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Description

This submod is a collection of content for Reforged.

Overview

  • 3 new southern medium settlements (requires new game)
  • 23 new Beast Cave Locations with a unique combat biome
  • 12 new items (1 weapon, 1 helmet, 1 offhand, 3 birds, 4 ammo items, 2 consumables)
  • 2 new Settlement Situations
  • 13 new NPCs to fight

List of all Changes

Additions

Southern Villages

  • At the start of each new playthrough 3 new southern medium sized villages will spawn in the desert
  • Similar to northern villages, these will belong to the nearest city state, so making them angry will also, to a lesser degree, make their owners angry
  • Each Village will contain two additional buildings:
    • Either a Weaponsmith or an Armorsmith
    • Either a Temple or a Barber
  • Southern Villages offer a mix of southern city state contracts and northern village contracts

Beast Caves

  • Add Beasts Cave locations for most beasts with 150 Base Resources and a Visibility Multiplier of 0.6 (they are hard to naturally find)
  • Cave Fights use a new "cave biome" tactical map
  • Caves always drop 2 random treasures and either drop a few tools or strange meat. They also may rarely contain named items, as per vanilla rule
  • Every Cave will spawn a roaming party every 2.5 days. These parties will roam the around the cave for 1.5 days and then return to it
  • A cave that sends out a roaming party, becomes Vacant for 1-2 days oruntil that party returns
    • While Vacant, the cave can't be attacked and won't naturally spawn parties and does not display defender
  • The following Caves will appear from day 1:
    • Direwolves Caves (Up to 3) spawn only in forests. Their roaming parties have a Visibility Multiplier of 0.5
    • Hyena Caves (Up to 3) spawn only in desert. Their roaming parties have a Visibility Multiplier of 0.5
    • Ghoul Caves (Up to 3) spawn only in swamps. Their roaming parties have a Visibility Multiplier of 0.5
    • Webknecht Caves (Up to 3) spawn only in non-snowy forests. Their roaming parties have a Visibility Multiplier of 0.5
  • The following Caves will only start appearing at day 10+:
    • Serpent Caves (Up to 2) spawn only in the desert
    • Lindwurm Caves (Up to 2) spawn only in the desert or steppe. Their caves have 225 Base Resources
    • Unhold Caves (Up to 2) spawn only in the mountains or hills
    • Frost Unhold Caves (Up to 2) spawn only in the snow
    • Bog Unhold Caves (Up to 1) spawn only in the swamp
    • Hexen "Caves" (Up to 2) spawn only in the swamp or forest. Their "cave" takes the appearance of the legendary witch hut location and has 225 Base Resources
  • Caves might be mentioned in tavern rumors but they will never be the target of contracts

