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A little nod to the AOW3 rogue class
- Scoundrels throw net and sprint
- Assassins first strike, similar to the barbs but poison on initial attack (tact ops buff?)
- Area buff increase crits on flank attacks
- Poacher crippling shot, single long range attack with a chance to give slow movement
- caltrops drop a hazard if enemies move over it get bleeding and slow movement
In PF it was possible to give invisibility in tactical combat, i'm not sure if it works here. But you could give a temp to invisible that gets removed after X turns, attacking or being attacked
Example:
"Black Market Supply" Spell
The unit receives a random effect for 1 turn on a strategic card from the list
- Opioids (does not suffer morale penalties, Tenacity effect, slowness)
- Bombs (gets the "Bomb Throwing" skill)
- New weapon (+2 physical damage, chance to cause bleeding)
Throw net and sprint was something i tried on Swashbuckle becuses i based it on AOW3 Civic Guard and AOW2 Sailor but net animations was a bit weird so i scrapped it sprint is sort of redundant becuses of disengage.
Assassins first strike could be a decent ops buff for units as part of the infamy mechanic.
Area Flank buff is a good one i tride that as a culture bounus but couldn't figure out how to do that.
Crip shot is a good idea to make Poacher more unique and interesting or as a infamy enhancement for archer units.
Caltrops could be a good replacemen for hold the line.
On the note of spells, I want to pitch in an idea for a gimmick. How about their melee units inflict blind with their first attack and deal an extra 10% dmg to blinded / stunned units. And their ranged units could have less damage, but a bleeding effect on their attacks to play into that dirty kind of fighting style.
As for actual spells: Smoke bomb, give 2 stacks of evasion and strengthened to a unit
And my idea for caltrops: deal 10 dmg to a unit, plus another 10 per stack of blinded/bleeding.
Outlaw Trade - Spell, Enhancement - Gives Non-Outlaw units the passive Loot and Plunder.
Units:
Poacher - you can set up a trap on the battlefield visible only to you. When enemy unit steps in it, it becomes immobilized for x turns and suffers x bleed damage. Could also be a world spell which basically wastes 1 turn of enemy hero.
It would also be lovely to see some sort of Chieftain (think like in HoMM 5, I think Order of the Chief ability would fit the game and culture quite well) added as a tier III unit, but since we already got assassin, this is a task I'll leave to the guy responsible for Expanded Cultural Units, if he decides to make a version compatible with your mod ofc.
i don't know if caps are a thing in this game but i tried something similar but ended up scraping it.
Blind is already part of dirt trick having to many units doing the same thing makes it less unique.
Smoke bomb is a good idea but i was thinking more like PF Laser tank smoke screen.
Unit Ability - Mug Em - Steals a % of a random stat the unit has. Think of it like this, say you have a unit with this ability, lets just call them Muggers, and they attack say... a Dark Warrior unit. Well the Muggers will be able to steal (Temporarily for 1-2 turns) a % of one of the stats that that particular Dark Warrior unit has. For example, they might steal a percentage of max health from the unit, or they might steal some of their strength I.E. increase their own damage dealt and reduce the damage dealt by the dark warriors. Maybe they steal a bit of the Dark Warrior's Defense rating and add it to their own.
This ability is basically playing into the robbery aspect of the Outlaws where a lot of the equipment on our hero units give them stat boosts, that's basically what this ability is implying in taking, some of that equipment though not ACTUALLY taking the equipment.. if that makes sense.
Also totally off topic, but does this culture mod play well with the More Cultural Units mod? If so, what is this culture based on, and what extra units are they apt to get?
In closing, love the mod, want to see it keep getting better. I'll share some more ideas once I've got a few more games with this culture under my belt.
Have Fun :)!
One thing I might suggest is "Career Criminals", giving units Fierce or Watchful, but also giving them Condemned. It makes sense Order can deal extra damage to them with Zeal, after all.