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- DLC Proposal: Thanquol vs Yin-Yin
- >LL1
- Thanquol
- >GL
- Verminlord
- dunno about the units or LH
- >Faction effects
- Lord skills that reduce miscast chance are replaced with skills that increase spell intensity at the cost of increasing miscast chance
- Thanquol replaces the rite system with a custom rite creation system. Combine a variety of effects to create the rite you need, when you need it. Up to 4 custom rites can run at the same time. However, these rites can miscast, and every effect placed on a rite, and every currently running rite increases the miscast chance
- The first player miscast of the battle (and all rite miscasts), instead of simply resulting in damage to the spellcaster, rolls for an effect from the miscast table
- >1: Dimensional Cascade
- The spellcaster and any nearby units are sucked into the realm of chaos. Bypasses immortality for non-legendary characters. A rite miscast will kill a random player army with a spellcaster in it and destroy the nearest player settlement, making it uncolonizable for 3 turns
- >2-5: Calamitous Detonation
- Giant AoE explosion originating at the spellcaster's location. A rite miscast will deal massive damage to a random player army with a spellcaster in it and sack the nearest player settlement
- >6: Ire of the Gods: Slaanesh
- 6 daemonettes that are hostile to both you and the enemy are spawned near the spellcaster. A rite miscast will seduce 6 units from a random player army with a spellcaster and force them to attack the rest of the army
- >7: Ire of the Gods: Nurgle
- 7 random units on the battlefield are afflicted with poison and a damage over time effect. A rite miscast will cause a random player army with a spellcaster to take attrition for 7 turns
- >8: Ire of the Gods: Khorne
- Max level Skarbrand, hostile to both the player army and the enemy, will spawn near the spellcaster. If Thanquol is on the battlefield, Skarbrand will not target him, and if Thanquol is the only remaining unit other than Skarbrand, Skarbrand will leave the battle. A rite miscast will spawn a hostile Khorne rogue army near a random player army with a spellcaster
- >9: Ire of the Gods: Tzeentch
- 9 random damage spells are cast at random targets. A rite miscast will flip a random player settlement to a random faction
- >10-12: Power Drain
- The miscast spell's cost is doubled and then subtracted from available winds of magic. Then, the spell is locked from use for the rest of the battle. A rite miscast will drain all winds of magic power reserve from a random player army with a spellcaster
- >13: Ire of the Gods: The Great Horned Rat
- A verminlord, hostile to the player army and the enemy, is spawned near the spellcaster. The verminlord will only target the spellcaster who miscast. Once the spellcaster is dead the verminlord will leave the battle. A rite miscast will force a random skaven faction to declare war on the player and spawn multiple undercities belonging to them in player settlements
- >Lord effects
- Artillery and weapon team units in Thanquol's army will not care about friendly units in the way while firing
- Artillery and weapon team units in Thanquol's army have +33% damage but a 13% chance to violently explode upon firing
- Spellcasters in Thanquol's army have +33% spell intensity, but also +13% miscast chance. Additionally, overcast spells gain additional, stronger effects (example: The Dreaded Thirteenth overcast targets an enemy infantry unit, kills them outright, and spawns a stormvermin unit)
- At the end of Thanquol's personal skill tree is a skill that causes all miscast effects that he undergoes to target another random player unit/army
- >LL2
- Yin-Yin
- would have to see what Li Dao brings before deciding what units to add
- >Faction Effects
- Instead of caravans, Yin-Yin deploys treasure fleets. Treasure fleets initially do not produce as much gold as caravans, but have many new locations available, and they can choose to continue travelling elsewhere rather than returning to Cathay upon reaching their destination for increasing rewards. However, the greater the amassed rewards, the greater the threats that will assail the treasure fleet, and you do not receive any of the rewards until the treasure fleet returns to Cathay. Some new locations are hostile ports, like Karond Kar or Skeggi, which are extremely lucrative but either begin a fight or a dilemma when they are reached
- Yin-Yin's lords have loyalty. If they reach low loyalty, instead of becoming hostile, they will defect to another dragon sibling's army.
- Yin-Yin is known for her... difficulties, even among other Cathayan rulers. She doesn't acknowledge (or possibly even recognize) this of course, but the other dragons keep it in mind when dealing with her, including the Dragon Emperor himself. This is represented by a patience meter. The Dragon Emperor's patience can be increased by destroying enemy forces, building up settlements, completing treasure fleet voyages, dealing with order races diplomatically, and subordinate lords ranking up. However, his patience may thin if Yin-Yin loses battles, loses settlements, loses armies to loyalty issues, loses treasure fleets (with the loss of patience being proportional to the value of the treasure fleet's cargo upon being lost), grabs power by confederating other dragon siblings, goes to war with non-lizard order races, or deals with non-order races diplomatically (including peace treaties). At high patience, the other dragon siblings will treat Yin-Yin more favorably in diplomacy, lord loyalty will rise across the board, settlements and armies will receive various buffs, and the Dragon Emperor will see fit to reward Yin-Yin with unique items and banners. At low patience, Yin-Yin's maximum diplomatic reliability will be reduced, maximum lord loyalty will be reduced, settlements and armies will suffer debilitating effects, and the Dragon Emperor will issue missions to aid the other dragon siblings. Succeed in these missions and his patience will rise. Fail, and it will fall even further. At 0 patience even an immortal dragon father's love has its limits. Yin-Yin will be punished by being vassalized and all of her lands and armies not led directly by her being taken by another dragon sibling, and her own army becoming a full horde faction. Once in this state, she can regain the trust of the Dragon Emperor by defeating her dragon sibling's enemies, conquering territory for them, and providing them with gold. If she reaches neutral patience she will be reinstated as the ruler of the Cathayan coast (if it currently belongs to Cathay) and she will be able to retake territory and build other armies for herself again
- >Lord effects
- Yin-Yin has access to shipbuilding. In addition, Yin-Yin's army acts as its own treasure fleet. Personal skills can increase the rewards gained from visiting locations, reduce the costs of dilemmas, and change the possible choices for dilemmas (like being able to negotiate with Druchii or Norscan port authorities as an example). In addition, instead of having to return to Cathay to gain the value of the cargo, Yin-Yin can spend the value of the cargo directly on shipbuilding and recruitment in her army. However, the value of Yin-Yin's army and shipbuilding constructions factor into determining treasure fleet threats generated, and if she loses a battle the enemy will loot the cargo she has collected
- Even among dragons, Yin-Yin has a stubborn, oblivious pride in herself and her capabilities. Her pride can be increased by winning battles and maintaining a large and valuable personal army/treasure fleet. If she loses a battle, she is temporarily humbled, resetting her pride to 0 and preventing her pride from rising. Furthermore, if she is a vassal, she will be permanently humbled until she regains her autonomy. As her pride rises, her army will gain campaign movement speed and Yin-Yin herself will gain greatly increased melee attack, weapon strength, and physical resistance, at the cost of reduced campaign replenishment and increased upkeep for her army. Being humbled will greatly reduce her combat stats but allow her subordinates to properly maintain the army, increasing replenishment rate and decreasing upkeep
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