About this mod
The mod aims to increase the diffuclty of wartales, while slightly adjusting some character's stats to make it playable.
- Permissions and credits
- Changelogs
Inspirations found from:
1) Dorim, https://www.nexusmods.com/wartales/mods/16, for his Oil utilisation in game + randomising turn order
"Oils on Enemies
-Bandit Marauders now spawn with Poison Oil
-Deserter Henchmen now spawn with Protection Oil (anti friendly fire)
-Inquisition Fanatics now spawn with Conversion Oil
-Brotherhood Ravagers now spawn with Perforating Oil
-Guard Foot Soldiers now spawn with Paralysis Oil
-Legion Emmisaries now spawn with Explosive Oil
-Tracker Blockers now spawn with Whetting Oil
-Tracker Pursuers now spawn with Bleeding Oil
-Alazar Soldier Sagittarius now spawn with Sticky Oil"
2) Wartales Rebalance, https://www.nexusmods.com/wartales/mods/3, description copied:
"War Tales Rebalance:
Battle Difficulty:
- Overall strength of encounters increased in difficulty to 1.7/1.2/0.8 (from 1.1/0.8/0.5) - Makes the battles more challenging
Trait Balance:
- Multiple traits balanced (both positive and negative) to be more even - Basically fixed up the weak perks and nerfed the strong ones so all are reasonably useful
Attribute Balance:
- You can no longer put attribute points into mobility - It was too strong and bypassed the interesting dynamics between classes and armors
- Constitution grants 3/6 HP per point for humans/animals (from 2/4) - Buffed, makes it a little harder to burst down enemies and makes the stat more worthwhile on our own units
- Career Plan now provides no benefit - Made leveling too automatic
Item Acquisition:
- The number of days it takes to refill merchant stock is increased - Merchants and resources don't replenish stock as fast
- Skill Mastery Books are no longer purchasable - Makes it more difficult to acquire really powerful characters
- Extra ability manuals (first aid, wrath, run, aim, taunt) cost more - Same as above
Gold Acquisition:
- Missions provide half as much gold - Makes acquiring gold more difficult
- The reward for selling prisoners is lowered - Makes acquiring gold more difficult
- Sell Factor for almost all item types lowered - Makes acquiring gold more difficult
- Base cost to recruit someone from the inn is cheaper - Makes it easier to acquire
- Negotiations for contracts require more influence - Gives an outlet for influence and prevents too much price negotiation
- Repairing your armor at the blacksmith, healing injuries at the apothecary, and using the Inn costs less - It was, in some ways, too ineffective and with the restricted gold it's nice to be able to have a safe haven
Happiness Balance:
- Not feeding or paying your soldiers is no longer OK to do as long as they are around the campfire as it makes them a lot unhappier - No idea why this isn't in the game, it's stupid otherwise
Encounter Balance:
- Surprised grants more damage - It was too insignificant to bother previously
- Ghost animal encounters have more ghosts - They were a little too easy, even with the increased difficulty
Other:
- Ponies cost more food to use - Makes food more important
- Companions near a prisoner are much more capable at preventing escape - Quality of life"
Note, that all the difficulties has been scaled. Current "Experienced" diffuclty level is harder than "Expert" Vanilla.
Full changelog is WIP. I'm attaching vanilla and modded CDB files in extras. Open with notepad++ to see the changes that have been made.
Any other changes will be recorded dutifully. I'm waiting for any comments/concerns and would be happy to improve the mod.