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About this mod

Currently not updating; see https://github.com/wuxiangjinxing/mod_AC_legend for an alternative/probably (?) more stable version.

Accessory Companion mod (by Vazl) extended to the Legends Warbear and White Wolf (not to be confused with White Dire Wolf). Additional integration with Legends content is planned.

Requirements
Permissions and credits
Changelogs
Currently not updating; see https://github.com/wuxiangjinxing/mod_AC_legend for an alternative/probably (?) more stable version.


This mod is a modification of Vazhl's Accessory Companions and is continued from wuxiangjinxing's own modification for Legends. All credits due for the aforementioned authors where applicable. Wuxiangjinxing has mentioned in the Legends discord that he presently does not plan to keep maintaining his version, and emphasises that all code is open source.


This mod should NOT be used together with the original Accessory Companions mod or wuxiangjinxing's version.

If the dumb AI lessens your fun, I'd heavily recommend using Well Trained Pets together with this mod.

At present, the modification ensures that the Legends Warbear and White (War)Wolf (not to be confused with White Dire Wolf) also make use of AC's level-up system.

Further integration with Legend's content is planned.

Current version is based on AC 1.26.

Quirk Changes compared to AC 1.2.6 (starting with modz_AC_126_Legends_123)

Added 

Legends Perks

Escape Artist
Terrifying Visage
Slaughterer
Poison Immunity
Onslaught
Assured Conquest
Alert
Double Strike
Second Wind
Return Favour
Feint

New Quirks

Darkvision (no night penalties)
Ferocity (+5 MAT, INT, 10 RES , lowers the threshold to inflict injuries by 10%, increases damage by 5% against targets unaffected by injuries, and morale unaffected by fleeing and dying allies ).
Tenacity (+5 MDEF, RDEF, 10 HP, threshold to sustain injuries on getting hit is increased by 30%, and morale is unaffected by losing hit points).

Removed

Huge (more of a penalty than a bonus in Legends; especially for lower-tier companions).
Indomitable (never saw companions use it).

Beastmaster Background

Unless mentioned otherwise, Beastmasters function as detailed on the original mod's page.

Beastmasters are a rare and somewhat pricy background who can only be found in settlements with kennels, arenas, and alchemist shops. They always spawn with a companion. Usually, this is either an armoured warhound or wardog, but there's also a small chance for something else (3% for wolf, 5% for webknecht, 1% for hyena, 1% for dire wolf, and 1% for serpent).

Perk Groups
- Staves, Throwing, Cleaver, Mace, Polearm
- Light & Medium Armor
- Vicious, Fast, Trained, Organised, Sturdy, Indestructible
- Houndmaster, Beast (this is basically a throwing-net specific group)

Excluded Traits
Fear beasts, hate beasts, craven, dastard, fainthearted, insecure, ailing, bleeder, tiny, fragile, asthmatic, clubfooted, clumsy, cocky, night-blind, weasel, frail, hesitant, slack, superstitious, and bloodthirsty.

Excluded Talents 
None

Beastmaster perks/gear/rarity/etc subject to future changes/tweaks.

Known Issues
- There's a tearing issue with the tooltips if you have the Enhanced/fixed tooltips (mod_lgs_enhanced_tooltips mod_lgs_enhanced_tooltips) installed. This can be fixed by opening up the AC zip and removing the UI folder. If you have any other UI issues, it may be worth a try to do the aforementioned too.
- Tamed Alps sometimes cause a CTD.
- Depending on the difficulty and companions, the game may actually become more difficult with companions when compared to without. Feedback is appreciated on whether the difficulty scaling is too much; especially for players who play on Expert or Legendary difficulty.


Plans/Ideas

Probably going to be a long time before I get to all this (and no promises whatsoever), but some ideas I had for AC legends:

1: Have beast masters actually spawn. Done.

2: Add some legends perks/traits to potential quirks. Done.

3: More integration with some legends backgrounds (such as ranger and druid having a higher taming chance, and variants
on the "bear taming" perk for some backgrounds). Somewhat done.

4: Add legends monsters (redback, white dire wolf, höllenhund, etc.).

5: Group potential quirks on a monster type/category basis.

6: More ways to acquire AC companions aside from taming (such as events, perks, a (very) small chance for wolves/spiders/hyenas/serpents in kennels/alchemist shops in north/forested/southern settlements; and for some companions to be “craftable” ).

7: Figure out how to ensure companions in the stash slots can get XP, and ditto (or at least some XP) for companions in inventory.

8: Beastmaster(s) starting scenario. And with that, I don't just mean a debug scenario.

9: Backgrounds (be it (variants of) existing or new backgrounds) specialising in particular creatures/creature groups.

10: More companions! Be it tamable or otherwise (Goblins in accessory slot? Hm...).

11: More creature specific perks/quirks (bite/claw/fang/web/etc mastery).

12: Figure out how to make (some) new companions scale somewhat in regard to their starting level, based on (for instance) campaign days and bro level.

13: Maybe think of a way to add (levelled-up) companions to enemy parties, so it's not just a one-way street (sounds like a PITA to script, though.)

14: Armor/gear attachments & upgrades for more than just dogs/hounds? (also seems like a PITA to do, although unhold to armored unhold and wolf/hyena to their frenzied counterparts seem doable).

15: Have more effects influence taming chance (asleep, (certain) injuries, stunned, etc.).

16: Various events.

17: A trait or two that influence taming chance.

18: Documentation detailing customisation of the mod.

Not necessarily in that order.

Likely will end up with two versions in the end: one that is relatively minimal and another that would be "extras".