#Unique Unit Rank Bonuses (UURB)

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deep gulch
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Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2993663129
Paradox Mods Link: https://mods.paradoxplaza.com/mods/64024/Any

Unique Unit Rank Bonuses (UURB) aims to add unique Rank Up Bonuses for all units!
(Only Cultural and Tome units as of Version 2.1)

At the moment, units have the same Rank-up bonuses, depending on which tier and type they are. By adding unique rank-up bonuses to Units, they will become more distinct from one another as they grow on the battlefield, allowing for many more different army compositions! Players may be incentivized to keep lower tiered Units around for longer too!

Hope you all enjoy levelling up your units! ;3

Any feedback is greatly appreciated! Let me know what you think!

Highlights:

  • Over 250 Unique Rank Up Bonuses for all Cultural and Tome Units added at Veteran Rank and Champion Rank.
  • Evolved Units start with the Veteran Rank Reward of their pre-evolution, making the transition more smooth!
  • New status effects such as Shocked, Frostbitten, Vitalized, and Panicked!

Future Major Updates:

  • v5.0 - Wildlife Units 1 March 29, 2024
  • v5.1 - Modded Tome Compatibility Mod 1 April 5, 2024
  • v5.2 - Wildlife Units 2 April 12, 2024
  • v5.3 - Modded Tome Compatibility Mod 2 April 19, 2024

**Mod Compatibility: **

Additional Information:
If you want to know more details regarding the changes that UURB makes, along with the progress on future content, check out the Design Doc / Progress Tracker here: https://docs.google.com/document/d/1Cxn805tQLtpggEkH_DZTon9aQW8gbyuo4cYCq9Y7Mjg/edit?usp=sharing]here

And finally, this mod was a massive undertaking, so I want to give a special shout out to Timber, ScienceFictionGuy, Diak, Digger at Arms, Lord Vectra, Badok, and everyone who gave feedback and support! Thank you all so much for helping make this mod what it is!

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Unique Unit Rank Bonuses (UURB)

acoustic basin
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gz!

deep gulch
tepid swift
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This looks really fun actually

deep gulch
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Glad you think so! It might be a tad unbalanced at the moment, since only cultural units have their unique rank up bonuses, but I hope it's still interesting enough to try out!

whole quiver
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Congrats on the release! 🥳

deep gulch
merry shore
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Is it planned, so that the patch for expanded cultural units gives unique bonusses to those units, too?

deep gulch
merry shore
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Mind blowing

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Great stuff

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How does it come you have exact dates plammed for future versions? I have never soon that for any other mod

deep gulch
deep gulch
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But they are very much subject to change, depending on how much progress is actually made!

merry shore
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I mostly care about the first one

deep gulch
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Here are the planned Unique Unit Rank Bonuses for the Barbarian Culture from Expanded Cultural Units, in case you haven't been following along in #modding-showoff !
Feel free to leave some feedback! 🙌

deep gulch
deep gulch
deep gulch
native marlin
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As it's already been said: Great mod.
Subscribed from my phone so I can try it when I get home.

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Good luck with the self-imposed deadlines.

deep gulch
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Thanks for the support! Hope you have fun trying it out! 😄

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And ty ty, been managing to keep up so far! (With much thanks to Digger at Arms for helping with the next update)

deep gulch
deep gulch
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In addition, the ECU+UURB compatibility mod will be releasing tomorrow on July 14th! ✨

deep gulch
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Version 1.1 Update:

Ability Changes:

  • Berserker's Thrill of Battle no longer triggers on friendly units.
    (Was an intentional hidden mechanic, but may allow exploits, hence its removal.)

  • Berserker's Mighty Swing is now a Base Melee attack.
    (This is due to the bug where Primal Strike only applies to Base Melee attacks)

  • Pursuer's Barbed Arrows now has a base 60% chance to inflict Slowed for 1 Turn instead of 3 Turns.
    (Keeping up to three targets Slowed is quite powerful for a Ranged unit. The Pursuer now has to focus a target if it wants to keep them Slowed.)

  • Dark Knight's Dominate the Weak no longer triggers on friendly units.
    (Was an intentional hidden mechanic, but may allow exploits, hence its removal.)

  • Pioneer's Provisioning Stance not longer allows it to heal itself.
    (Incorrect minimum value in Circle Around Caster Targeter.)

  • Arbalest's Pinning Shot base damage reduced from 40 to 30.
    (Did not realize that many units had their own inherent damage modifiers for base abilities, which resulted in this ability dealing way more damage than intended.)

  • Peasant Pikeman's and Defender's Defensive Strike can now target friendly units with the Alt key.

  • Defender's Shield charge can now target friendly units with the Alt key.

  • Spellbreaker's Mind Wipe can now target friendly units with the Alt key.
    (Unintentional unit targeter restrictions for only enemy units.)

