Wargroove

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TFJ

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TFJ

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About this mod

War's New Groove modifies every single commander in the game. The objective was to make each one more unique, reinforce their respective themes and just make the game more fun overall.
Every commander now has a unique critical condition and most of them have 2 variations of their groove power. See the detailed description for details.

Permissions and credits
Changelogs
The initial 2.0 release is complete. Have fun!

Installation


Unzip the contents of the zip into the Wargroove mods folder. On Windows, it will be on a place like "%appdata%\Roaming\Chucklefish\Wargroove\mods" or "%appdata%\Chucklefish\Wargroove\mods". For other operating systems, check the folder that contains the save folder and log files. If the mod folder doesn't exist, create it manually.

General Changes

  • Each Commander has unique attributes, from charge times and attack range to damage and movement values.
  • Commanders can crit and the conditions are unique for each one.
  • Some commanders have 2 variations for their groove. One at full gauge (100%) and a weaker version that can be activated at a lower cost.


Standard Unit Changes

  • Archer cost reduced to 400 gold.
  • Mage cost increased to 500 gold.
  • Ballista cost reduced to 750 gold. Also crits at range 3.
  • Wagon load capacity increased to 2 (still can only carry foot units).
  • Dragon cost increased to 1300.
  • Archer, Ballista, Trebuchet, Harpy and Spearman do a bit more damage to golems.


Commander Changes

While not listed here, some commanders have above / below average attack and / or defense.

Mercia

Can attack only land units at range 1.
Has 10% health regeneration.

Groove 100%: Heals 60% of friendly units. Buildings are also healed, but at half the normal rate.
Groove 60%: Same as 100% but healing rate is 30%.
Charge Rates: Average. Has higher than average charging when countering.

Crit condition: Adjacent to a soldier, spearman or archer unit.
Crit multiplier: 1.25

Emeric

Can attack land, air and sea units at range 1 to 5.
Can only attack horizontally or vertically with width 1.
Cannot counter or move and attack.
3 movement range.

Has a 3 range "Teleport" command that costs 500 gold. Emeric is refreshed after teleporting.

Groove 100%: Unchanged
Groove 75%: Spawn crystal with 25% HP
Charge Rates: Average. Has higher than average charging rate when attacking.

Crit condition: Same as mage (if on terrain with 3 or more defense)
Crit multiplier: 1.5

Caesar

Can attack land and air units at range 1 and 2.
Has 3 movement.

Groove 100%: Same as vanilla groove, but Caesar is also refreshed.
Groove 75%: Same as vanilla groove.

Charge Rates: Average. Killing nets the highest charge.

Crit condition: Same as dog, but only for ground units. Caesar himself also triggers dog critical.
Crit multiplier: 1.25

Valder


Can attack land, air and sea units at range 2 to 4.
Has 3 movement.
Cannot counter or move and attack.

Groove 100%: Summons a mage.
Groove 60%: Summons a spearman.
Groove 30%: Summons a soldier.

Charge Rates: Fast natural charging.

Crit condition: When groove charge is at 100%
Crit multiplier: 1.5

Ragna

Can attack land units at 1 range.
Has 10% health regeneration.

Groove 100%: Same as vanilla.
Groove 20%: Does 0 damage.

Charge Rates: Average

Crit condition: If attacking a commander unit.
Crit multiplier: 1.5

Sigrid

Can attack land units at 1 range.
Always does 100% base damage irrespective of health.
Has negative -5% health regeneration.

Groove X%: Steal X% health from a unit. Works on allies. If unit is killed, Sigrid is refreshed.

Charge Rates: High when attacking or killing.

Crit condition: Always active.
Crit multiplier: Proportinal to missing health. Equal to 1.00 + Missing health percentage. For example, if health is at 50%, crit multiplier will be 1.5

Greenfinger

Can attack land units at 1 range.
Has 10% health regeneration.

Groove 100%: Same as vanilla, but vine count increased to 6.
Groove 55%: 3 vines.

Charge Rates: Average

Crit condition: Greenfinger or enemy is on a forest tile.
Crit multiplier: 1.25

Nuru

Can attack land units at 1 range.
Has 2 grooves.

Groove 1 -> Teleport Beam: Summoned unit starts inactive. Range 2. Price is 10% cheaper than normal (0.9 multiplier) 

Groove 2 -> Orbital Strike: In addition to the groove charge, it costs 1500 gold to activate. An area with radius 2 is selected, and X beams are fired randomly inside the area. X is half the size of the targetable area rounded up (tiles outside of the map do not count and reduce the amount of beams). Friendly units hit by the beams also receive damage.

