GoW Community Balance Mod ------------------------ 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