WarKirby
Arty person
Monstrous Creatures v1.0 is here!
Download:http://www.magotek-industries.com/files/Monstrous Creatures.zip
It will break save games
Being a module, this will work with almost any other FF modmods. FF Plus, Fall Flat, etc. Anything that's based on FF should be compatible, though if any of the units listed here are changed in those, there may be some conflicts.
Changelog v1.0
20-05-2009
Auric:
-----------------
Abashi
--------
Acheron
-----------
Drifa
-----------
Eurabatres
--------------
Mother
-----------------
Margalard
----------------
Meshabber of Dis
---------------------
Mythril Golem
--------------------
Coatlann the Wyvern
--------------------
Tar Demon
--------------
This module is an overhaul of large creatures in Erebus. I've reviewed their base strengths, as well as adding other bonuses here and there, some have gained new spells or abilities, and two have been visually scaled up. Making them bigger, faster, stronger, and more un-killable. With one possible exception (the tar demon, which now has no defensive bonuses) all of the affected creatures are at least slightly stronger, sometimes much more so.
The creatures I currently consider monstrous:
Most importantly, I've created a new promotion which is applied to all of these. aptly named Monstrous Creature
It's effects are:
This is not set in stone, and open to discussion. I will explain the logic behind each, though.
Lastly, known issues.
1. Those who have been following this thread, may notice the omission of anything to do with war elephants. I've dropped War Elephants due to art problems. There were over 15 unique war elephant models, making a lot to change, and going beyond the scope of this module.
2. There is a graphical issue with the new promotions. In the little info box that appears when hovering over a unit, the promotion icons are pink boxes. but they're visible everywhere else. I'll fix this if possible, when I find out how.
This module is probably not finished. I have a few more things in mind, and a few more things will soon become more feasible thanks to xienwolf improving modular loading. yay.
Possible future plans:
1. Make dragons rideable
2. Weaken the Godslayer
3. Allow monstrous creatures to wade through water.
Image Credits:
Monstrous Creature Image: "To Chain The Beast" by Justin Gerard
Heart of Frost, Icy Breath, Molten Core, Acid Tongue, Spit Acid: All taken from Titan Quest
Download:http://www.magotek-industries.com/files/Monstrous Creatures.zip
It will break save games
Being a module, this will work with almost any other FF modmods. FF Plus, Fall Flat, etc. Anything that's based on FF should be compatible, though if any of the units listed here are changed in those, there may be some conflicts.
Changelog v1.0
Spoiler :
20-05-2009
Auric:
-----------------
- Auric base strength increased, from 30 to 45. Boosting total strength to 75
- xp gained from killing auric boosted. From 80/40 to 500/250.
- Movement increased, from 3, to 10
- Default unitAI changed from City Defence, to Attack.
- Auric gets 4 first strikes
- Free Promotions:
- Blitz.
- Cannibalize.
- Implacable.
- Perfect Sight.
- Sentry I-II
- Twincast
Abashi
--------
- Alignment modifier increased. -4 to -50
- Added Stigmata promotion
- Added Flying promotion
- Added Channeling I-III
- Base str increased 21 to 40
- base movement increased +1 to 4
- Molten Core promo added (allows Breathe Fire)
- Acid Tongue promo added (allows Spit Acid)
Acheron
-----------
- Removed Sentry promotions
- Added Flying
- Added Channeling I-III
- Base str increased 21 to 35
- base movement increased +1 to 4
- Molten Core promo added (allows Breathe Fire)
Drifa
-----------
- base strength increased. 21 to 40 (30 +10 cold)
- base movement increased to 4
- added flying promotion
- Added Channeling I-III
- Heart of Frost promo added (allows Icy Breath)
Eurabatres
--------------
- base strength increased. 21 to 50
- base movement increased to 4
- added flying promotion
- Added Channeling I-III
- Molten Core promo added (allows Breathe Fire)
- Acid Tongue promo added (allows Spit Acid)
Mother
-----------------
- Base strength increased. Was 8(+3 poison). Now 12(+6 poison)
- base movement increased. +1, to 3
- Added CanMoveImpassable. Mother can now climb up mountains.
- Scale increased significantly. Mother is now much bigger, visually.
- Added Greater Venomous Web Spell
- 15% damage
- 40% damage limit
- 30% chance to resist
- Compared to the normal Venomous Web spell
- 10% damage
- 20% damage limit
- 50% chance to resist.
- Added Spawn Brood spell. Creates 4 baby spiders instead of 2.
