- Orkenan's INT adjusted to fit with other Wraith races (it was 10, should be higher as they are the "intelligent" race)
- This is the big one right now. I've rewritten the abilities so that they scale with the unit. This is how the abilities are categorized right now:
Quendar Race [DEX Modifier]:
Single Target Abilities Multi target Abilities
Pinpoint (Increases accuracy, decreas combat speed) Distraction (Lessens accuracy)
Slippery (increases dodge, decreases accuracy) Gale Winds (Lowers combat speed)
Swiftness (increases combat speed, lowers counter attack power) Rally Cry (Raises counter attack)
Trogs [CON Modifier]:
Tend Wounds (heal) Gas Cloud (dmg per turn)
Weaken (lowers att strength of enemy unit) Call To Defense (+ def, - att, + HP)
Sneak Attack (does not provoke counter attack)
Urxen [STR Modifier]:
Defensive Stance (+def -att) Ground Stomp (knocked back, lose 1 turn)
Concentrated Effort (+att, loses counter attack) Insight Riot (+att, -def)
Instant Rage (counter attack bonus, - combat speed)
Wraith [INT Modifier]:
Resistance (Spell Immunity) Invigorate (+att)
Mind Melt (enemy -INT) Paralyze (enemy loses 2 turns)
Magic Defense (+magic resistance) Mass Spell Defense (+magic resistance)
Now, since the Quendars are a dex based race (at least the NPC recruitables in this mod), all those abilities are modified by the user's DEX stat. For the Trogs, they are more based on CON, Urxen are based off STR, and Wraiths are based on INT. SO, it gives you reason to pump up that stat, and the abilities will hopefully scale well throughout the game. I'm sure more balancing will be needed. I'll also most likely end up adding more in over time. As you can see, I was having a tough time with the Trogs/Urxen, in trying to make them unique to each other. If anyone has any ideas for different, new abilities, let me know!
These are works in progress. Some may be OP, some may be UP. Let me know what you think.
Note: Version 0.75 will be released tomorrow once I've had a chance to go through and make sure there are no bugs/crashing. As no major gameplay mechanics have changed, I don't see why there should be, but I want to test more first. Also, a lot of the above abilities had wonkiness to them, or just don't work the way they should. All abilities have been given a once through to correct lots of stupid errors. A big thank you to Kenata for pointing out a bunch of them.
By the way, the updated weapons mod along with this really makes for some interesting tactical battles. You can end up with a hero who has 2-5 abilities (depending on the acp abilities, and which weapon they hold with the updated weapons mod).