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GoW Community Balance Mod
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What this mod does:
Rebalances the commanders and units in Wargroove for better competitive play. Automatically unlocks all commanders for a fair playing field.
Installation and Usage:
GoWBalanceMod0.5.zip anywhere
Place GoWBalanceMod in C:\Users\Username\AppData\Roaming\Chucklefish\Wargroove\mods
Clicks "mods" while in match settings and enable GoW balance mod 0.5
Uninstallation:
Delete GoWBalanceMod in C:\Users\Username\AppData\Roaming\Chucklefish\Wargroove\mods
KNOWN ISSUES:
List of Changes:
### Changes:
#### Commanders:
- Caesar
- charge speed: medium -> slow
- Dark Mercia
- charge speed: slow -> medium
- damage: 30 -> 25
- Elodie
- charge speed: slow -> medium
- Errol & Orla
- groove mechanics:
- both grooves may be used once groove is charged, instead of one or the other
- Scorching Fire is shown as the only groove, then Cooling Water appears as an option afterward (due to simplicity of programming it this way)
- choosing "Wait" while the Twins can use Cooling Water will reset groove charge to 0 (use it or lose it)
- Mercival
- groove replaced: Diplomacy
- Medium charge
- 2 range: Convert an enemy structure to yours at full HP
- HQ not included, but production buildings convert with action ready
- Nuru
- groove can no longer summon "non-formation" units:
- Golems, Trebuchets, Ballista, Wagons, Dragons, Balloons, Warships, Harpoon Ships and Barges
- "non-formation" refers to their appearance in fight animations as a single unit, instead of multiple
- Ryota
- groove damage ramp per jump: +5% -> -5%
- Sigrid
- 2-range teleport added to groove prior to targeting enemy
#### Units:
- Giant
- movement type: walking -> riding (what knights use)
- Mage
- damage edits
- harpy 1.4 -> 1.3
- witch 1.3 -> 1.2
- Trebuchet
- min range: 2 -> 4
- structure base damage: 0.85 -> 0.65
- Barge, Turle, Harpoon Ship, Warship
- New mechanic: If the unit's action is to "wait", it gets an additional move-only turn
- Turtle move-only movement range: 6
- Barge move-only movement range: 6
- (rest of ships have same mvt for 1st and 2nd action)
- Barge
- movement range: 10 -> 12
- Turtle
- new action: Swim Under
- Turtle can go to the other side of an enemy air unit or ship (barge, harpoon, warship)
- Harpoon Ship
- movement range: 4 -> 8
- attack range: 3-6 -> 3-4
- Warship
- movement range: 8 -> 9
- attack range: 2-4 -> 2-3
#### Game Mechanics:
- Tile movement for "sailing" type units, i.e. non-merfolk naval
- Ocean: 1 -> 2
- Beach: 2 -> 3
- Sea: 2 -> 3
- Bridge: 2 -> 3
- Reef: 4 -> 6