New Entities

Civilians

  • Add new Citizen unit as the Tier 2 upgrade over Peasant. They cost 12 resources. They have the same perks and slightly better stats and gear than their Tier 1 version
    • Rename the existing southern Citizen to Peasant
  • Add new southern Caravan Hand. They have the same cost and stats as their northern counterpart and similar gear. They will now appear in southern caravans
  • Add new Personal Guard unit. They cost 25 resources. They have similar stats and skills to the caravaran guard. Their behavior is similar to that of the Heralds Bodyguard in that they try to stay close to their protected targets
  • Add new Councilman unit. They cost 12 resources. They have slightly worse gear than a citizen but slightly better stats. They will always spawn together with Personal Guards. They have a 10% chance to appear in regular caravans and are guaranteed to spawn in the rare heavily armed mercenary caravan variant Mercenaries
  • Add new Sellsword unit as the Tier 2 upgrade over melee Mercenaries. They cost 60% more resources. They have better stats, better quality gear and gain the Poise perk in addition to all the other perks from the Mercenary
  • Add new Crowntaker unit as the TIer 2 upgrade over melee Bounty Hunter. They cost 60% more resources. They use higher quality helmets, weapons and reinforced nets. They have Anticipation, Executioner, Small Target, Angler and Throwing Mastery in addition to all the perks from regular Bounty Hunter Elites
  • Add Firebrand as new Elite Unit for Mercenary and Brigand Parties. They cost the same as Hedge Knights. They have 100 Hitpoints, 80 Resolve, 120 Stamina, 70 Melee Skill, 90 Ranged Skill, 20 Melee Defense, 15 Ranged Defense and 160 Initiative. They are lightly armored and always wield a throwing weapon and a Battle Whip. They have Backstabber, Anticipation, Dodge, Resilient, Footwork, Offhand Training and Throwing Mastery. In Base Reforged they gain Pathfinder and in Hardened they gain Elusive. They also have an unlootable Bottomless Bag equipped in the accessory slot, which equips randomly either an Acid Flask, Fire Bomb or Daze Bomb into their offhand at the end of their turn
  • Add Free Lancer as new Elite Unit for Mercenary and Brigand Parties. They cost the same as Hedge Knights, but have -10 Stamina, +10 Melee Skill, -20 Melee Defense, +40 Initiative. They are heavily armored and use either Pike or Bladed Pike. They have Dodge, Fresh and Furious, Vigorous Assault, Savage Strength, Skirmisher. In Base Reforged they also gain Leverage and Finesse. In Hardened they gain Nailed It, Spear Mastery and King of all Weapons instead
  • Add Ironguard as new Elite Unit for Mercenary and Brigand Parties. They cost the same as Hedge Knights, but have +10 Stamina and -20 Melee Skill. They are heavily armored and always spawn with a Heavy Metal Shield. They have Battle Forged, Resilient, Shield Expert, Underdog, Exploit Opening, Finesse, Line Breaker, Survival Instinct and The Rush of Battle. In Hardened they also gain Warden Goblins
  • Add Goblin Taskmaster as new lower tier version of the Goblin Overseer. They cost 40% less resources, have -20 Stamina, +5 Melee Skill, 0 Ranged Skill, -15 Ranged Defense and -10 Initiative. They always come with a Thorned Whip equipped, the Whip skill (4 AP) and the Anticipation perk (on top of all basic Goblin perks)
  • Add Goblin Shaman as new lower tier version of the Goblin Shaman Elder. They cost 50% less resource, have -10 Hitpoints, -10 Resolve, -30 Stamina, -10 Melee Skill and -10 Ranged Defense. They use the same perks and skills as the regular Goblin Shaman, except that they use a Lesser Root skill, which only roots a single target, instead of up to 7. Their Insect Swarm skill costs 4 AP (instead of 3) Other
  • Hooded Man is a new tier 1 necromancer. They cost 25% less resources than the Necromancer and has otherwise similar stats to the old Necromancer. He has the same skills as the old Necromancer but no perks
    • The Necromancer is now tier 2. He now costs 20% more resources, has 90 Hitpoints (up from 50), 200 Stamina (up from 80), 60 Melee Skill (up from 50), 10 Melee Defense (up from 5) and grants 500 XP (up from 350). He no longer spawns with a hat and wields either a rondel dagger or a scramasax

Items

  • Forgetfulness Potion is a consumable, that increases your Perk Tier by 1 when used outside of battle
  • Ayahuasca is a consumable, that refunds two random perk points when used outside of battle
  • Hawk grants +15 Iniative and can be released to hinder an enemy movement for 1 turn. They are sold in T3 Towns, Military Settlements, or any town with a Hunters Cabin location
  • Owl grants +10 Ranged Defense and can be released to cause a negative morale check on an enemy. They are sold T3 Towns, Military Settlements, or any town with a Trapper location. Also regularly sold by Alchemists
  • Vulture grants +10 Threat (similar effect as direwolf pelts) and can be released to remove a single consumable corpse. They are sold T3 Towns, Military Settlements, or any town with a Pig Farm location. Also regularly sold by Alchemists
  • Named Physician Mask is a named helmet variant of the Physician Mask. It is sometimes worn by Champion Firebrands and can randomly appear in Armorsmiths or as named camp loot
  • Bag of compressed Nets (stores 2 uses) and Large Bag of compressed Nets (stores 3 uses) are a new firearm ammo item. When you reload your weapon, its next shot will deal 80% less damage and put every enemy in a net, that was hit. The small bag variant is regularly sold by Alchemists
  • Bag of incendiary Shot (stores 5 uses) and Large Bag of incendiary Shot (stores 7 uses) are new firearm ammo items. When you reload your weapon its next shot will convert all damage to Fire Damage and light the respective tiles on fire for 2 turns on a hit. The small bag variant is sometimes sold by Alchemists
  • Reinforced Wooden Staff weapon is a lower tier version of the Polemace. It has the same weapon type, range and attack patterns. It has 35-55 Damage, 120% Armor Damage, 40% Armor Penetration, 6 Reach and a Weight of 10. It is sometimes sold in southern marketplaces and has a 10% chance to spawn on Nomad Cutthroats
  • Wooden Torch is a tool item, worn in the Offhand. It has a 6 Weight, 80 Condition and costs 80 Crowns. It is sold by various marketplaces. It grants the skills Ignite Torch and Set Fire
    • Ignite Torch (granted by Wooden Torch) costs 5 Action Points and 10 Fatigue. It grants Burning Torch while holding the Wooden Torch
      • Burning Torch effect (granted by Ignite Torch): During your turn it reveals all tiles within a radius of 5. It also grants +15 Resolve, +15 Melee Defense against unarmed characters. At the end of every round, your worn Torch loses 8 Condition
    • Set Fire (granted by Wooden Torch) costs 7 Action Points and 15 Fatigue. It sets an adjacent empty tile on fire for 2 turns and destroy and consumable corpse on that tile

