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ivicok

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Nov 5, 2018
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This thread is meant to continue an older discussion, as the mod has grown a second release now. Originally, the idea was to provide more graphic stuff for the game, mostly historical weapons and armor. Later, the palette of changes included camels and musical instruments, and of course some changes by the Package Manager. The mod seems to be playable on random maps, now with 5 races. Please feel free to share your ideas and wishes for the further development.

The mod itself is available at Moddb.com (57 MB) - https://www.moddb.com/mods/barbarian-mod/downloads/version-07-26-05-2020

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changes for the version 0.7


1. new race: southern Humans
- roughly based on late medieval Ottomans/Mamluks, their units are basically the same as vanilla (aka "northern") humans, with mostly same bonuses, but different graphics, terrain preferences and some units
- northerners dislike Tropical, southerners Arctic climate
- southern Humans replace the Tigran race; they use the same (adapted) governance upgrade tree
- unit bonuses from governance affect both northern and southern humans: e.g. Throw Net ability (military upg. 1) is gained by Militia built in both northern and southern cities
- minor differences in units: northerners have Crossbowman with shield and the vanilla Priest, southerners have a cheaper Archer and Dervish as their support unit, more capable in melee
- southern Engineer trains Seymen infantry (with Fire Bomb) as their bonus unit requiring Weapon Kit skill; southern Musketeers are unarmored, but also cheaper
- southern Prophet trains Ghazi (cavalry with Spirit Blast) instead of Crusader; Martyrs evolve to mounted Ghazis too
- southern Rogue can train an Assassin upgraded with Shoot Poison Darts for a ranged attack
- southern Warlord has an additional bonus unit: Janissary, a T3 archer with neutral race bonuses and Total Awareness; requires The Draft skill and city bonus for T2 units to build
- Mercenary Camp allows training of different units in northern (Gallowglass, Longbowman, Stratiot, Trabant) and southern (Bedouin, Falxman) cities
- the same counts for the Altar of Bound Souls: Chalicer, Hussar, Landsknecht and Reislaufer are available in the North, Amazon and Myrmidon in the South; among these, Amazon and Hussar are neutral towards Arctic/Tropical climate

2. Sorcerer unit training
- summoning spells for four units for specific elemental masteries (Jinn, Sylph, Trogg and Vodnik) were removed; some of them may be gained as secret spells
- specialization tech trees were readjusted, with some old spells replacing the summoning spells
- they are still available to Sorcerers, who can train them in cities with the second class upgrade (Mana Vault), given they have Master specialization for the given element
- Sorcerer with Wild Magic Master specialization can train Centaurs: T2 cavalry with Barrens Running, Throw Javelin and Bloodthirsty
- demon-summoning spells (Lesser Demon and Balrog) of the Destruction specialization remain available

3. other bonus units
- further units can be produced in cities with basic upgrades (Barracks, Armory, racial T3 building), requiring a specific player skill or specialization
3.1. Humans
- northern Humans can train Haiduk irregular with Weapon Kit skill in cities with Barracks; with Side Arms, they can also produce Cossack, a pistol-armed cavalry
- as already mentioned, souther Human Warlord can train Janissary with The Draft, Engineer trains Seymen with Weapon Kit
- as a kind of "expeditionary" units, Cossack, Haiduk and Seymen aren't affected by negative morale for Arctic/Tropical climate
- Janissaries may also be hired at Inns as mercenaries
3.2. Dwarves
- Dwarves have three bonus units for the Engineer: Flamethrower "archer" (requires Dragon Oil), Sapper, infantry with Sabotage (requires Weapon Kit) and Combat Drone, a T3 Fireworks-armed flying machine (req. Flash Bang and Siege Workshop city upgrade)
3.3. Elves
- Elven specialty is Air Magic: any hero with the spell Zephyr Bird can train Zephyr Riders in Elven cities with the racial T3 building; Riders have First Strike and with veterancy they also gain Inflict Stun
- Druids having the Call Ancestral Spirits skill can also produce staying Ancestral Guardians, slightly upgraded (but mana hungry) spirits; these are available Elven cities with Henge (Druid T2 class upg.)
3.4. Orcs
- Orc specialty is Destruction: spell Summon Lesser Demon enables training of Felguard, a T3 shock infantry with Unholy Champion and Overwhelm ability, given the city has the racial T3 building (Dark Citadel)
- Orc Engineer with Side Arms has also a pistol-armed cavalry, the Dragoon
- Orc Warlord with Thoroughbred Mounts can train Black Knights, now with new armored horses, upgraded to T3; these are also available at Inns as mercenaries
- in Orc cities with Henge, Druids with Insect Plague skill can train new Goblin Marauders, which count as irregulards with a Poison Dart ranged attack and Inflict Enfeebling Fever ability

4. Necromancer
- forced property Use Dead Cities has been deactivated: the player can Absorb cities and then Ghoul them with a spell
- this allows more tactical maneuvering (dead cities offer a limited choice of units) and gives sense to hiring non-necromancer heroes
- BUG! this feature breaks the AI, which simply doesn't Ghoul conquered cities at all
- an alternative .acp file may be used to enable the Use Dead Cities property as a fix (but it affects human players too)
- another BUG! casting Ghoul City spell on a freshly conquered city (in the "awaiting fate" status) removes the Absorb button and the city remains useless for the player; the city can still be Purged
- furthermore, Human Fanatics can evolve to Deathguard, a more powerful T2 melee infantry

5. other updates
- Fey dwelling can produce Faun, a T3 version of the Satyr with Minor Bard Skills; requires Nightshade Hollow
- new unique mercenary unit: Ta'unqa, T2 orc charioteer with Javelin, able to Inflict Crippling
- new unique mercenary unit: Angband Guard, T2 orc infantry with Overwhelm; a rework of the vanilla Greatsword concept
- new unique mercenary unit: Whitespark Clan, T2 dwarven "archer" with a bazooka (Fireworks)
- Arctica Embassy upgrade allows training of Frostguard, which are close to the original and also carry a harpoon (Frostlings are still disabled)
- additional models for the Horned God, Lesser Spirit Elemental, Bone Horror, Reaper (with scythe), Death Knight, Orc Devastator and others
- new icons for Musketeers
- Draconian units (Warriors and Priests) can be seen in Dragon dwellings as guards
- the new release is also smaller in file size than the previous one thanks to more optimalization
 
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