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Posts from “Alternative League” is a mod that replaces the Dungeon faction.

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5 years ago
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About the mod: a replacement for the Shadow League faction with a new concept. Non-typical but balanced town creatures and skills. The mod is designed to provide a new experience and diverse combinations. Other Factions are minimally affected. there is also a version for those who prefer visual replacements without serious balance changes
Unit Features: a small army of elite heavy infantry, diverse specialists instead of shooters and monsters. An alt-upgrade that irrevocably turns the unit into undead.
Town Features: tied to a technological line instead of town level; in achieving specific goals, the League does not lag behind others, but cannot pursue versatile development.
Skill Features: equal chances for skills. Perks for different builds capable of changing the entire approach to combat. Magic ban instead of Light and Dark schools. Hero traits have been adjusted.
Changed: Necromancer center-perk via Mist Veil, Dark Restoration, and Distraction. Knight center-perk via Retribution. Guardian Angel removed. Dark Restoration in Education.

Removed: Ashan's patronage, trophies, banishment, navigation, Barbarian luck, resistance, corpse explosion, lord of the dead.
Forced and non-forced changes: some abilities lost their basic status.

Earthquake damage via skill increased to 20+10. ATB push increased to 0.2
Banishment damage 20 per hero level
Lightning Master ATB push increased to 0.5
Letos the Poisoner basic plague chance increased to 20%, chance per level up to 3%
Dragon Utopia and League bank creature list adjusted.
Necromancers correctly raise League creatures. Creatures can also be converted at the Hill Fort or Necropolis as if they had been raised.
Bug: when upgrading Light Secrets, marauders crash the auto-battle. Unfortunately, this can only be fixed by disabling auto-battle with them
Compatibility?: conflicts with mods affecting the balance of skills and creature abilities.
"Center-perks" of the League in brief:
Silence Light: +1 Knowledge, Defense, Attack, Morale
Silence Dark: Guardian Angel
Machines: one-time Thunderclap rune for the army in every battle + Banishment
Logistics: one-time Energy rune for the army in every battle + Navigation
Defense + Summoning: one-time Dragon Form rune for the army in every battle + 2 Defense
Logistics + Luck: Taunt and Giant Slayer for League creatures in the army + first level of Blood for Orcs in the army + trophies
Defense + Leadership: 10% HP + 1 Morale for the army + digging for Ashan's tear
Silence Dark + Light: 75% regen for the entire army (permanent status even for mechs and elementals)
Silence Dark + Attack: 20% vampirism for the entire army (permanent status even for mechs and elementals)
Summoning + Attack = Hellfire for the army
Side Visuals: recolored heroes. Creature backgrounds in dungeons. League dwellings and sieges. Minor demo duels. Cleaning creature textures of debris in future fixes.
UPDATE FROM 22.03.2021. First release version. (hotfix from 25.03.2021 restored the line responsible for the ground under t3dwel Chapel of the Forsaken)
MOD LINKS
Main file: https://disk.yandex.ru/d/8WgdTWSo2Syl5w
Required 1 of 2: https://disk.yandex.ru/d/J2ntP6mWAYiG4g - with this file, balance will barely change, only visuals and minor creature skill changes for authenticity
(recommended option) https://disk.yandex.ru/d/Myyb1rGGMFSazQ - with this file, all mod changes will take full effect; all tests were conducted with this version
Optional file: https://disk.yandex.ru/d/cWsTiFiTcOsEmA - even more changes. Completely reworked League wheel integrated directly into the game for full immersion.
P.S.: development is frozen. current version is final
Attachments 4
4 files attached • Total size: 1.7 MB
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5 years ago
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Hello! It looks interesting. Are you the author? Or why does the guy have talent? ))
In reply to Ment
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5 years ago
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1: Yes. 2: Because un-upgraded units can be better than upgraded ones, depending on the build. And they are not just ordinary, talentless units.
In reply to UrSafot
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5 years ago
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Why is there only one archer?
In reply to dimakim2211
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5 years ago
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because Tier 5 units, like the "Secrets of Light" unit, and Tier 4 units in the 3rd upgrade level, are also capable of fulfilling the role of a ranged unit. The experience with the Inferno and Orc factions shows that this set of tools is sufficient.
In reply to UrSafot
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5 years ago
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another note regarding buildings: before money and income appeared, I had to build half of the city. Will this be fixed, or is it intentional?
In reply to dimakim2211
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5 years ago
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that’s how it’s designed. The creatures are powerful, which is meant to be balanced by economic challenges. Either you struggle economically, or you get a boost when conditions are favorable. The gold income from the warehouse and the inability to build Tier 7 units outside the capital also support this concept. This situation also increases the importance of the sacrificial pit and capturing heroes with their troops, which is not an option for Warlocks. Overall, the army of the new faction costs 30-40% more than those of other factions.
5 years ago
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the Barbarian's luck – that's also a pretty good perk