Margalard
----------------
- added banana affinity, like Gurid
Meshabber of Dis
---------------------
- Alignment modifier massively increased, from -6 to -200
- Armageddon Counter requirement halved, 60 to 30.
- Tech Prereq changed. From Infernal Pact to Malevolent Designs, a much later tech.
- Meshabber now has Ashen Veil unit religion
- Meshabber now has Channeling I-III, allowing him, with the above, to cast all Ashen Veil priest spells.
- Meshabber now starts with Fire I and Entropy I, allowing him to learn all spells in those Spheres.
- Fire II removed as starting promotion, but it can be learned with xp.
- Meshabber now starts with Hero promotion.
- Strength increased slightly, to 32. Mostly just to make a nice round number.
- Scale increased significantly. Meshabber is now much bigger, visually.
Mythril Golem
--------------------
- Armageddon Counter requirement removed.The golem can now be built as soon as you get Mythril working, regardless of AC
- Added Channelling I-III
- Added Earth II (stoneskin)
- Added Magic Immune promotion
- Removed Earth III. Doesn't seem the type to be summoning stuff.
- Movement increased to 4. High number is due to the inability to learn Mobility promotion.
- Strength increased to 30
- Can now use all RoK Priest Spells
- Can now cast Repair, and Crush
- Can walk in mountains.
- Building the Mythril Golem will now raise your alignment by +100
Coatlann the Wyvern
--------------------
- Combat Strength increased to 20
- First strikes increased to 2
- Acid Tongue promo added (allows Spit Acid)
Tar Demon
--------------
- Defence str increased to 9 (+1 unholy. 10 total)
- Cannibalize promotion added
This module is an overhaul of large creatures in Erebus. I've reviewed their base strengths, as well as adding other bonuses here and there, some have gained new spells or abilities, and two have been visually scaled up. Making them bigger, faster, stronger, and more un-killable. With one possible exception (the tar demon, which now has no defensive bonuses) all of the affected creatures are at least slightly stronger, sometimes much more so.
The creatures I currently consider monstrous:
- Drifa the White Dragon
- Acheron the Red Dragon
- Abashi the Black Dragon
- Eurabatres the Gold Dragon
- Auric Ascended
- The War Machine
- Mother
- Gurid
- Margalard
- Leviathan
- The Avatar of Wrath
- Tar Demon
- Meshabber of Dis
- Coatlann the Wyvern
- Mythril Golem
Most importantly, I've created a new promotion which is applied to all of these. aptly named Monstrous Creature
It's effects are:
- Flat terrain movement cost (can't use roads, but isn't slowed by forests/hills either)
- Ignores terrain defence on attack
- Doesn't recieve defensive bonuses
- Causes Collateral Damage. Up to 6 targets, with no damage limit. Can kill!
- +25% vs Melee
- -25% vs Archery units
- -50% vs Siege Weapons
- +25% City defence
- Immune to collateral damage
- +1 visibility range
- 50% poison resistance
This is not set in stone, and open to discussion. I will explain the logic behind each, though.
Spoiler :
-----------------------------------
Firstly, flat movement cost. This is a double edged sword. Essentially, one move, is one move. Regardless of what you move over. This means that the unit isn't slowed by forests and hills, but they're also not speeded up by roads.
I find this apt, because I feel a 50 foot golem would just trample trees underfoot as it goes. Cross a river in a single stride. Move across hills like mere speedbumps. It therefore also doesn't make sense that a line of paving stones along the ground, would make such a thing move faster. most big things would break the road if they tried to walk on it, and they can make their own roads across the countryside as they go.
There Is an XML tag to ignore only negative movement modifiers, so that a unit can still use roads, but isn't slowed by hills and such. the Jotnar use this. For now, I feel that flat movement cost is most apt, but it's changeable
------------------------------------
No defensive bonuses. Again, a logical choice. when you're 50 feet tall, it's hard to hide behind things. you can't just duck behind a tree to avoid incoming fire. This is one of the downsides of being big. For the most part though, the massive base strength of mega units helps to negate any need for defensive bonuses.
-------------------------------
immune to collateral damage. Generally, for things like catapults, I envision collateral damage as the rocks hitting people nearby, breaking apart, and you being hit by shrapnel from it. In general though, something massive is not something you damage while hitting something else. You focus your attention on it if you want to hurt it at all. Since massive things are usually going to be the stack defender due to their large strength, this won't come into effect too often.
----------------------------
Causes collateral damage.
Whether it's swinging your tree sized sword in a massive arc, or trampling fifty men underfoot without noticing, big things cause big damage. This will be reflected in a moderate amount of collateral damage done with each attack.
