to sorcery and fire magic, reduced to 0 points.
  87. -Nataraja reduced to 75 points.
  88. -Skratti reduced to 0 points, given death and nature paths and a boost to sorcery.
  89. -Allfather reduced to 75 points, pathcost increased to 50 points, given shield.
  90. -Arch Seraph given water and astral paths, has boosts to all native paths, reduced to 0 points.
  91. -Master Alchemist increased to 0 points, given fire and water paths, has boosts to all elemental paths.
  92. -Teotl of the Night reduced to 75 points.
  93. -Great Mother reduced to 50 points, base encumbrance reduced to 2.
  94. -Phoenix reduced to 25 points, fire magic increased. Has pathboosts in fire and air, explodes upon death, and should be mostly immune to picking up afflictions.
  95. -Bog Mummy reduced to 75 points.
  96. -Void Lord reduced to 75 points.
  97. -Serpent King given death magic path, has sorcery path boost, reduced to 0 points.
  98. -Scorpion King given body slot, gaze of fear, increased defence and precision, starting dominion increased to 3, available to C'tis in all eras.
  99. -Monolith reduced to 25 points.
  100. -Shedu encumbrance reduced to 2, starting dominion increased to 3, base cost reduced to 50 points.
  101. -Smoking Mirror reduced to 0 points, pathcosts reduced, has boosts to native paths.
  102. -Great Seer of the Deeps reduced to 0 points, given water and earth path, has boosts to all native paths.
  103. -Divine Emperor reduced to 25 points, astral magic increased.
  104. -Ancient Kraken defence increased, starting dominion increased, path costs reduced.
  105. -Son of Fenrer reduced to 0 points, given 2 claw attacks. Berserk reduced, protection and defence increased, given increased stealth and is an assassin.
  106. -Forge Lord forging bonus increased, base cost reduced to 50 points.
  107. -Drakaina starting dominion increased to 3.
  108. -Devourer of Souls given claw attacks and recuperation, base cost 50 points, has higher defence and protection, and an acidic breath weapon.
  109. -Bakemono Kunshu starting dominion increased to 2.
  110. -Risen Oracle reduced to 75 points.
  111. -Lawgiver reduced to 0 points, has boosts to native paths.
  112. -Fomorian Sorcerer reduced to 0 points, pathcosts reduced, given water magic path and boosts to native magic paths.
  113. -Fomorian God King reduced to 25 points.
  114. -Son of the Fallen increased to 75 points, given earth, astral and fire paths. Base blood path reduced.
  115. -Great Siddha attack and defence slightly increased, base cost reduced to 50 points.
  116. -Great Sauromancer reduced to 0 points, given nature and water paths, has sorcery boost.
  117. -Neteret of Many Names path costs reduced, starting astral magic increased.
  118. -Neter of the Moon reduced to 50 points.
  119. -Golden Idol reduced to 25 points.
  120. -Oni Kunshu reduced to 50 points, has inspirational leader(+2).
  121. -Prince of Death starting dominion increased to 3, given poor amphibian, has life drain attack rather than fist.
  122. -Bodhisattva of Mercy reduced to 50 points.
  123. -Eldest Dwarf given fire and air magic path, pathcosts reduced, has elemental magic path boost.
  124. -Melqart reduced to 50 points, given fire and earth paths, no longer causes unrest, starts with a fire brand.
  125. -Golden Pillar reduced to 25 points.
  126. -Annunaki of Sweet Waters amphibious.
  127. -Teotl of the Underworld reduced to 50 points.
  128. -Urmahlullu reduced to 25 points, encumbrance reduced to 2, pathboosts in air and astral.
  129. -Kamadhenu reduced to 25 points, encumbrance reduced to 2, pathcosts reduced, given pathboosts in nature and astral.
  130. -Earth made Flesh reduced to 75 points.
  131. -Statue of the Bloody Mother reduced to 25 points.