Craftable Items

  • Forgetfulness Potion: Geist Tear, Shimmering Ashes, 500 Crowns
  • Ayahuasca: Mysterious Herbs, 2x **Poison Gland, 350 Crowns
  • Bag of compressed Nets: Powder Bag, Throwing Net, Serpent Skin, 150 Crowns
  • Large Bag of compressed Nets: Bag of compressed Nets, Throwing Net, Serpent Skin, 300 Crowns
  • Large Bag of compressed Nets: Large Powder Bag, 2x Throwing Net, 300 Crowns
  • Bag of incendiary Shot: Powder Bag, Sulfurous Rocks, Serpent Skin, 150 Crowns
  • Large Bag of incendiary Shot: Bag of incendiary Shot, Serpent Skin, 300 Crowns
  • Large Bag of incendiary Shot: Large Powder Bag, Sulfurous Rocks, 300 Crowns
  • Wooden Torch: Wooden Stick, 2x Bandage, 25 Crowns
  • Wooden Torch: Wooden Stick, Gossamer, 25 Crowns

New Situations

  • Physicians Gathering can randomly occur in any settlement with size 2 or 3. It increases amount of available medicine, reduces medicine price and makes Anatomists and Monks more common during hiring
  • Grand Travelling Show can randomly occur in any civilian settlement with size 2 or 3 or in city states. It increases food price, increases available recruits and it makes Juggler, Houndmaster and Wildmen more common during hiring
  • Restored Order can randomly occur in any size 2 or size 3 settlement. It increases amount of available items and reduces buy price and sell price. It causes Thiefs, Graverobber and Killer on the Run to no longer be available for hire

New Origins

  • Add Lowborn Trio Origin. This is a 1:1 copy of the Reforged Random Trio Origin, except that your starting brothers can only roll lowborn backgrounds

Additional Artwork

  • Add a new helmet variant for Witchhunter Hat, Undertaker's Hat and Dark Cowl
  • Adjust Artwork for Duelist Hats to make them more distinct from Zweihander Helmets and Duelist Helmets

Balance & Polishing

  • Falcon no longer provides Initiative to your party when released. It now grants +15 Initiative while equipped
  • All unleashable Birds (including Falcon) are now automatically released without effect when their owner takes any damage
  • The Falcon now uses actual falcon noises when equipping or releasing, instead of using hawk noises
  • Orc Caves now hide their defender, use the same name pool as the beast caves and also use the new cave biome tactical map

Other Changes

  • Rename existing Goblin Shaman to Goblin Shaman Elder
  • Add new standalone AI scripts for throw_fire_bomb_skill, throw_acid_flask and throw_daze_bomb_skill allowing NPCs to use them correctly
  • Change name of Witch Hut to The Witch Hut

Fixes

  • Fix recipes that require ammunition items as ingredients from accepting any ammunition item of that type instead of only the specified one
  • Change witchhunter helmet icon to align with sprite

For Modder

  • Add item::CP_getEquippableTooltip() for generating a standardized tooltip for items
  • Add item::m.CP_CanBeRepaired <- true. When false, then this item can't be repaired or marked for repair
  • Add location::CP_onNewDay() event, that triggers at the same time as retinue_manager::onNewDay() triggers
  • Add location::CP_onPartyDespawn(_despawningParty) event, that triggers whenever a despawn_order executes directly on top of that location
  • Add situation::m::CP_Excluded = [], which can be used to prevent situations from being added while other situations are already present
  • Add location::CP_TacticalTextOverwrite = null for assigning custom location tooltip texts to complete the line "This location is "
  • Add new CP_getApplicableRandomSituations() function to settlement.nut that returns a WeightedContainer with all applicable random situations for this settlement
  • Modularize (overwrite) onUpdate of add_random_situation_action.nut using new CP_getApplicableRandomSituations
    • Add MaximumSituations = 2 member, for configuring, what the situation threshold is, at which point no random situation can spawn
    • Add MinDistanceToPlayer = 11 member, that defines how far away the player must be from the settlement, for it to consider spawning random situations

Requirements

  • Reforged

Known Issues

  • Peasants and Caravans spawned by City States appear at their Villages instead
  • Southern Villages can sometimes spawn with additional northern buildings. That can happens if too few of those buildings were spawned

Compatibility

  • Can be added to any savegame (although the new southern villages will not appear then)
  • Can NOT be removed from your playthrough

About

This submod is a collection of content for Reforged. Some of which I suggested internally but didn't make it into the mod [yet]. In order to enjoy those ideas I made them into this submod for myself; and maybe others.

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