...it would be, if it worked properly. *:smile42:*
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5 years ago
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I played a few games, and so far, the most important observation is that something needs to be done about the number of neutral creatures in the AltLeague on the map: when you already need to fight through twenty creatures with the health of 4-5 tier units at the start of the game (and that's just for one mine), you start to feel quite frustrated. And this is especially true when playing as other factions; if you can still manage to fight through it as the Dungeon, it's a real pain for the rest.

Also, a question: are there any plans for even small simplifications in city building, or is it intended to be this way? And what's the point of such a significant difference in damage among the Ents? They look rather weak compared to their upgrades, given their stats.
In reply to Promiatey
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5 years ago
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Thank you for your feedback. The idea was that neutrals would be easy to kite, and due to the low growth rate of heroes, they would take a lot of damage from hand attacks. Initially, the Ents were designed to have no gold cost, and their maximum damage was 20 higher, making them slightly overpowered. Also, the "mechanic" status is more of a plus than a minus. I'll try to adjust the lower damage threshold. And the first 4 tiers will receive a -2 attack penalty. This shouldn't be critical for the Dungeon faction itself, but it will weaken the neutrals. Regarding the building layout, it was designed to "restrict" paths but be balanced in terms of resources. However, if some buildings are critically important, I can simplify some of the paths. I've simplified the path to Tier 7. Now, it only requires un-upgraded Tier 5 and Tier 6 buildings. Tier 7 upgrade requires a Capitol and a Castle, as before. The building layout is balanced in terms of the speed at which units are produced per week, so I'm unlikely to simplify it further.
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5 years ago
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I have a question: sometimes you need control spells, but you've disabled Dark Magic. How do you learn these spells now?
In reply to dimakim2211
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5 years ago
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dimakim2211
I have a question: sometimes you need control spells, but you've disabled Dark Magic. How do you learn these spells now?
The only option I see is to find the Tome of Darkness.
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5 years ago
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and by the way, I played your league, and in terms of units, I'm confused by the fact that there's only one archer and sorcerers, but no grenadiers, only a grade and an alt – pure infantry. Then, the "Possessed Prophets" unit is very weak, with low damage and the "Flame of Vengeance" ability. I attacked the Angels, sent them into the fray, and the "Possessed Prophets" were killed, but they couldn't kill even one Angel with their "Flame of Vengeance."
In reply to dimakim2211
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5 years ago
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No way? Well, technically, the first 3 levels can still be completed using skills. And there's also the Tome of Darkness. Unlike Orcs, magic isn't completely forbidden. If you want, you can even experiment with a non-Necropolis hero if the map allows it. The lack of convenience in the form of light/dark, in my opinion, only makes the situation more interesting.
In reply to UrSafot
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5 years ago
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UrSafot
Thank you for the feedback. The idea was that it should be easy to kite the neutrals, and due to the low stat gains of the heroes, they deal a lot of damage with their hand.
Hmm, well, kiting them is easier in general, but in the early stages, heroes don't have enough stats to deal good damage with their hand, and you need to capture the mines right now.

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