Dominions 6

Dominions 6

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Dominions Reworked: Unit Overhaul
   
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8 Mar @ 9:23pm
11 Mar @ 7:44pm
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Dominions Reworked: Unit Overhaul

In 1 collection by Selgeron
Dominions ReWorked Collection
6 items
Description
Dominions Reworked: Unit Overhaul

For optional use with the Dominions Reworked mod pack. This mod is designed to make more units viable and specifically to make armies more resistant to army wipes in the late game, as well as adding thematic changes (abilities to match artwork etc)

General Unit Changes

Hp
Units with 2 or more HP get bonus hp = to size +2.

This results in more bonus hp for larger creatures, but proportionally more bonus hp for smaller creatures, making them more resilient overall. This bonus is reduced for units with multiple lives (nidhere etc) and units with multiple forms (shapechangers)


Morale
Units all get 1 additional morale

This helps reduce unsatisfying routing scenarios and was originally introduced to combat excessive fear power before it was nerfed by illwinter. Kept by popular demand.


Weapon Precision

All ranged attacks get +10 precision (Crossbows get +5 precision)

By the amount of precision that most attacks have has not changed from when the units were introduced in previous Dominions games, however the battlefield has gotten larger and larger- this should allow smaller groups of ranged units to be more effective, without really making large amounts of ranged units stronger.


Spear Changes

All spears have had +2 increase in attack to allow them to repel more often and to compete with other weapon types better. Some spears have had damage increased by 1.

All Pikes now have a ranged variant allowing them to attack over the front lines of other shoulders to hit units 2 tiles away.


Spell Precision

All ranged spells get bonus 7+research level precision.

Same reason as above, while also making late game spells more powerful- and letting smaller groups of projectile spell mages compete with 100% accuracy spells better.

Touch Spells

All touch spells have had their range increased to 2 so that the AI will more often cast them for non innate casters.


Mounted Units
Mounts all have their MR increased to a minimum of 9 and their base natural armor increased to a minimum of 6, some slightly higher.


Spiritform Units

All spiritform units that have armor in their artwork now have armor, either protection 5 ‘Light Spectral Armor’ or protection 13 ‘Spectral Armor’


Inanimate Unit Armor

Statues that have armor in their artwork now have armor and a reduced natural protection.

Mechanical Men and Clockwork units have also had armor added and reduced natural protection- this armor is iron and can rust.


xPower

Many units who have xPower attribute had attacks that did not factor in strength, so the xPower often did not change their actual power, these units now have attacks that factor in this ability.


(Salamander, some Hellspawn, Fire Snake, Devil, Fiery Imp, Ice Fiend, Shadow Soldier, Shadow Tribune, Shadow, Shadow Tritan, Shadow Soldier, Lightning Elemental, Spring Hawks)


Elemental Changes

Elementals have been buffed giving them increased power and had their defensive capabilities increased.

Fire Elementals
Gain invulnerable 5 Heat Protection 2 and Firepower 2

Air Elementals
Gain invulnerable 8, airshield 75 and their weapon now takes into effect half str making them do more damage in storms.

Water Elementals
Gain invulnerable 8, coldpower 1 and swamp survival

Ice Elementals
Gain Coldpower 1 and Cold Protection 1

Earth Elementals
Gain Slashres, and shockers 5

Illearth Elementals
Reduced regeneration, but gains life draining attack. Draining life from attacks can cause them to increase in size.


New Elemental Spells:


Summon Lesser Illearth
As summon lesser elemental but with illearth


Living Illearth
As Living Fire/Clouds etc but with illearth


Spell Changes

Horde of Skeletons and Raise Dead summon 2 and 3 less monsters, as the increased HP changes made these spells too powerful

Sacred Wind has had it’s damage increased to help fight increased HP summoned undead. It now does additional damage per priest level, and starts at 2 damage.


Blood Changes

Peasants in blood hunting assassinations have had their stats nerfed to be less deadly.

Blood Slaves now have 5 resistance to everything so they don’t instantly die from full battle spells or auras.


Specific Unit Changes

Fiery Imp now has Firepower 1

Devil now has firepower 1 and loses its tail attack. (No tail in sprite) Trident is now a magic weapon.

Spine devil gains barbed tail (has tail in sprite and other units with this tail have tail attack) -2 str to compensate for additional attack

Siege Golem gains +500 siege. Now it is slightly more gem efficient at siege than cave grubs.

Succubus can now turn into Incubus

Incubus can now turn into Succubus
10 Comments
Alastyr 12 Jun @ 4:51am 
Ermor's sacred equites didn't get the mr buff, mount is still at 6.
Noboto 13 Mar @ 12:34pm 
Item Job's Bowl shuld give astral temporary gem? meby death?
Noboto 12 Mar @ 5:53am 
Work good, thanks
Selgeron  [author] 11 Mar @ 11:34am 
Enchanted heart is now fixed- it gives the 'enchanted blood' effect as the bless (+1/2 hp regeneration per round, +1 MR and instantly stops bleeding)
Noboto 10 Mar @ 10:55pm 
That's right, it does nothing except being cursed and giving a wound, something is wrong here
what does this one do? all the others have descs.
Noboto 10 Mar @ 11:36am 
Enchanted Heart look on it, meby he nothing do
Selgeron  [author] 9 Mar @ 7:03am 
Fixed, though you will need to remake the world.
Noboto 9 Mar @ 5:21am 
OK, first BUG, I attacked the province with bears and and they ran away immediately
Noboto 8 Mar @ 10:27pm 
i will test all your mods, sounds OK