Other Changes:

  • Added missing text to Arbalest's Precision Stance.
deep gulch
hexed estuary
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the load order should be this, right?

hexed estuary
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ah, found it

deep gulch
hexed estuary
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if CBT goes after, ECU's units wont get their UURB changes

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if it goes before, CBT's new skins wont come into effect

deep gulch
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Thanks for the info! I'll take a look and see if I can't spot what's causing the incompatibility

deep gulch
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Tested UURB + CBT, and ECU + CBT, and both combinations seem to work on their own, despite there being some conflicting changes between ECU and CBT. Might be something to do with the patch then, will look into it further

hexed estuary
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good luck!

deep gulch
# hexed estuary good luck!

Think I've found a workaround! Could you try loading only UURB, ECU+UURB Patch, and CBT, and seeing if the incompatibilities are still there? CBT should be fine anywhere in the load order.

hexed estuary
deep gulch
hexed estuary
deep gulch
hexed estuary
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thank you for all your work!

deep gulch
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Version 1.2 Update:

Some adjustments due to the Watcher Update, a couple of nerfs, and an updated ability description.

Ability Changes:

  • Pioneer's Construct Makeshift Siegecraft has been changed to summon an Onager, instead of a Bolt Repeater.
    (While the Bolt Repeater can be played around, its damage potential was too high, especially in the hands of a player vs ai.)

  • Makeshift now only blocks healing.
    (Onagers have too little health compared to Devastator Spheres, for the former damage over time effect to be balanced.)

  • Anvil Guard's Defensive Stance now gives +1 Defense and Resistance against non-Flanking attacks, instead of ending turns in Defense Mode.
    (With the Bastion gaining Defensive Masters, there was a need differentiate the Anvil Guard more.)

  • Bastion's Unyielding Stance no longer gives Charge Resistance.
    (With the Bastion gaining Defensive Masters, the ability to allow attackers to remove Defense Mode became much more important.)

  • Spellshield's Astral Intervention now only applies Invulnerable until the end of the turn in which it is triggered.
    (The ability to become Invulnerable for up to two turns was a bit overpowered, even if the unit is designed to hold down the front line.)

  • Spellshield's Astral Intervention now only dispels negative status effects, instead of both positive and negative status effects.
    (As compensation for the nerf to Invulnerability duration.)

Other Changes:

  • Arcane Guard's Cosmic Lance's description now clarifies adjacent unit targeting requirement.
    (The previous description implied that Cosmic Lance did not have any targeting requirements, which lead to confusion regarding its functionality.)
deep gulch
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Version 1.2.1 Update:

Small hotfix with Awakener adjustments.

Ability Changes:

-Awakener's Ascension now gives Awakening: Seeking Missiles instead of Awakening: Radiant Light.
(Due to Watcher patch replacing Awakener's Dormant: Seeker Missiles with Dormant: Radiant Light.)

deep gulch
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Here are the planned Unique Unit Rank Bonuses for units from the Astral Tomes! Astral
Feel free to leave feedback as always~ 🙌

deep gulch
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Here are the planned Unique Unit Rank Bonuses for units from the Chaos Tomes! Chaos
Feel free to leave feedback as always~ 🙌

deep gulch
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Here are the planned Unique Unit Rank Bonuses for units from the Materium Tomes! Materium
Any feedback is appreciated as always~ 🙌

deep gulch
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Here are the planned Unique Unit Rank Bonuses for units from the Nature Tomes! Nature
Feel free to leave some feedback~ 🙌

deep gulch
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Here are the planned Unique Unit Rank Bonuses for units from the Order Tomes! Order
Feel free to leave feedback as always~ 🙌

acoustic basin
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Been waiting to see the Tyrant Knight, and I am pleased

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Now I have a reason to train Tyrant Knights over my Dark Knights (well, to have a mix of them)

deep gulch
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Here are the planned Unique Unit Rank Bonuses for units from the Shadow Tomes! Shadow
Feel free to leave feedback as always~ 🙌

acoustic basin
deep gulch
acoustic basin
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assuming its 18 v 18 and both sides lose half their units, thats +18% which is +3 dmg on the Reaper which is +9 if he uses all 3 AP to attack.

Tho if its 2% on enemies, ig its still +3 per attack so nvm

deep gulch
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2 stacks per enemy, and 1 stack per friendly could work

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I do actually want the Reaper to get stacks on friendly deaths, which would synergize well with part of Shadow's theme of summoning / reviving disposable undead

acoustic basin
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well, synergizes with itself too since it summons a decaying zombie with finger of death which iirc, means that zombie loses HP overtime til it dies

deep gulch
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Yup yup!

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And there are other units / spells besides Shadow that summon units too

acoustic basin
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huh, i nvr knew it inflicted weaken by default with its base attack. Mustve been a buff i missed

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or i just havent played it enough bc Shrine exists XD

hexed estuary
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yo, that anti-resurgence skill is coooool

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that custom? if anything i wish more vanilla units had it lol

deep gulch
hexed estuary
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resurgence is rezzing after battle was it? or during battle

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but more ways to counter order's steadfest and resurgence spam is honestly very welcome to me

deep gulch
hexed estuary
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rad

acoustic basin
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this stacks if Dark Knight kills multiple with Dark Surge, right?

