Impossible Mod 1.04
I thought that even on 'Impossible' level the game was a bit to easy to win.
This is an attempt to make things somewhat harder (but not quite impossible) for the player. There are quite a lot of changes and most tend to spell trouble for the player.
Now all levels are shifted 2 steps toward and beyond impossible. The new 'Impossible' should now be pretty hard to beat.
I've documented all changes within the .xml / .lua files and included a comprehensive changelog .
Installation:
1) (optional, but probably a good idea)
Remove d133.pack,d134.pack,d135.pack,d136.pack from WMotA Main Directory, if it's in there.
2) Remove d170.pack (Ultimate Wizards) from WMotA Main Directory, if it's in there - it's incompatible.
3) Unzip d137.pack from Impossible.zip into WMotA Main Directory.
Notes 1.04 (d137.pack):
- Starting Locations slightly farther apart.
- Later Dremers: Now about 12 turns (was 10) later.
- Nerf Dremer Levels:
Notes 1.03 (d136.pack):
- All difficulty levels adjusted. Starts with old 'Normal' as 'Relaxed' and ends with a new 'Impossible' which is now even harder.
- 'Create Artifact' spells again take at least 2 turns to cast. - Good catch Damask15.
- Agrela's 'Summon Treewarden' now correctly summons a Treewarden - Thanks Damask15
- Agrela's Treewarden nerfed: only 2 Moves, less Power/HP
- Some spells come later in the game and cost significantly more upkeep.
- Upgrade for each fractions warriors/archers now slightly less costly than new advanced warriors/archers.
- Some Legendary Heroes enter game at stage 3, get nerfed.:
- Some adjustments for relative AI production: more shooter/caster/healer, less ships
- Overpowered AI-Mages:
Notes 1.02 (d135.pack):
- New ship designs for Elves,Humans,Monsters all more pricy:
- AI tend to defend their cities better. !! Hard to track; Does it work?
- Fewer resources: Gold, Infernal Rifts, Ancient Ruins
- More resources: Iron, Dwarves, Koatl
- Pumpkins only on Ardania
- No Adamantine / Nevril on Ardania
- Lands of Life/Death give only 40% bonus Food/Mana
- Faster early City-Growth, but also faster growth decline from overpopulation
- Greater penalties for alien races
- Greater penalty for lack of food
- Cruel Creature pricy and half blind !! Better chance to hop into trouble
Notes 1.01 (d134.pack):
- Impossible Level buffs slightly toned down from 1.00.
- Early spells now only slightly harder to research, but later spells a lot harder.
- New Heroes arrive slightly more often.
- Some Units and Heroes got adjustments (mostly less upkeep).
- Advanced Merc Units (Sharpshooter, Overcomers, Royal Guard, Black Minotaur)
- *More waterfowl, with their lairs farther apart.
- *Fractions start a bit farther apart.
Notes 1.00 (d133.pack):
- Some casting times are shorter, especially after enhancement spells,
- The Koatl Queen looses her Treasury, but her Koatl Training is even tougher now.
- Koatl Villages produce tougher Koatls now and should now be nearly as useful as
- Added Fraction Perk Fireball (3) to make Tendral the Dragon really fiery.
- Some Artifacts got more powerful.
:excl:Note:
I thought that even on 'Impossible' level the game was a bit to easy to win.
This is an attempt to make things somewhat harder (but not quite impossible) for the player. There are quite a lot of changes and most tend to spell trouble for the player.
Now all levels are shifted 2 steps toward and beyond impossible. The new 'Impossible' should now be pretty hard to beat.
I've documented all changes within the .xml / .lua files and included a comprehensive changelog .
Installation:
1) (optional, but probably a good idea)
Remove d133.pack,d134.pack,d135.pack,d136.pack from WMotA Main Directory, if it's in there.
2) Remove d170.pack (Ultimate Wizards) from WMotA Main Directory, if it's in there - it's incompatible.
3) Unzip d137.pack from Impossible.zip into WMotA Main Directory.
Notes 1.04 (d137.pack):
- Starting Locations slightly farther apart.
- Later Dremers: Now about 12 turns (was 10) later.
- Nerf Dremer Levels:
- only 50% / 60% / 70% / 80% / 90% Dremer Ankers to be destroyed.
- fewer potential Dremer Units at Challenge / Impossible.
- Nerf Dremers Units:- Dremers stunned for three turns now. (That's two player turns.)
- Dremer standard resistance perks somewhat nerfed.
Notes 1.03 (d136.pack):
- All difficulty levels adjusted. Starts with old 'Normal' as 'Relaxed' and ends with a new 'Impossible' which is now even harder.
- 'Create Artifact' spells again take at least 2 turns to cast. - Good catch Damask15.
- Agrela's 'Summon Treewarden' now correctly summons a Treewarden - Thanks Damask15
- Agrela's Treewarden nerfed: only 2 Moves, less Power/HP
- Some spells come later in the game and cost significantly more upkeep.
- Upgrade for each fractions warriors/archers now slightly less costly than new advanced warriors/archers.
