Edit: New update (V.3)
-Lowered "unit class" training costs
-Summoning changes: summoning the same creature several times is possible. Characters have a new stat, "Summoning Pool", which controls how many summoning spells can be active at ones. Low power summons take 1 from the summoning pool, higher-powered ones 2 or 3, and Delin takes 4. Summon 1, 2 and 3 increase the Summoning Pool stat. Summon 1 gives a tactical Great Wolf summoning spell.
-Shrines are rarer but give a faction-wide secondary power (growth, training discount, etc, depending on the type).
-Some building rebalance. (usually, increased power)
-I'm using a slightly modified version of ParrottMath's wonder base mod, which splits wonders into two buildings: a "one-per-faction" base with a low power and almost all the building time cost, followed by a one-per-game finisher that will only take 1 turn to build. This way, everyone has a shot at building wonders, but there will be only one winner - civilization-like.
-More monsters, tougher monsters.
-A tactical regeneration spell for the Life 1 spellbook.
-A small buff Path of the Defender (more HP, a bit more defense).
-City levels are more powerful. A level 5 Fortress, for instance, has +60 production, +10 research, +14 Gildar.
You can download it here: http://www.mediafire.com/download/ab2vh258x5bj685/TitanicWarV.3.zip
Hello everyone,
This is my new mod for Legendary Heroes. I must say that the new options that LH offers are much better to work with than was the case with FE, and so I decided to start modding again.
This mod is really new and very much unfinished, but contains a large number of changes already. I plan on adding many more changes and a lot more content. Unfortunately, I didn't check compatibility with existing mods (such as Heavenfall's), and Titanic War changes the core files extensively.
So what does my mod have to offer?
-Moderate-to-significant balance changes. Heroes "Paths" give a level-based bonus (such as +2 attack/level and +1 HP/level for the warrior). A level 10 hero is an immensely powerful unit now. On the other hand, unique and hero-only weapons are somewhat less strong (so now, a hero's power comes mostly from himself, not just from his gear). Heroes and units base HP has been increased significantly (15 for units, 40 for heroes), and monsters are significantly more powerful.
High quality gear for trainable units is now really expensive. This is because I want to get as close as possible to what Frogboy said about Elemental giving the choice between quality and quantity. Since the armies are limited in size, quality was usually the better option in Elemental vanilla. Now, powerful units are also more expensive. Similarly, larger group size have increased production/soldier and maintenance/soldier costs, because they already have inherent advantages. Now, there's a real choice between producing 2 cheaper 3-men units or a somewhat more expensive 6-men unit.
All city hubs produce some production and research, to lessen the impact of materials and forests locations. This makes grain, food and city levels significantly more powerful, although it doesn't make abundant material useless.
Spells are somewhat more powerful, to compensate for higher HP. I am still tweaking spell balance, but my goal is to make sure few-to-no spell ever become obsolete. So more powerful spells are significantly more expensive, for instance, with diminishing damage/mana returns, for instance.
Archery and Longbows are earlier in the tech tree... and cheaper. Also, quite a few of the wildlings, bandits and darkling monster lairs have a lot of archers, so "range dodge" can be a useful thing now.
A lot of the ability for trained units now cost 0 training time. The idea is that all units should have 3 abilities. A few of the stronger ones have a training time price ranging from low to moderate.
Golems and Resoln spiders have been buffed a bit - Golems now inflict +30% damage (they're still weaker than a 3-man unit), and the spiders are quite a lot stronger.
Militia is somewhat stronger, but there's less of it. I'm using a modified version of ParrottMath's armored militia.
I've changed all World Wonders to 1-per-faction buildings, although I plan on reversing that change using ParrottMath's Wonder Base mod (if he allows me to)
-Most spells and elemental attacks now have a secondary effet. Fire damage spells and attacks (including weapons) set the enemies on fire for 3 turns. The damage this causes depends on several factors, such as which monster/weapon/spell inflicted the damage, or how many soldiers are in the unit. Cold reduces initiative of the enemy unit by 1 (except for Ice Elementals, since they have their own power). Finally, Lightning reduces accuracy of the enemy units by 5. These effects do not affect ranged mage staves' basic attack or elemental damage rings, due to technical difficulties.
-Ranged mage staves for trained units now grant a spell to the unit (which DOES inflict elemental effects)
-A new building, the "Shrill Temple" is unlocked with the "Charms" tech from the magic tree. It requires a conclave, and enables the training for Fire and Earth Shrills.
-I've created new category of trained units abilities, "classes". They're incompatible with the armor proficiencies (this is intended), as most 'classes' have armor restrictions or armor proficiencies embedded. Classes are basically powerful packages containing several bonuses and abilities for a large training time price. I've created five, although most factions only have access to 3 or 4. The classes I've created for now are: Paladin, Assassin, Barbarian, Oppressor, Master Archer.
For instance, Paladin is restricted to Kingdoms ( and Tarth can't build them), and gives "+3 Attack, +5 Defense, +20 Spell Resist, can cast Healing Light and wear Chain and Heavy armor."
I plan on adding much more content, mostly in the form of classes and trainable monsters that require advanced buildings, with upgrade chains and all.