A Wargroove mod for re-balanced and enhanced competitive play compatible with game version 2.1
Balance and Design:
- Barrett
Contributors:
- Unicarn
- FlySniper
- CMAvelis
- Emo Tarquin
- Caesar
- charge speed: medium -> slow
- Dark Mercia
- groove changes:
- charge speed: slow -> medium
- damage: 30 -> 25
- can overheal (see Game Mechanics) to a maximum of 200 HP, which lasts until the start of your next turn
- see Game Mechanics for information on Overhealing
- groove changes:
- Elodie
- charge speed: slow -> medium
- Errol & Orla
- groove mechanics:
- both grooves may be used once groove is charged, instead of one or the other
- Scorching Fire is shown as the only groove, then Cooling Water appears as an option afterward (due to simplicity of programming it this way)
- choosing "Wait" while the Twins can use Cooling Water will reset groove charge to 0 (use it or lose it)
- groove mechanics:
- Mercia
- groove can now overheal units (and self) to a maximum of 105 HP
- see Game Mechanics for information on Overhealing
- groove can now overheal units (and self) to a maximum of 105 HP
- Mercival
- groove replaced: Diplomacy
- Fast charge
- 2 range: Convert an enemy structure to yours at full HP
- steals 100 gold from enemy as well
- HQ not included, but production buildings convert with action ready
- groove replaced: Diplomacy
- Nuru
- groove can no longer summon "non-formation" units:
- Golems, Trebuchets, Ballista, Wagons, Dragons, Balloons, Warships, Harpoon Ships and Barges
- "non-formation" refers to their appearance in fight animations as a single unit, instead of multiple
- groove can no longer summon "non-formation" units:
- Ryota
- groove damage ramp per jump: +5% -> -3%
- damage floor set to 0
- Sigrid
- 2-range teleport added to groove prior to targeting enemy
- Vesper
- groove change:
- Vesper now teleports to the targeted location
- smoke AoE range 2 -> 1
- groove change:
- Giant
- movement type: walking -> riding (what knights use)
- Harpy
- damage edits
- spears 0.45 -> 0.5
- damage edits
- Mage
- damage edits
- harpy 1.4 -> 1.3
- witch 1.3 -> 1.2
- damage edits
- Trebuchet
- min range: 2 -> 4
- structure base damage: 0.85 -> 0.65
- Thief
- Steal can now target transports, which will take it over AND kill the thief
- Barge, Turtle, Harpoon Ship, Warship
- New mechanic: If the unit's action is to "wait", it gets an additional move-only turn
- Turtle move-only movement range: 6 (rest of ships have same mvt for 1st and 2nd action)
- Barge has a special action that's only activated if it's not carrying any units
- New mechanic: If the unit's action is to "wait", it gets an additional move-only turn
- Barge
- new action: Free Turn
- Barges may activate this action to refresh their action if they are not carrying units
- movement range: 10 -> 12
- new action: Free Turn
- Turtle
- new action: Swim Under
- Turtle can go to the other side of an enemy air unit or ship (barge, harpoon, warship)
- new action: Swim Under
- Harpoon Ship
- movement range: 4 -> 8
- attack range: 3-6 -> 3-4
- Warship
- movement range: 8 -> 9
- attack range: 2-4 -> 2-3
- Tile movement for "sailing" type units, i.e. non-merfolk naval
- Ocean: 1 -> 2
- Beach: 2 -> 3
- Sea: 2 -> 3
- Bridge: 2 -> 3
- Reef: 4 -> 6
- Reef terrain defense: 2 -> 3
- Damage variance capped to +/- 10% of the median damage, or +/- 5 HP damage, whichever is lower
- e.g. for median damage 20, the range will now be 18-22 instead of 15-25
- However, for median damage 90, the range is 85-95, as before. (not +/- 9)
- Certain abilities will now cause units to "overheal", i.e. go above 100% HP
- Mage heal is not one of them
- As of 0.7-beta:
- Commander health will go back down to 100% at the beginning of the CO's turn, when they regenerate
- units will retain overhealed HP indefinitely
- damage scales with overhealed HP like normal
- defense does NOT scale with overhealed HP
- Mage heal and Witch hex now cost 1 mana instead of 300 gold
- Recruiting a golem, mage, dragon or witch now costs 1 mana in addition to the gold cost
- New structure: Mana Crystal:
- Can be captured, and neutralized
- Cannot reinforce
- Adds 1 mana to the owner's pool
- When consumed, it's turn is spent
- All mana is restored at the start of the player's turn
- A crystal indicator will now display your total mana on your HQ
- All villagers are transformed into mana crystals at the start of the first turn
- All double actions (turtle, harpoon, warship) currently uses temp_units.lua to modify:
- Wait:onPostUpdateUnit
- buff_loader.lua
- Twins double-groove modifies the following:
- Verb:onPostUpdateUnit