Battle Brothers

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Vazl

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Vazl

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About this mod

(ABANDONED)
Lets you tame beasts as companions, level your companions up and have them gain additional attributes and skills.

Requirements
Permissions and credits
Changelogs
(THIS MOD IS ABANDONED AND IS NO LONGER BEING UPDATED)



This is a revival of a very old mod of mine, rewritten and being expanded upon. Originally intended only for wardogs, warhounds and warwolves (event), it now also includes taming of beasts. It is currently not very balanced and there might very well be bugs lurking! Suggestions and feedback is most welcome! Also, check the changelogs for specific updates and changes.

Since the companions (pets) in this mod increase the player's party strength (making you reach maximum scaling faster than usual?) and possibly still make the game too easy if and when the you get them leveled up (especially the "super beasts"), I highly recommend using this mod together with the More Scaling mod that TaroEld has created. The two mods don't seem to have any conflicts with each other.

I've heard that this mod already works with Legends, or at least used to, but if it doesn't, or you want to be able to tame Legends-specific beasts 'n' stuff, you might be interested in, or need, Accessory Companions for Legends or Accessory Companions (Legends Version).

This mod does not seem to be compatible with the True Balance mod. At least not fully. Perhaps it will be later, possibly when this mod can be mod_hooks queued after that mod. Renaming this mod's zip file in a way that makes it load after that mod might be a possible partial solution.

Renaming this mod's zip file in a way that makes it load after other mods might also be a partial or full solution for some cases of issues between this mod and other mods. Something like zmod_AC.zip.

Details
* Companions gain experience when a brother, another companion or they themselves score a kill (gaining 33% less experience than the brothers receive, without lowering the brothers' gains). They do not need to be unleashed to get experience. When they level up they get an untalented improvement in their preferred attribute (Melee Skill for most of the companion types) as well as in two randomly selected attributes (past level 11 all improvements are +1). On top of that they also receive a random "quirk" (perk, trait, skill, effect) when leveling up, selected from a list of allowed ones. Upon reaching level 11, beast companions receive the "Good Boy/Girl" quirk which increases their base damage as they continue to gain levels.
* When a brother has no accessory equipped they have access to the ability "Tame Beast" which is used to try and tame beasts. The base taming chance is 0%, but for every 1% hit points that the beast is missing the chance is increased by 0.03% (0.045% for Beastmasters). Rooted (net, spider web, shaman roots, et cetera) beasts are 1.25x easier to tame. Failing the attempt makes further attempts on the same beast impossible. Succeeding the attempt equips the beast in the brother's accessory slot, but it cannot be unleashed in the same battle in which it was tamed.
* Beasts keep their current wounds when successfully tamed, when re-leashed and when a battle ends. Their health upon being unleashed is based on their current wounds. They heal up on the world map in the same way as the brothers do, currently at rate of 2% per hour. Their current health percentage is displayed in their tooltip (next to their level, as well as after their name).
* Beastmasters are available in game as a sub-background of Houndmasters. They are higher tiered Houndmasters, having experience with all sorts of beasts. Beastmasters are drafted in citadels and cities, as well as in some keeps and villages. Houndmasters are drafted in wooden mottes, in most keeps and in some hamlets, but also in any settlements with a kennel.
* Houndmasters give their equipped companions 10+(HoundmasterLevel x 1)% more experience, and Beastmasters give their equipped companions 15+(BeastmasterLevel x 1.5)% more experience. Does not affect Tome of Reanimation.
* "Super beasts" (unholds, schrats, lindwurms) don't act immediately when released, but start acting in the next round.
* Equipped companions add to the party's strength += companion's level x (companion's party strength / 8.25).
* Beast companions can be re-leashed and removed from the battlefield, but they can only be unleashed once per battle. Inspired by MrBrut's lupine recall mod.
* Tooltips have had their height extended in order for all of the companion information to fit. They should also no longer be able to end up outside of the screen. Variant of what MrBrut did in his tactical tooltip mod.

Battle Brothers in other languages
Currently, what would have to be done in order to make this mod's taming work, when playing Battle Brothers in another language, is changing the names in scripts/companions/companions_library::gt.Const.Companions.TameList to exactly match the new names of the various beasts. The same kind of thing would have to be done in scripts/!mods_preload/mod_AC::BeastmasterSettlementsLarge and BeastmasterSettlementsMedium in order to have the Beastmaster subclass draft properly, by using the exact Description of the settlements you want the Beastmaster to be able to be drafted in.

You might also have to make sure that this mod is loaded after any translation mods.

I have some ideas of how to change the code to go about these mechanics differently, so that text strings have no part in them, but lately I'm just totally out of energy. I will test it out as I continue to work on this project, however, but it might take a while or two.

Modding the mod
Feel free to change things as you see fit. Change anything you want; even release and upload modified versions of this mod, developing it in a different way if you'd like. I would, however, appreciate it if you would credit this mod at this website as the original. Check distribution permissions above, too.

For example, since many people have different opinions on the taming chances, a very simple adjustment can be made in scripts/companions/companions_library.nut in the gt.Const.Companions.TameChance table close to the top, to change the maximum taming chance. Beastmaster is for the Beastmaster sub-background while Default is for every other background. 100.00 would result in a 10% maximum taming chance.