  132. -Raksharani pathcosts reduced, has sorcery magic path boosts.
  133. -Maharishi given nature magic path, has boosts to his native paths.
  134. -Azi has 3 head slots.
  135. -Ahura of the Waters reduced to 100 points, amphibious.
  136. -Yazad King pathcosts reduced, given path boost to all native paths, base cost reduced to 0 points.
  137. -Gorgon reduced to 25 points.
  138. -Ageless Olm has a large earth/water pathboost and enslave mind attack, cost increased to 25 points.
  139. -Sphinx reduced to 25 points, encumbrance reduced to 2, given pathboosts in death and astral.
  140. -Shedu reduced to 25 points, given pathboosts in earth and astral.
  141. -Solar Disc given astral magic, base cost increased to 50 points.
  142. -Divine Serpent pathcost reduced to 40.
  143. -Ancient Kraken has 4 arm and misc slots, has cheaper pathcosts, and tentacle attacks that cannot be repelled.
  144. -Great Siddha and Devi of Darkness ambidexterity increased.
  145. -Wyrm defence and protection increased, base cost reduced to 0.
  146. -Great Bulls given reinvigoration, along with increased base protection, and have had their cost increased to 50 points, base encumbrance reduced to 2.
  147. -Annunaki of the Underworld and Neter of the Underworld are poor amphibians.
  148. -Moloch starting dominion increased to 3.
  149. -Sea Dragon has a beached land shape to prevent it from shape changing into its aquatic form and immediately dying when attacked on land. Stolen straight from Ohlmann's "ExpandedUW" mod, although their implementation was really messy so I cleaned it up a lot. It also starts with earth magic paths instead of water.
  150. -Lord of the Waves and Old Man of the Sea have body slots.
  151. -Titan of Serpents and Medicine and Unarmed Asynja have healer.
  152.  
  153. -0.08
  154. -Dai Onis and the Oni Kunshu now wear helmets. The Oni Kunshu, Dai Onis, and Oni Generals are now inspirational leaders(+2/+2/+1, respectively) so that they are better leaders than things like Hannya and Sorcerers.
  155. -Oni Kunshu base cost increased to 50 points.
  156. -EA Atlantis is now a surface nation!
  157. -Lowered Great Sage Inspiring Researcher bonus.
  158.  
  159. -0.07
  160. -All Lemurian summons are now floating. Lemur Thaumaturg gem cost increased to 25 gems, Lemuria now starts with a Lemur Thaumaturg instead of a Shadow Tribune. Popkill increased back to vanilla levels.
  161. -Mother of Monsters and Freak Lord crossbreeder value increased to 25.
  162. -MA T'ien Ch'i's Eunuchs are now foreign recruit.
  163. -Axes now have +1 attack, Maces and Hammers have +2 damage, and morning stars have a lower defence penalty.
  164. -Serpent Cult Pythium starting commander changed from Centurion to Tribuni.
  165. -Hydras are now amphibious, Daughter of Typhon reduced from Conjuration 9 to Conjuration 7.
  166.  
  167. -0.06
  168. -LA Pangaea's Pans now have a 100% E/N random.
  169. -All Tartarian Gate summons are now poor amphibians, female Tartarian Titans now have the same magic paths as their male counterparts.
  170. -Yomi starts with and can build fortresses instead of just palisades, and I forgot to set their bandits to have 10 HP instead of 9! Fixed.
  171. -Gift of Reason is now 15 gems, Divine name is now 20.
  172. -Hidden in Sand/Snow/Underneath are now 55 gems rather than 75.
  173. -Lion and Jaguar Tribe indie mages now have a 40% random rather than 10%.
  174. -Great Enchantress now generates 2 astral pearls a month rather than 1.
  175. -Titan of Serpents and Medicine and Asynja have healer, in addition to disease healer.
  176.  
  177. -0.051
  178. -There was a crash bug! Oops!
