Age of Wonders III

Age of Wonders III

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The Harder they Fall - Minor Combat Overhaul
   
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23 Jun, 2022 @ 12:57am
25 Aug, 2022 @ 1:45pm
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The Harder they Fall - Minor Combat Overhaul

In 1 collection by Funi Time
End of Wonder (AOW3 Overhaul)
19 items
Description
Goal:

This mod aims add an opportunistic element to combat, and allow for new tactics based on situational factors. It increases the effectiveness of dragging down enemies with numbers, incentivises the use of melee over ranged, and applies dynamic unit effects that can swing the tide of battle if capitalised on correctly.
Be prepared to have your solo hero brought low by the masses, even with high defensive stats.


How it works:

Every unit type (except labourer) has the ‘combatant’ ability, allowing their attacks to inflict various debuffs on enemies which will reduce their combat effectiveness, as well as providing an after-combat heal if victorious.

The after-combat heal provides +6 health to all surviving units after combat if victorious. This promotes more aggressive play, and helps preserve the AI’s troops a bit longer as they tend to be quite reckless.

The debuffs can affect Defence, Resistance, Morale, Damage, Health and Movement, and will increase up to a capped value as more hits are landed.

Each hit landed will apply a -25 Morale debuff for 3 turns. Each hit landed will also prompt a resistance check of STR 8 for melee attacks, and STR 4 for ranged attacks. A failed check results in one of three types of ‘advanced debuffs’ lasting 2 turns, a successful check results in one of three types of ‘lesser debuffs’ lasting 1 turn.

There are 15 total ‘advanced debuffs’ and 15 total ‘lesser debuffs’ which can be applied; with 6 types of debuff in total.
The caps for ‘Lesser debuffs’ are: -10 movement, -5 attack, -10 max health and -125 morale. This requires 15 hits with unsuccessful Advanced Feat checks.
The caps for ‘Advanced debuffs’ are: -16 movement, -5 resistance, -5 defence, -10 attack, -30 max health, -15 health/turn and -375 morale. This requires 15 hits with successful Advanced Feat checks.

In addition to the combat traits units receive, the trooper level medal bonus now also gives +1 defence and +1 resistance for all tiers. This change was Integrated from my Tougher Troopers mod and provides a little bit more staying power to low tier troops once they start levelling up.


Effects Summary:

Combatant: This unit can make use of combat tactics
Regroup and Recover: This unit will regroup and recover at the end of battle if victorious, recovering +6 health.
Damaged: Loses -25 morale for 3 turns, stacking.

Advanced Feat: (triggers advanced debuff on enemy failing resistance check)
Suppressed: Loses -2 damage, -4 movement and -25 morale for 2 turns.
Vulnerable: Loses -1 defence, -1 resistance and -25 morale for 2 turns.
Wounded: Loses -6 maximum health, -3 health per turn and -25 morale for 2 turns.

Lesser Feat: (triggers lesser debuff on enemy succeeding resistance check)
Disoriented: Loses -2 movement for 1 turn.
Off balance: Loses -1 damage for 1 turn.
Grazed: Loses -2 maximum health and -25 morale for 1 turn.


Compatibility:

Dependent on all DLC.
This should work with most other mods except those that alter the main unit groups i.e. changes to whole Irregular Group, or Infantry Group.
This mod will load in Priority 0, so any other mod that changes the same groups should override it - you can check if this is working by looking at any unit panel and checking for the 'Combatant' skill.


Under the hood:

Changes made to: AOW_UNITPROPERTIES.RPK (in Title Packages) and TITLE.RPK (in Title Packages)
Settings: Added ‘Defence Upgrade’ and ' Resistance Upgrade' to ‘Iron Medal’ on all Tier Resources (i.e. Tier 1, Tier 2, Tier 3, Tier 4)
Requisite Type (Category): Added ‘Combatant Group’ skill to all requisite groups except Labourer Type (i.e. infantry, cavalry, irregular etc.)

Active Abilities – Modifiers – DLC2 (Category): Added the following
‘Combatant Group’ skill containing 4x Extra Ability Effects
4x Extra Ability Effects ‘Regroup and Recover’, ‘Damaged’, ‘Advanced Feat’ and ‘Lesser feat’.
3x Properties to trigger ability durations
2x Resistance checks
30x Status groups (15 basic, 15 advanced)
37 Comments
Funi Time  [author] 28 Aug, 2022 @ 3:44am 
Hmmm
Maybe just keep it as it is. It'll become so much work otherwise.

Any time any one of the dependency mods update a unit entry you'll need to 'delete modification' on that unit, and then re-apply it to have the changes carry over.

I think only Chivalrous Intentions and Ayalins mods are really active currently anyway, so hopefully that reduces the work load.

Any time Ayalin updates the Premium Empire Building mod, Premium Class mods or Premium Defender mod, I have to do the same thing to keep my City Building & Upkeep mod up to date. Can be a real pain.
GorbadIronclaw 28 Aug, 2022 @ 2:13am 
Even after removing dependencies I can still see additional units in the list so I'm afraid it may be crashing. I can create light version of this mod with just Chivalrous Intentions though.
Funi Time  [author] 27 Aug, 2022 @ 8:06pm 
Damn that's a fair bit of work to cover everything.

Should be able to remove dependencies. But would need to test.
I can't remember if the 'unit build' links are in the same entry as the 'build priority'. If they are it'll either crash or you'll still be able to build the units from the other mods (essentially copying original mod content).
GorbadIronclaw 27 Aug, 2022 @ 4:04am 
Hat to you for all the mods you released recently. I'll upload it, but the version I created requires Empire Building Mod, Destruction Plus, Archon and Tiefling, Corruptor class, Ayalin's mods and Racial Heritage on top of Chivalrousi Intentions.

Not sure how hard it is to create one just for Chivalrous, if it is only to remove dependencies then I can easily create such one as well.
Funi Time  [author] 26 Aug, 2022 @ 4:51am 
@GorbadIronclaw

My hat off to you sir. Are you planning on uploading it to the workshop? I'm already a fan!
GorbadIronclaw 26 Aug, 2022 @ 1:37am 
Unit by unit, don't see any ways to do it tier by tier. Took 3h, but I consider it was worth it.
Funi Time  [author] 25 Aug, 2022 @ 9:34pm 
@GorbadIronclaw

Awesome, did you have to make the changes unit by unit? Or did you find a setting to do it by Tiers?
GorbadIronclaw 25 Aug, 2022 @ 4:39pm 
Downloading and testing straight away :)

Btw - making T4's rare, T3's normal and T1&2's common regarding production priority seems to be working like a charm. AI is way more aggressive and sends really diverse large armies to the front now :)
Funi Time  [author] 25 Aug, 2022 @ 1:54pm 
Should be fine with an existing save game, at least in my tests it has been.
Funi Time  [author] 25 Aug, 2022 @ 1:53pm 
V1.0 out

I've done a fair bit of testing but may still need some balancing going forwards.
The mod has a very different feel to it now, but essentially achieves the same goal.

It feels more balanced than before.
It won't be nearly as easy to stop enemies in their tracks, but you can still pincushion them with enough focus fire.

I've introduced some damaging effects as well. They're less powerful damage wise than in game damage over time effects, but they can stack which may or may not make them OP, will need more testing to see.