Wildermyth

Wildermyth

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Hold Your Ground
   
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9 Aug, 2021 @ 3:17pm
1 Dec, 2021 @ 2:31pm
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Hold Your Ground

Description
About The Mod:
Ever wish your low-level heroes had a little bit more survivability or tactical flexibility as they tried to catch up to your starter heroes? Ever get annoyed when you have action points go to waste as your heroes sit around waiting for the next bunch of enemies to approach? How about some turn-ending buff abilities for your heroes?

Overview:
Each class is given a new turn-ending ability at level 0. These abilities aren’t particularly strong, but they do provide noticeable benefits that can be played around.

Warrior:
Warriors gain Brace. They can brace against incoming attacks, providing them immunity to knockback and +10 Block; scaling with a +5 per level of Potency. This buff lasts until the beginning of the next turn.

Hunter:
Hunters gain On Alert. Prepping for their next strike, they gain +10 Accuracy; scaling with a +5 per level of Potency. The buff will last until the end of the next turn, or until they attack.

Mystic:
Mystics gain Meditation. Drawing in power from Nature around them, they form a shield, gaining 1 + Potency Temp HP. The HP will decay at a rate of 50% of the max at the start of each turn, however, multiple uses of Meditation will not stack, it can only regenerate lost Temp HP.

Hold Your Ground:
The titular ability of this mod. Hold Your Ground is a common ability that will add an additional effect to each class’s turn-ending ability. Warriors gain Regroup, repairing a small amount of shredded armor and providing a portion of Brace’s block to walled allies. Hunters gain Eagle Eye, granting additional damage while On Alert. Mystics gain Nature’s Fury, after the turn they spend meditating, if they are attacked, Nature will lash out in recoil to deal damage equal to Potency.

Additionally, heroes can learn Hold Your Ground+, which will increase the stats of these skills across the board.

Known Issues and Incompatibilities:
Any mods that alter the base class aspects (mainly only mods like Expanded Humans: Classes) will cause issues. (Mods that just add new abilities are fine however) Nothing should crash, but you will find your characters without their turn-end ability or without the changes of the other mod.

Due to limitations in my programming abilities, the walling buff provided by Regroup is not actually looking at walled allies, rather allies who satisfy the same conditions as being walled. This may lead to unintentional interactions, let me know if you find any.

(Also, excuse the poor preview image, I’m a bad artist and was a bit rushed for time…)

Credits:
  • All of the folks over in the Discord who put up with my questions and mistakes as I’ve worked through this.
  • The Wildermyth devs for making this wonderful game and for taking the time to help us modders out.
Popular Discussions View All (1)
3
5 Dec, 2021 @ 7:32am
Feedback and Bug Reports
Hero of Wind
7 Comments
Wildust 13 Jan, 2023 @ 10:15am 
Thanks a lot for your answer. I'm gonna look at these files if i can change at least the multiplier hp temp for meditation.
I think you're right for the partial decay of the mystics buff. The fact that they must constantly infuse / withdraw makes the buff more viable. Still, i'm just gonna reduce the multiplier in order to avoid +6hp on the 1st chapter for my legacy heroes :p
It's anyway a great addition to the game, and a fine work alltogether.:steamthumbsup:
Hero of Wind  [author] 13 Jan, 2023 @ 8:23am 
Meditation may have that problem, as I never really had a solid grasp of how much Potency Mystics tend to pickup over the course of the game. The partial decay way made that way to provide a bit more protection over multiple turns since Mystics tend to be the most action-hungry heroes in dangerous situations.

However, all of that was obviously built upon my own playstyle, and is definitely a bit outdated/old. If you want, you can either edit it using the in-game editor (refer to the Wildermyth Wiki on how to enable it/get there) or go into your Steam directory to edit the .json files directly. This mod is stored under .../Steam/steamapps/workshop/content/763890/2570772378. The files you'll be most interested in are under assets/data/effects, which should contain all of the math, but you might need to edit the files under assets/texts and assets/data/aspects depending on what all you decide to change.
Hero of Wind  [author] 13 Jan, 2023 @ 8:23am 
Hey Jack! Thank you for the kind words, it's been a while since I've messed with this mod to be honest, and in terms of understanding game balance I definitely messed up the math here and there, I've come a long way since then. However, between being busy with life and having new mod projects in the works, I am probably not coming back for an update, at least for a while. To answer your questions though:

Brace is temporary, and costs an action, while shields provide their protection all the time, and have an actual damage negation aspect to them. They also take up a hand slot, meaning the hero has to use lower-damage weapons if they want to hold a shield. Warriors without Blue-skin also don't gain a ton of potency, so while Brace does end up being pretty powerful, I find it generally falls to the wayside once Battledance or movement abilities get picked up by the warrior.
Wildust 13 Jan, 2023 @ 5:05am 
Hello, thank you for you work, i think it's a very neat addition and each ability pins the need for more survivability especially for newcomers heroes.

But (yes, there's a but) if On Alert is well balanced, i think :
_ the Brace ability, well i'm still wondering about that. It gives the same bonus as holding a shield and even more with potency scale. I'm afraid it makes the shield a bit useless for the warrior class, but maybe i lack insight about this.

_ the meditation skill is veeeery powerful. Too much, to be honest. It's a very good idea providing temp HP but it should be a lot less (1 base + 1/2 for 1 potency). Especially considering it might not wears off completely the next turn, leaving partly temp HP for the next.

Considering it been a while since the last update of this mod, would it be difficult to change the values myself ? Anybody knows in which file i could tinkle that ?
cheers dear Wilderpals.
glospey 7 Mar, 2022 @ 4:50pm 
Since all of these scale off of potency, does someone know what the theoretical max potency is?
Safi 14 Nov, 2021 @ 3:23pm 
Great mod, played a few campaigns with it. I think Brace is a bit underpowered and not too useful compared to the general utility of Guardian, On Alert is well balanced and Meditate is very good.
coltennichols 15 Aug, 2021 @ 1:42pm 
haven't tried it, but the mystics new ability seems a bit overpowered. Should be something like +1 potency or spell damage until end of next turn or until attacks.