Wildermyth

Wildermyth

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Greater Bosses
   
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22 May, 2024 @ 9:48am
30 Apr @ 5:39pm
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Greater Bosses

Description
This mod changes several of the bosses to make them more fun and challenging. The main mechanic is the health bar/phase system. When you bring a boss's health down to zero, they will heal to full at the start of their next turn and enter their next phase, gaining more abilities and becoming stronger. Once you've beaten their last phase, they will die for good. This not only makes them stronger and changes them throughout the fight, but it also ensures that you can't immediately one shot them no matter how strong you are.


Here's a list of bosses that have been changed and how:


Unless phase 1 is mentioned, it’s the same as vanilla.



- Age of Ultryx:


Calaybrine:

Phase 2: Gains a free single target attack


Ultryx:

Phase 2: Gains the true Gorgon’s pinning ranged attack.

Phase 3: Gains corrupt path and the ability to summon up to 6 tentacles on corrupt tiles. The tentacle ability is identical to the Seacaller’s except that it's a free attack.



- Enduring War:


Morthagi core:

Phase 1: same as vanilla except that it summons Spectik every other turn.

Phase 2: Will summon Watchmen instead of Spectik.

Phase 3: WIll begin to overheat and replaces its acid attack with a fire attack similar to the weldings with 1-4 base damage and can be used twice on turns it can’t summon. Will now summon Butlers who can use the fire for their unique attack. Will lose two armor for this phase.

The order of the Morthagi core’s attacks will remain the same no matter what. Shockwave, summon, acid/fire attack.

The lesser cores remain unchanged except that they both have a 2nd healthbar.


War Ender:

Phase 2: Gains enduring shield which will negate the first instance of damage. The shield recharges at the end of its turn.

Phase 3: Gains a powerful acid beam attack with a long range and a width of 3 tiles. Can only be used every other turn.



- Monarchs Under the Mountain:


Speaker of the Depths:

Phase 2: Gains an improved version of Dark Promises which further buff Deepist Woken and Chosen


Shadow Messiah:

Phase 2: Gains an arrow rain attack similar to the one you can use in incursion defences. Still has knockback and will damage all targets including allies (your enemies) though he will of course target you with the attack. Can only be used once every other turn.


Deep King:

Phase 2: Will gain extra health and armour and a slight damage bonus.

Phase 3: His attacks only cost 1 action.


Deep Queen:

Phase 2: Will gain curse of weakness. An aoe range attack that deals no damage, but applies deafened and hobbled, making you slower and deal less damage. This is a ranged attack and can be avoided and/or blocked. Can only be used once every other turn.

Phase 3: Upgrades curse of weakness to curse of decay which also applies poisoned and decay. Decay is a unique status that temporarily reduces your armour and warding.



- Eluna and the Moth:


Dunnaveer:

His interfuse ability is now actually a swift action.

Phase 2: Will gain Dream Shield which will make them immune to all damage if there are any Thrusks on the field (which Dunnaveer can spawn from eggs using their dream ability. They will also heal 1HP at the start of their turn for each Thrusk alive.



- All the Bones of Summer:


Thuvayn (first fight):

Phase 2: Activates Blooded Ferocity, halving all damage. Wears off at the start of his next turn and does not come back.


Thuvayn (second fight):

Phase 2: Activates Blooded Ferocity, halving all damage. Wears off at the start of his next turn and does not come back. Gains a weaker, free melee attack that hits a single target.


Cvwan (first fight):

Phase 2: Gains a free fly ability similar to the drauven flight. Gains Cvwan’s roar. An aoe ranged attack which applies deafened and deals 1 true damage. Is treated as a ranged attack and can be dodged or blocked. Can only be used once every other turn.


Pyrac:

Phase 1: Same as vanilla but has a bit more shield.

Phase 2: Gains shield bash. A single target swift melee attack with 1 knockback and deals damage equal to Pyrac’s armour. Gains last stand which regenerates 1 armour at the end of her turn.


Cvawn (second fight):

Health bar 2: Same changes as the last fight.

Health bar 3: Gains drauven blood, allowing him to regenerate at the end of his turn 3 times. Gains an extremely powerful version of channel fireball. He will prepare it at the end of every turn and unleash it at the start of the next.




Below is a list of future plans:

Sunswallowers Wake:

(Currently unchanged as I know little of it. Will most likely see changes once I play it)


Default campaigns:

(Currently unchanged as I have limited experience with it. Will most likely see changes once I learn more of the bosses)


Omenroad DLC:

(Currently unchanged as I do not have it, though I plan to buy it once school is done. Might see changes depending on how the bosses are)
13 Comments
Tengo 【テンゴ】 14 Jul @ 11:35pm 
Speaker of the Depths: bugged and couldn't trigger phase 2 even though its load order was lowered to the bottom
Tengo 【テンゴ】 11 Jul @ 2:16pm 
To anyone who's using the "A Bloody Mess" mods & using the the LLBodyMod core, place Greater Bosses beneath all of them in the load-order and it should work!
Tengo 【テンゴ】 11 Jul @ 1:48pm 
I've done some Calabyne speedruns & I have come to the conclusion that the LL mods, most likely the core-mod is causing the issues, which is a shame since I dearly adore the Bloodied Heroes & Monsters visuals and consider the Zone of Control (to emulate attack of opportunities) an essential part of rebalancing harder encounters to allow your party's frontline positioning to properly wall off enemies without use of Sentinel/Paladin/Guardian.

I will continue to do more testing and post my progress
Tengo 【テンゴ】 11 Jul @ 1:01am 
I raised the mod's position in the mod-order and I don't believe I've managed to see Calabyne, or a single boss heal back to full for phase two a single time, which makes me think that there's definitely some kind of incompatibility with other mods
Tengo 【テンゴ】 11 Jul @ 12:29am 
I'll try increasing the mod's position in the order and see if that changes anything
Tengo 【テンゴ】 10 Jul @ 11:42pm 
Perhaps it's because I'm playing with other mods such as Bloody Mess & a lot of other combat overhaul mods, but Thuvayn's first fight didn't trigger a phase two either, which is puzzling me.
Terminus_X 2 Nov, 2024 @ 4:58pm 
Hey, spotted your update! Will have a go in the coming week hopefully!
Totally get the burnout, especially if you've been power-tweaking things!
Appreciate the commitment!
IcemasterX  [author] 2 Nov, 2024 @ 3:02pm 
@Tengo 【テンゴ】

Sorry for the late response. I checked out Calabyne but didn't find any issues with it and it worked fine for me. I might've fixed it before and then forgot to update or maybe it was just a glitch or some other problem but I updated the mod with a few changes so maybe it will work now.
IcemasterX  [author] 2 Nov, 2024 @ 2:59pm 
@Terminus_X

Sorry it took 5 months but I finally added a list of the changes and abilities of each boss. I also updated the mod with a few fixes that should make things work a bit better. I played A LOT of Wildermyth while testing the mod, not to mention the time making it and I kinda burned myself out and stopped playing the game for awhile. Also the first time I tried to make the list it got deleted after I finished it and that just really put the nail in the unmotivated which is why this took so long.

I'd really appreciate it if you'd tell me what you've experienced in the mod and what you thought of it.
Tengo 【テンゴ】 16 Aug, 2024 @ 5:52pm 
I am unsure if this mod is still receiving support considering how long ago the last update was, but I recently completed the beginner campaign for one of my friends and Calabyne did not heal to full after having his first health bar cleared.