At the moment, I'm thinking hitting up to 4 extra people, for up to 80% damage. This is open to discussion and adjustment, of course.
-----------------------------
combat modifiers. Generally, you want to fight big things from afar. Running up to them with a sword isn't such a good idea, as you're generally just going to be stabbing fruitlessly at their shins.
With that in mind, big units will have a weakness to archers, due to being a big target. An even bigger weakness to siege weapons, which are generally the ideal weapon of choice. And a bonus against melee units, who they trample underfoot without even noticing.
Another thing to note, is the city attack bonus. This is primarily to not make it impossible to attack archers in a city. When in a city, archers get plenty of bonuses of their own, so this city attack bonus cancels out the penalty against archers. And also makes defending in a crowded city with units that attack with melee weapons, a really bad idea.
----------------------
no penalty attacking across rivers. Pretty simple one, not even a need for justification.
-------------------
+1 visibility. Because you can see better from high places. What I'd really like to do, is increase the height profile of the unit, so that it could see over hills and forests. This isn't possible at present, but xienwolf is working on it
Firstly, flat movement cost. This is a double edged sword. Essentially, one move, is one move. Regardless of what you move over. This means that the unit isn't slowed by forests and hills, but they're also not speeded up by roads.
I find this apt, because I feel a 50 foot golem would just trample trees underfoot as it goes. Cross a river in a single stride. Move across hills like mere speedbumps. It therefore also doesn't make sense that a line of paving stones along the ground, would make such a thing move faster. most big things would break the road if they tried to walk on it, and they can make their own roads across the countryside as they go.
There Is an XML tag to ignore only negative movement modifiers, so that a unit can still use roads, but isn't slowed by hills and such. the Jotnar use this. For now, I feel that flat movement cost is most apt, but it's changeable
------------------------------------
No defensive bonuses. Again, a logical choice. when you're 50 feet tall, it's hard to hide behind things. you can't just duck behind a tree to avoid incoming fire. This is one of the downsides of being big. For the most part though, the massive base strength of mega units helps to negate any need for defensive bonuses.
-------------------------------
immune to collateral damage. Generally, for things like catapults, I envision collateral damage as the rocks hitting people nearby, breaking apart, and you being hit by shrapnel from it. In general though, something massive is not something you damage while hitting something else. You focus your attention on it if you want to hurt it at all. Since massive things are usually going to be the stack defender due to their large strength, this won't come into effect too often.
----------------------------
Causes collateral damage.
Whether it's swinging your tree sized sword in a massive arc, or trampling fifty men underfoot without noticing, big things cause big damage. This will be reflected in a moderate amount of collateral damage done with each attack.
At the moment, I'm thinking hitting up to 4 extra people, for up to 80% damage. This is open to discussion and adjustment, of course.
-----------------------------
combat modifiers. Generally, you want to fight big things from afar. Running up to them with a sword isn't such a good idea, as you're generally just going to be stabbing fruitlessly at their shins.
With that in mind, big units will have a weakness to archers, due to being a big target. An even bigger weakness to siege weapons, which are generally the ideal weapon of choice. And a bonus against melee units, who they trample underfoot without even noticing.
Another thing to note, is the city attack bonus. This is primarily to not make it impossible to attack archers in a city. When in a city, archers get plenty of bonuses of their own, so this city attack bonus cancels out the penalty against archers. And also makes defending in a crowded city with units that attack with melee weapons, a really bad idea.
----------------------
no penalty attacking across rivers. Pretty simple one, not even a need for justification.
-------------------
+1 visibility. Because you can see better from high places. What I'd really like to do, is increase the height profile of the unit, so that it could see over hills and forests. This isn't possible at present, but xienwolf is working on it
Lastly, known issues.
1. Those who have been following this thread, may notice the omission of anything to do with war elephants. I've dropped War Elephants due to art problems. There were over 15 unique war elephant models, making a lot to change, and going beyond the scope of this module.
2. There is a graphical issue with the new promotions. In the little info box that appears when hovering over a unit, the promotion icons are pink boxes. but they're visible everywhere else. I'll fix this if possible, when I find out how.
This module is probably not finished. I have a few more things in mind, and a few more things will soon become more feasible thanks to xienwolf improving modular loading. yay.
Possible future plans:
1. Make dragons rideable
2. Weaken the Godslayer
3. Allow monstrous creatures to wade through water.
Image Credits:
Monstrous Creature Image: "To Chain The Beast" by Justin Gerard
Heart of Frost, Icy Breath, Molten Core, Acid Tongue, Spit Acid: All taken from Titan Quest