Damage done varies according to unit type:

- Commanders and HQ: 25%
- Structures: 50%
- Other units: 100% (death)

Charge Rates: Faster than average.

Crit condition: If current gold above or equal 500 (see below)
Crit multiplier: Proportional to the amount of gold. For every 100 gold, crit rate increases by 2%. Cap is 2x multiplier.

Sedge

Can attack land units at 1 range.
Has 5 movement.

Groove: Same as vanilla.

Charge Rates: Low. Has no natural groove generation. 

Crit condition: Enemy is alone, i.e., not adjacent to any friendly units (buildings do not count). Does not work on enemy buildings.
Crit multiplier: 1.5

Tenri

Can attack land units at 1 range.

Groove: Same as vanilla, but range reduced to 5.
Groove 80%: Range further reduced to 2, only works on ally units.

Charge Rates: Average

Crit condition: When countering.
Crit multiplier: 2.0

Ryota

Can attack land units at 1 range.
Has 5 movement.

Groove: Same as vanilla, but damage caps at 100% of commander attack.

Charge Rates: Average

Crit condition: If moved 5 tiles before attacking (similar to knight).
Crit multiplier: 1.25

Koji

Can attack land units at 1 range.

Groove: Same as vanilla, but summons 3 drones.
Groove 40%: Summons 1 drone.

Charge Rates: Low

Crit condition: If attacking a foot unit, i.e, soldiers, spearman, dogs, riflemen, mage, archer, etc. Commanders do not count.
Crit multiplier: 1.25

Wulfar

Can attack land units at 1 range.
Has 10% regeneration.

Groove: Same as vanilla, but a new mechanic has been added: "Hole In One". A hole in one is performed when the tee'd off unit lands in the middle of other 4 units (buildings and allies also count).

Doing a "Hole In One" has the following effects:

- The launched unit is instantly killed (damage done is always set to 100)
- Only half of the groove charge is consumed.
- Splash damage is increased to 100% of Wulfar's base damage.
- Allied units also suffer damage.

Charge Rates: Average

Crit condition: Has not moved before attacking.
Crit multiplier: 1.75

Orla & Errol

Can attack land units at 1 range.
The twins have the following extra commands available:
- Ransack : Same as Thief, but only steals 150 gold and reduce structure health by 25%. Gold is directly sent to the storage. Heist (steal from Strongholds) is not available.
- Bypass Gate
- Heal
- Hex

Groove -> Fire & Water: The two grooves, Scorching Fire and Cooling Water, have been merged. Now, when executing the groove, you pick two targets. The first one is for Scorching Fire and the second is for Cooling Water. They are executed in sequence.

Charge Rates: Slow

Crit condition: If flanking the enemy unit, i.e, an allied unit is adjacent and opposite to the enemy.
Crit multiplier: 1.25

Vesper

Can attack land units from 1 to 2 range, in a straight line.
Can attack units inside Smoke Shroud.
Has two grooves now.

Groove 1 ->  Smoke Shroud: Same as vanilla.

Groove 2 ->  Shadow Sisters: Similar to the boss groove seen in the campaign (creates 2 shadow clones).
The shadow clones have the following characteristics:
- Take high damage from all sources.
- Can only attack at range 1 with reduced damage (about 60% of Vesper base damage)
- Can attack units inside Smoke Shroud, but no crits.
- Have negative 10% regeneration.
- Start with 50% groove charge and can cast Smoke Shroud.

Charge Rates: Slow

Crit condition: Vesper or enemy is covered by smoke.
Crit multiplier: 2.0

Elodie

Can attack land, air and sea units at 1~2 range.

Groove: Same as vanilla, but has range 3.
Groove 70%: Can only convert units with 70% or less health.

Charge Rates: Average

Crit condition: If current turn number is even.
Crit multiplier: 1.25

Dark Mercia

Can attack land units at 1 range.
Has 15% health regeneration.

Groove: Area of effect increased to 4 and health drain to 35%.

Charge Rates: High when countering.

Crit condition: If enemy is at 100% health.
Crit multiplier: 1.25

Mercival

Can attack land units at 1 range.

Groove 100%: Instantly captures an enemy structure, setting it’s health to 100%. Don’t worry, you will still get a fish. Capturing an enemy stronghold instantly defeats the enemy.

Charge Rates: Average

Crit condition: If Mercival or enemy is next to an allied building. Doesn’t work on buildings.
Crit multiplier: 2.0