Orcs Enhanced Mod v1.1 By ShadowTiger ___________________________________________________________________ Summary: This mod enhances the orc race so it is more exciting to play. In addition to new units, orcs gain the frenzy passive, which boosts their melee strength when they are injured. ___________________________________________________________________ Planned Updates: 1. Consider removing shaman entirely 2. Add a new ability called Frenzy. When orc units are damaged they gain melee attack strength. 3. Minor Balance changes based on feedback 4. Add new artwork for Slayers, Druids, and Warcasters (Waiting for next patch) ___________________________________________________________________ Disclamers - This mod will conflict with any other mod that modifies orc units. - Whenever you install a mod, you should do these two steps 1. delete ExternalAssets\powerTrainingData.bin 2. Start a brand new game. You will see red exclamation points next to all your old save games to indicate they are not compatible. ___________________________________________________________________ Installation Instructions: Locate your installation directory for Master of Magic. Example E:\SteamLibrary\steamapps\common\MuHa Master of Magic\ Copy the files from this mod into the "ExternalAssets" of your installation directory and overwrite existing files. Delete ExternalAssets\powerTrainingData.bin ___________________________________________________________________ Uninstall Instructions Delete these files from your ExternalAssets directory: ExternalAssets\Database\DB_BUILDING_ORCS_ENHANCED.xml ExternalAssets\Database\DB_ENCHANTMENT_ORCS_ENHANCED.xml ExternalAssets\Database\DB_SPELL_ORCS_ENHANCED.xml ExternalAssets\Database\DB_SKILL_ORCS_ENHANCED.xml ExternalAssets\Database\DB_SUBRACE_ORCS_ENHANCED.xml ExternalAssets\Database\DB_TOWN_ORCS_ENHANCED.xml ExternalAssets\Scripts\EnchantmentScripts_ORCS_ENHANCED.cs ExternalAssets\Scripts\SkillScripts_ORCS_ENHANCED ___________________________________________________________________ What this mod does: 1. Halberdiers -> Slayers. These heavily armored warriors wield armor piercing spears they can throw at enemies. Primarily a melee unit as their ranged accuracy is poor. Now requires Fighters Guild. Costs 70 production. 2. Shaman production cost reduced from 60 -> 50. It is now the same price as a barbarian shaman. 2. New Unit -> Druid. While not as powerful as magicians, this powerful caster has access to lightning bolt and a unique new spell called earthbond. A druid has the healer & purify abilities. It requires an animists guild to unlock. 3. Earthbond is a Druid only spell that grants +1 to all stats except normal ranged attacks. 4. Magicans -> Warcasters. Mounted on horses, these battle mages are capable of holding their own in melee as well as shooting firebolts at the enemy. They can cast either Eldritch Weapon or Shatter once per battle. This differentiates them from High Men magicians which were superior. 5. Wyverns now have strength 3 thrown attack. This makes them better targets for buffs and helps differentiate from similar 2 figure flying normal units. Production cost reduced from 200 -> 160. 6. Armorers Guild & War College combined into a new building -> The Arena. Same as War College but you can build it more easily and it costs less total upkeep compared to two buildings. 7. Frenzy. All orcs (except settlers) have this ability which gives them +2 swords when they are at 50% or less health. Note - This affect does not trigger immediatley due to limitations with modding. -------------- Changes: 1.2 Druid now has correct name, no longer a "Shaman" Changes: 1.3 Fixed the enrage ability. It now triggers when you make a melee attack New Unit Portraits