- Some Legendary Heroes enter game at stage 3, get nerfed.:
- 'lord_barlog'
- 'lord_dark_elf'
- 'lord_skeleton'
- 'lord_paladin_spirit'
- 'lord_wizard'
!! Never seen any of those legendary stage 4 heroes before anyway.
!! Game needs at least one stage 4 lord so 'lord_werewolf_dragon' stays and became a hero.
- Changed perk 'True Spirit' given to all wolves except Monster Werewolves.!! Makes Ghost Wolves harder to kill and is really usefull in packs (an AI favourite).
!! Also makes wild Werewolves quite dangerous to your Heroes' health.
- Fraction perk 'Favor of Kroll' now also includes spell 'Clean the Land'.!! 'Clean the Land' is nearly useless without Dremers. This way Krel can get 'Conjurer' for loosing perks 'Clean the Land' and 'Mana Vault'.
- More resources: Pumpkins- Some adjustments for relative AI production: more shooter/caster/healer, less ships
- Overpowered AI-Mages:
* Tandral, Son of Vendral gains 'Fireball', 'Conjurer', looses 'Basic Dispel'
* Miralbus the Hat looses 'Lesser Fireball', gains 'Master of Blades'
* Amberon the Dark gains 'Instructor'
!! You may want to select them as rival mages, but beware: If you leave open slots then doppelgangers might show up when those slots are filled by random mages.
- a WMotA bug/feature -
Notes 1.02 (d135.pack):
- New ship designs for Elves,Humans,Monsters all more pricy:
Elven ships are faster, Humans are deadlier, Monsters can take a punch.
- AI should make more shooters and casters, but less ships. !! Hard to track; Does it work?- AI tend to defend their cities better. !! Hard to track; Does it work?
- Fewer resources: Gold, Infernal Rifts, Ancient Ruins
- More resources: Iron, Dwarves, Koatl
- Pumpkins only on Ardania
- No Adamantine / Nevril on Ardania
This may be a problem, since it means that the AI-Mages won't have these resources.
But the AI doesn't seem to use them much, I'm mostly playing Armageddon anyway, and
having your heroes running around in Nevril/Adamantine armor early in the game makes
victory to easy.
- Elves / Dwarves / Koatl don't dwell on some planesBut the AI doesn't seem to use them much, I'm mostly playing Armageddon anyway, and
having your heroes running around in Nevril/Adamantine armor early in the game makes
victory to easy.
- Lands of Life/Death give only 40% bonus Food/Mana
- Faster early City-Growth, but also faster growth decline from overpopulation
- Greater penalties for alien races
- Greater penalty for lack of food
- Cruel Creature pricy and half blind !! Better chance to hop into trouble
Notes 1.01 (d134.pack):
- Impossible Level buffs slightly toned down from 1.00.
- Early spells now only slightly harder to research, but later spells a lot harder.
- New Heroes arrive slightly more often.
- Some Units and Heroes got adjustments (mostly less upkeep).
- Advanced Merc Units (Sharpshooter, Overcomers, Royal Guard, Black Minotaur)
cost less to update than to build new.
- Advanced Ships now more efficient against cities.- *More waterfowl, with their lairs farther apart.
- *Fractions start a bit farther apart.
(A much toned down version of 'Far Away' by saroumana)
* I use the translated generator.lua from Modjo - ThanksNotes 1.00 (d133.pack):
- Some casting times are shorter, especially after enhancement spells,
and most spells cost more mana to cast.
- Research was to easy in the later stages, leaving me to disable theunity spell victory and playing the rest of the game without researching
new spells. Now most of the spells are harder to research.
- AI-Mages build more powerful units, are a bit faster doing so, and have more resourcesnew spells. Now most of the spells are harder to research.
to do so. Dremers too are both somewhat more powerful
and plentiful at higher levels.
- To save some time at the very late game only 90% of the Dremer Ankers haveand plentiful at higher levels.
to be destroyed at Impossible.
(I tend to play on large/huge maps with 4-5 additional planes. If you play
on smaller maps with fewer planes, you may not want this change.)
- Since they are a bit tougher now, the Dremers arrive about 10 turns later.(I tend to play on large/huge maps with 4-5 additional planes. If you play
on smaller maps with fewer planes, you may not want this change.)
This especially helps the AI-Mages to survive the first onslaught.
- The Dragon Queen looses her Humanity, becomes an Evil Elf and gets Imp Follower.- The Koatl Queen looses her Treasury, but her Koatl Training is even tougher now.
- Koatl Villages produce tougher Koatls now and should now be nearly as useful as
Elven Villages, which is reflected in greater cost for the Koatl Lord perk.
- Changed Fraction Perk Basic Dispel (3) to Basic Melee Resistance (1).- Added Fraction Perk Fireball (3) to make Tendral the Dragon really fiery.
- Some Artifacts got more powerful.
:excl:Note:
The AI seems to be quite a bit stronger since the last 1.4.1.1 update, making the Armageddon option a bit harder to play than intended. Hence this update to slightly nerf down the Dremers. Normal play was left unchanged.
The thumbnail is for a 'Warlock City Building Dependencies and Resources Chart'
The thumbnail is for a 'Warlock City Building Dependencies and Resources Chart'
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