If you want to change the maximum number of allowed accessory items for a specific type of beast (for taming purposes) you can go to scripts/companions/companions_library.nut, scroll down until you find the correct entry for that beast type in the gt.Const.Companions.Library array and change the value of their MaxPerCompany key. In the case of Unholds you will have to change the MaxPerCompany key of both the accessory.unhold and the accessory.armored_unhold entries.

Companion type (party strength, max per company for tame/drop purposes)
Wardog (str 11, max 12), Warhound (str 12, max 12), Wolf (str 13, max 6), Direwolf (str 18, max 4), Frenzied Direwolf (str 27, max 2), Hyena (str 18, max 4), Frenzied Hyena (str 27, max 2), Webknecht (str 13, max 6), Serpent (str 18, max 4), Nachzehrer (str 27, max 4), Alp (str 37, max 2), Unhold (str 46, max 1), Schrat (str 55, max 1), Lindwurm (str 74, max 1), Necromancer's Tome of Reanimation (str 37, max 1).

Special item drops
Necromancers have a 3% chance to drop the Tome of Reanimation when killed, and Webknecht Eggs have a 3% chance to drop a webknecht companion when destroyed.

Learnable quirks
* Perks — Fast Adaptation, Crippling Strikes, Colossus, Nine Lives, Pathfinder, Adrenaline, Executioner, Dodge, Resilient, Steel Brow, Backstabber, Anticipation, Relentless, Overwhelm, Lone Wolf, Underdog, Berserk, Head Hunter, Nimble, Fearsome, Killing Frenzy, Indomitable, Devastating Strikes, Battering Ram, Stalwart, Sundering Strikes.
* Traits — Huge, Lucky.
* Other — Throw Dirt (Blazing Deserts), Rage, Poisonous, Healthy, Soften Blows, Regenerative.

Quirk details
* Battle Flow — Once per turn, killing an opponent reduces current fatigue by 15% of the base maximum fatigue.
* Devastating Strikes — All damage inflicted is increased by 20%.
* Battering Ram — Immunity against being stunned.
* Steadfast — Getting hit by regular attacks does not cause a loss of fatigue anymore. Attacks that specifically target fatigue are unaffected.
* Stalwart — Immunity against being knocked back or pulled up close. Applies to skills such as Knock Back, Hook and others that change a character's position.
* Sundering Strikes — Effectiveness vs. Armor is increased by 20%.
* Throw Dirt — Reduces target's damage and initiative by 35% for 1 turn.
* Good Boy/Girl — Adds (companion's level - 10)/2 to minimum damage and (companion's level - 10) to maximum damage.
* Rage — Landing hits and killing enemies grant rage stacks. Each stack reduces damage taken and increases resolve, initiative and damage dealt.
* Poisonous — Applies a debilitating poison to any target hit as long as they are not immune and lost at least 7 hit points. Lowers Action Points.
* Healthy — Hit points are increased by 25.
* Soften Blows — Once per turn, unless stunned or fleeing, the damage of the first attack received is reduced by 25%.
* Regenerative — Regenerates 10% of max hit points every start of turn (5% for unholds, schrats, lindwurms).

Beastmaster creation details
* Hitpoints — minimum +10, maximum +5
* Stamina — minimum +10, maximum +5
* Resolve — minimum +10, maximum +10
* Initiative — minimum +10, maximum +5
* Melee skill — no bonus nor malus
* Melee defense — minimum +6, maximum +6
* Ranged skill — no bonus nor malus
* Ranged defense — no bonus nor malus
* Excluded traits — fear beasts, hate beasts, craven, dastard, fainthearted, insecure, ailing, bleeder, tiny, fragile, asthmatic, clubfooted, clumsy, cocky
* Excluded talents — ranged skill, ranged defense

Plans
* Further balance companions' party strength values and max taming amount with how ridiculously strong they can become — ongoing..
* Ability to tame/enslave beasts — most beasts can now be tamed in battle.
* Non-beast companions — Necromancer's tome so far.
* More learnable quirks — additional quirks have been added over time.
* Additional name lists for various types of companions — some new namelists are now in use.
* Being able to rename companions — I'm currently not sure how to accomplish this. Message me if you want to help out and know how to do this.
* Friendlier with savefiles — assuming no conflicts with other mods, this mod can now load savefiles that were created without it, and savefiles that were created with this mod installed can now be loaded without it.
* Better hooks and less code overwriting in general — hooks have been improved and less code is being overwritten.

Installation
Download one of the available versions and place the zip-file in your Battle Brothers\data folder.

Requirements
Adam's modding script hooks.

Conflicts (out of date — check hooks in mod_AC.nut)
Mods that change the language of the game may currently render some parts of this mod non-functional. Also, this mod adds and overwrites a lot of functions in the base accessory item script and the wardog, warhound, armored versions and wolf accessory item scripts (scripts/items/accessory/), the "onUse" functions of dog armor upgrade item scripts (scripts/items/misc/), ".tooltip-module.is-full-width" of ui/screens/tooltip/modules/tooltip_module.css and the "setupUITooltip" function of ui/screens/tooltip/modules/tooltip_module.js.