  179.  
  180. -0.05
  181. -Fixed Neteret of Many Names' magic paths.
  182. -EA Ulm's Antlered Shaman are now cap only instead of slow to recruit.
  183. -Adjusted strength and HP values of female pretenders.
  184. -Base HP of all of Jomon's 9 HP national troops increased to 10, because weird racism isn't super great.
  185. -LA C'tis' desert rangers are now a capital recruit, instead of wasteland only.
  186. -Emerald Empire Pythium's Theurg Communicants are now a foreign recruit.
  187. -Major changes to Serpent Cult Pythium's mage lineup, detailed above.
  188.  
  189. -0.04
  190. -Changes to Lemuria's lineup. Grand Lemurs have an additional A/W/S random and cost 45 gems, Lemur Thaumaturgs have an A/W/S/D random and cost 20 gems, and Lemur Acolytes have an S/D random and cost 10 gems. Lemur Consuls are now 20 gems. Lemur Senators have an S/D random, and cost 10 gems. Shadow Tribunes have a 20% S/D random, and cost 5 gems. Lemur Centurions have 30 morale and are sacred.
  191. -Kamadhenu starting dominion reduced to 2, base cost reduced to 25 points.
  192. -Sphinx and Urmahlullu base cost increased to 25 points.
  193. -All startdom 1 chassis have had their hp increased and have been given a 5 province ritual range boost. Their costs have been decreased as well.
  194. -Great Sage inspiring researcher increased to 2.
  195. -Master Enchanter given starting earth path, blood path boost replaced with an earth path boost.
  196. -Bitch Queen given starting blood path.
  197. -Great Seer of the Deeps given starting earth path and earth path boost.
  198. -Fomorian Sorcerer given starting water magic path and water path boost.
  199. -Eldest Dwarf given starting air magic path and air path boost.
  200. -Maharishi given starting earth magic path and earth path boost.
  201. -Magic level of several boosters reduced. Ring of Sorcery, Wizardry, Treelord's Staff, Robe of the Magi, Skullface.
  202. -Gorgon reduced to 25 points.
  203. -Ancient Kraken made aquatic again, water magic path removed.
  204. -Sea Dragon now starts with an earth magic path instead of water.
  205. -Ashdod's Zamzummites are no longer recruit anywhere.
  206.  
  207. -0.03
  208. -Flambeau has AOE fire damage like a Fire Brand.
  209. -The following spells now scale: Tangle Vines, Earth Might, Cheat Fate, Enlarge, Luck, Mossbody, Protection, Quickness, Iron Warriors, Wooden Warriors, Army of Giants, Battle Fortune, Gift of Flight, Berserkers, and Iron Will
  210. -Berserkers and Touch of Madness research levels reversed
  211. -Lowered the path requirements and construction levels of many, many underwater access items.
  212. -Yomi starts with a demon general and bandit leader instead of 2 bandit leaders.
  213. -Armours messed with a little. Generally, encumbrance and defence penalties for middle and late age advanced armours have been slightly reduced. Incorrect usage of the words "Mail" and "Hauberk" have been fixed, presumably to satisfy someone's strong sense of historical accuracy. Taken straight from KateMicucci's balance mod.
  214. -Integrated pudmod pretenders for simplicity and a massively cluttered list of changes.
  215. -Lord of the Waves and Old Man of the Sea now have body slots.
  216.  
  217. -0.02
  218. -Lanka and Yomi's turmoil/sloth spread didn't work! Oh well.
  219. -Doubled chaos recruitment values of all of Yomi's demons.
  220.  
  221. -COMING SOON/TO DO
  222. -whatever suggestions I like(I like suggestions a lot, send me them!)
  223. -implement major changes to abysia whenever samog gives me his abysia mod
  224. -make hydras better?
  225. -make summons not cost gold upkeep?
  226. -halve hinnom's mage/unit unrest generation?
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