vcmi-mods / warzyw-templates

Warzyw's multiplayer templates with potential other changes to ensure they work as intended
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Brawl - smaller versions of all creature banks from all mods #14

Open Warzyw647 opened 2 months ago

Warzyw647 commented 2 months ago

Brawl needs submods with smaller versions of creature banks from all the other mods. Perhaps these submods with changed banks should change their type to "compatibility submod", enabled automatically when their parent mod and Brawl are enabled. List of all mods in which I found creature banks:

Warzyw647 commented 2 months ago

Abyss added in https://github.com/vcmi-mods/warzyw-templates/pull/15 This enables water in order to make use of the changed water banks, so some other water objects also need attention: Temple of the Sea and Beholders' Sanctuary from HotA, Shipwrecks and Derlict Ships when not using Abyss Town and Banks and generally treasure density on water.

Warzyw647 commented 2 months ago

Compatibility with ab-bad-ending-assets (Antagarich Burning) creature bank (Grand Conflux) added in https://github.com/vcmi-mods/warzyw-templates/pull/16

Warzyw647 commented 2 months ago

Compatibility with Cetatea Town creature bank Ancient Citadel added in https://github.com/vcmi-mods/warzyw-templates/pull/17

Warzyw647 commented 2 months ago

Compatibility with Fairies Town creature bank Fairies Bank added in https://github.com/vcmi-mods/warzyw-templates/pull/18

Warzyw647 commented 2 months ago

Compatibility with Haven Town creature bank Pirate Keep added in https://github.com/vcmi-mods/warzyw-templates/pull/19 Water Tope from Haven to be done in a separate PR, together with HotA Water Tope and Beholder Bank

Warzyw647 commented 2 months ago

Compatibility with Pavilion Town's creature bank Ziggurat added in https://github.com/vcmi-mods/warzyw-templates/pull/20 Its other bank, Snake Temple needs no changes.

Warzyw647 commented 1 month ago

Changed maxi Pirate bank from HotA in https://github.com/vcmi-mods/warzyw-templates/pull/21 Compatibility with Tartarus Town's creature banks Quasit Cache and Bloody Tower added in https://github.com/vcmi-mods/warzyw-templates/pull/22

Warzyw647 commented 1 month ago

Compatibility with Refugee Town's Mysterious Lamp added in https://github.com/vcmi-mods/warzyw-templates/pull/23 Daeva creature also weakened to fit Brawl.

Warzyw647 commented 1 month ago

The Sea Dog copy creature should reuse pictures and animations from HotA mod instead of copying them.

Warzyw647 commented 1 month ago

Compatibility with Tides of War banks added in https://github.com/vcmi-mods/warzyw-templates/pull/27 Sorceress Castle got all kinds of creatures from that mod as guards because I felt like the original troop composition with the Firebird was too strong and left not enough room for smaller versions of guard compositions.

Warzyw647 commented 3 weeks ago

Ruins from HotA, missed earlier: https://github.com/vcmi-mods/warzyw-templates/pull/28 Just value, freq, limit change and made revisitable. Rewards and guards untouched.

Warzyw647 commented 5 days ago

Noticed a new creature bank in this mod: https://github.com/vcmi-mods/moon-artifacts Make a smaller version of it too. And in 1.6 branch upgrade all banks to vcmi 1.6 format once their originals have been upgraded

Warzyw647 commented 16 hours ago

1.6 upgrade done in https://github.com/vcmi-mods/warzyw-templates/pull/36 Thanks @kdmcser !

Left to do in this issue, pasting my notes here. Also make sure all changes done in 1.4 branch end up in 1.6 branch and write about all changes in all mods' changelogs: banks todo: pvp-balance this one now (accidentally uploaded unfinished version of this) water banks from std, hota and haven pirate copy creature reuse graphics instead of copying it redo topes, std and pvp balance wake-of-gods this one probably last try decreasing quest and pandora value and rewards, min guard strength and treasure value limit arena maybe add disrupting ray and frenzy to pandoras so that players have a tool to deal with overly defensive commanders? or maybe leave that alone? or maybe fireshield? in case someone gets slavas ring plus high resist so damage spells do nothing? or maybe something like -10% defense per turn for everyone all the time? this should be possible with some spells liek "turn 1", "turn 2" etc cast at new turn; okay, another approach: make slava's ring decrease golem resist instead increasing it

topes just 3x1 dragons: red, green and bone, value 4500 density 60, gives 3k, arts tres, min, maj gold tope from pvp balance: 4x1 dragons: red, green, bone, golem, gives 4k, arts tres, min, maj, rel val 5k density 40

Demon Bank from pvp mod: 2x 1 Pit Lord in opposite corners and 3 other stacks: mini 3x 9 Imps, 2nd level 3x 3 Gogs, 3rd level 3x 2 Dogs, 4th level 3x 1 Demon. All creatures have a chance to be upgraded (as usual), Pit Lords get 2 casts and the reward is something like 2 Fire/3 Fire/2 Energy/3 Energy Elementals.

pvp balance mod banks: jebus objects: crypt repeat from OBJECTS demon domain NEW, see above hive repeat from OBJECTS tope ignore, topes are too big tope biom ignore, topes are too big tope sand ignore, topes are too big shop repeat from HOTA cons repeat from OBJECTS red tower repeat from HOTA snake temple Pavilion, leave it alone because it's ok big tope ignore, topes are too big picket repeat from HOTA ziggurat repeat value and rarity from brawlPavilionObjects objects: bone pillar repeat from TOW imp cache value back up to 2k mansion repeat from HOTA outpost of souls repeat from TOW red tower repeat from HOTA ruins repeat from HOTA, but first add to HOTA (it's in hota.highlandsTerrain mod) scriptorium repeat from TOW seminarium repeat from TOW sorceress castle repeat from TOW

wog: grotto - just scale down home of the bat - just scale down hunting lodge (can use some guardian bonus here, like 5 gray elves with 20% summon dendroids or wood elves with guardian dwarfs) lost bottle - just scale down snow grotto - just scale down a little transylvain tavern - small werewolf stacks instead of vamps or some werewolfs and some vamps, give werewolfs or werewolfs and vamps emissaries - just scale down hp and damage of both emissaries and messangers like 10 times

do somethimg with water banks: water tope from haven, water tope from hota, maybe 1 of each creature, 1 relic or 2 majors reward, 5000 gold beholder bank from hota, give it middle strength, something like 5x5 beholders/evil eyes, maybe 5x 3/5/7 water banks can be harder because it takes more effort to get to them, so if you go there you kinda have to dedicate a good deal of resources to that shipwreck, derlicked ship at least make them revisitable leave densities and values of water objects alone but increase densities of water zone treasure intervals unless there are guards on water, then decrease values of banks and possibly other stuff and decrease values of treasure intervals