Orcs Must Die 3

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Bun

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bunbunni

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About this mod

Green Tide is a massive rework, rebalance and overall shuffle around. From Heros having different playstyles in mind. Each weapon feeling different from a large pile of perfect hit pew pew wands. To tweaks to enemies e.g light orcs going faster to ogres not running you down for daring to go into melee range, making ranged a better pick.

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DEAD FOR NOW, SORRY FOLKS

GreenTide with SuperScramble has been made, should hopefully fix most crashing!

Should now work with SuperScramble IceElementals. But is still crashing at times, no fix figured out.


Green Tide is a Lil passion project that went from learning how to mod, balancing stuff, to reworking many parts of the game to try and make everything feel fun and useful. Then further down into retexturing.

And recently trying to tackle the beast that is kill boxes. With the personally feeling like they make most of the map utterly wasted, as your big brain find the perfect kill box spot and then just camp that point. Which is its own mod file called Green Tide Plus. Being I am not 100% sure everyone will like a radical change in pace from the norm. As well as likely fewer fps overall.


So, let us get into the meat of the content shall we

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-First up-

Heros!
So, other than a few hp, mana stats, and movement abilities, each one normally moves at the same speed and regains mana the same.
But that creates the problem of "If they are almost the same, which one edges out on mana and ability?" Cygnus, Egan and Vorwick. These heroes stand out by their abilities being actually useful and Cygnus sits mostly on top as he has the best mana and can ignore gnolls or fight and dodge hits whenever. 

Let's start with him first shall we?

Cygnus has had his mana regen upped, hp lowered, mana pool lowered and move speed slapped hard. Feign death given mana cost but heals and regens mana better.

Egan now has Kelsey's hover (to fit with the starting bow) mana regen upped, mana pool increased and move speed lowered a bit.

Gabriella Is the glass cannon, having a tiny hp pool, Vorwicks teleport, the best mana regen, smaller mana pool and a lower move speed. Teleport given mana cost.

Kelsey has Egan's slam, hp increased, mana pool decreased, move speed upped

Max has more hp and a good mana pool, but overall is the same

Vorwick has insane move speed, highest hp, lowered mana pool, and the worst mana regen. As well as maxes double jump.

FeatherFall removed

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All weapons apart from the wind belt and alchemists satchel have a primary that costs no mana, so now you can freely use any weapon as a primary damage dealer instead of having to be a secondary.

To keep things brief, the biggest changes would be the lightning staff doing a large scatter burst before reloading, and the stone staff working more like an assault rifle. Oh, and the Magic bow being more a headshot beast!

Oh and, stone staff's mana cost increased and nerfed, to around ice amulets levels of stats.
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All the trinkets have been shaken about to feel useful, But the biggest change would be to the jar of ghosts. Being far too good at blocking off an area with barricades. It does a large but short-lived area scare. There are a few tweaks here and there, the ring of storms rift lightning being better overall being one. But the rest should be easily noticed when upgrading.

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Enemies!

So, simple as light orcs go faster, heavy orcs go slower. 
Ogres won't chase you to the ends of the earth, do a mini stun with the charge, but their actual attacks stun now.
Kobolds go faster as well as have more hp.

Elemental enemies do their respective elements, mountain troll freezes, earth stones you.
On top of that, archers shoot flaming arrows in an arc now. The arc is to stop barricades getting randomly hit, but also so you see them better. The fire is to also help you see their attack better but also to reduce overall sudden damage intake. While allowing the freedom trinket and healing trinket to have more of a use. Oh, and their range is upped greatly!!!

Elementals don't take damage or get affected by elements you'd think they would be immune to.

Gnoll assassins go way faster and attack faster but lower hp and but the same overall DPS.
Wraith healer is now wraith summoner, will copy any harmed enemy but they will die to any damage received (don't ask me about the 1000 man army of self-copying wraith healers walking up to my rift)

Drops are more consistent but give less, all hp has been and coin gained upped by 10%

Names and skin colours shook about, there is a reason I am calling this GreenTide. E.G Orc warlords instead of ogres.

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Now for traps, we could be here forever
But overall, my idea was to try and make each choice be a choice for upgrades and trap usage. So any trap left in the dirt has had a lot of love given to it while broken or too useful traps have been slapped hard.

Some traps have been shuffled about in terms of placement to try and balance their use against their space on the tiles. Others buffed or nerfed and costs changed respective of that, to try and have a better range of costs.

Laser trap now just applies debuffs, I tried to balance it out but it was either OP or useless. My understanding is any constantly on trap goes against the whole concept of the existence of runners and enemies slipping by in the time between cooldowns. There is a reason Brimstone has charges!

Tar also got nerfed, it was too consistently good at keeping things pinned for other traps to come off cooldown.

Guardians and war traps!
only 6 traps now exist in war only, with guardians being now reworked to work in the base levels.
The knight now wonders off to fight, the platform he is on can be killed mind, don't place it in line of sight of the enemies. The reason I did this was knights when healing can block ogres and whole waves from moving.
Guardians now take a long time to regen, so they are great till they are down and out. Deffo on rift lord.
Priestess now has an arc AOE attack, based on the dwarf from 2 but with fewer bouncing bombs.
All ranged guardians now have amazing attack range.

BLIGHT (not poison from the old games I swear)
Functions as a stronger slow than burning, but less DPS.
On top of it not affecting elementals.

Names have been changed for flavor or to remove the word trap or their placement from their name. And yes there may be a little too much mention of orc in five of the traps. 

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Death time increased but invincible status increased and buffed, dying now actually sucks.
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Green Tide Plus

Simply put, traps do 50% less damage, strong effects like frozen and stoned by traps are 50% weaker
but coin from enemies is doubled.

This is to try and open up the usage of the rest of the map, instead of just a kill box. Now, this is still in the works on getting the rest of the map feeling like it can be used. I don't know how to up the starting coin, and Rift Lord's difficulty not having any time to place traps makes using the rest of the map a pain in the ass. 

but I'm feeling like I'm getting somewhere with it!

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So, this mod likely won't work with anything tweaking enemies, traps, weapons, or heroes some textures
I've not tested mind
Also if you want to use any of the concepts and stuff here in your mod, credit me and my mod on your nexus mod and we cool.