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Project Groove

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

Changes:

Commanders:

  • 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
  • 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)
  • Mercia
    • groove can now overheal units (and self) to a maximum of 105 HP
      • see Game Mechanics for information on Overhealing
  • 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
  • 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
  • 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

Units:

  • Giant
    • movement type: walking -> riding (what knights use)
  • Harpy
    • damage edits
      • spears 0.45 -> 0.5
  • Mage
    • damage edits
      • harpy 1.4 -> 1.3
      • witch 1.3 -> 1.2
  • 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
  • Barge
    • new action: Free Turn
      • Barges may activate this action to refresh their action if they are not carrying units
    • movement range: 10 -> 12
  • Turtle
    • new action: Swim Under
      • Turtle can go to the other side of an enemy air unit or ship (barge, harpoon, warship)
  • Harpoon Ship
    • movement range: 4 -> 8
    • attack range: 3-6 -> 3-4
  • Warship
    • movement range: 8 -> 9
    • attack range: 2-4 -> 2-3

Game Mechanics:

Terrain:

  • 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 Calculations:

  • 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)

Overhealing (NEW):

  • 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

Mana (NEW RESOURCE):

  • 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

Implementation Notes

  • 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

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