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nvm, I see it says once per turn, so I assume it counts only 1

deep gulch
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It should only be 1! Will confirm later when I've got some time

acoustic basin
deep gulch
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Maybe I'll just let it be then hm hm evilQueen

deep gulch
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(Can confirm that even with multiple kills, it's just one stack of the buffs!)

acoustic basin
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RIP, no Dark Knight snowballing 😂

deep gulch
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Here are the planned Unique Unit Rank Bonuses for units from the Dragon Dawn DLC Tomes! 🐲
Feel free to leave feedback as always~ 🙌

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Version 2.0 of UURB will be releasing on Friday, September 29th! It'll include Unique Unit Rank Bonuses for all units found in Tomes, as well other adjustments and bug fixes! Hope you all look forward to checking it out~ 🙌

deep gulch
hexed estuary
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i take it the expanded cultural units compat patch isnt ready yet? i dont see rank bonuses on tome units with it

deep gulch
hexed estuary
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thanks for all your work!

deep gulch
hexed estuary
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cheers mate!

hexed estuary
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maybe a bit rude to ask since you're just fresh off a massive update, but do you have plans for adding these bonuses to some of the mod tomes on the workshop? im actually going to do some runs without mod tomes so i can get a feel for the balance without them again

deep gulch
deep gulch
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Are there any particular tome mods that you'd be interested in seeing unique rank up bonuses for?

hexed estuary
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personally these are the ones i use, and of all of them, swamps is the only one without new units and therefore is totally fine to use

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but that's a lot of work and imo if you would consider compat patches, i would prioritize age of tomes (hope the modder's doing fine, they've been silent for 3 months) and tomes of valor and victory (another digger at arms joint, and you already worked with him for expanded cultural units)

rustic forum
deep gulch
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Gotcha, thanks for sharing which tomes you two are interested in for compatibility patches!

Looks like I'll prioritize Age of Tomes first, and then Tomes of Valor and Victory / Tomes of the Timberwood. Pretty sure there's a bunch of wildlife units in Age of Tomes and Tomes of the Timberwood, so it probably won't take too much more work to make the compatibility patches for those, after the completion of Version 3.0!

hexed estuary
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bless up komogi, thank you for all you've done!

hexed estuary
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so i finished two games, feudal and industrious

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and i gotta say the industrious stances are a really mixed bag

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they're like worse feudal formation bonuses that take up all but 1 AP, usually not even worth using most of the time

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the only one that i think works very well is the crossbow shooting stances, everything else is you burning a significant amount of action economy for barely any gain

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while feudal gets their stuff done just by starting the turn in formation :v

deep gulch
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Thanks for the feedback!

Were there any stances that you did not use a single time? I tried to design them around providing "double" the typical bonuses a VRR would provide, but did tone down the ones for the Steelshaper and Bastion, due to them already being strong units. Think there's definitely room for improvement though!

hexed estuary
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Tbh even the crossbow stances could be a wash, it's just that by the nature of their base attack costing only one AP, I usually had the opportunity to see if it was worth going into the stance vs spending it all on an overdraw shot

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And more often than not the overdraw was just the better option due to guard break and extra damage

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For the melee guys, usually the stances were set up to be activated and then for the remaining AP to be spent on going into defense mode, which usually was a poor tactical choice compared to committing to a full melee attack

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I feel like the main issue is that all the stances start on a 2 turn cooldown, meaning that you can only start using them once melee lines meet, and as I mentioned the melee action economy is better spent on actually attacking your enemies because the AI is smart enough to go for flanks and gang up on specific units

deep gulch
deep gulch
# hexed estuary I feel like the main issue is that all the stances start on a 2 turn cooldown, m...

The 2 turn starting cooldown was put into place to prevent the AI from activating the stances before they became useful (and to somewhat prevent players from getting "free" turns in at the start of battle if facing off against them). I might do away with that, for a possible future rework.

But yeah, generally, the stances were designed to be advantageous when taking up a defensive position against enemy attacks, and not so much when engaging. Perhaps that's a bit too limiting at the moment, by promoting a certain type of playstyle for all of the units from a culture.

hexed estuary
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yeah, i figured that the cooldown was there to prevent AI gaffes. but in general i think the ai and most players are smart enough to not to commit to such an obvious trap like staying in place against a stanced industrial unit, and instead just eat the attack of opportunity to reposition

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this is on top of the stance buffs not nearly being strong enough to prevent being focused down, which the AI is very capable of doing

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like at most the targeted unit takes an extra attack to die, there's just too many ways to guard break and stack debuffs on a unit to save it from dying outright outside of invulnerability abilities/spells, and there's always the option of just savaging the unit until it's down to 1 or 2 models and then just leaving it neutered

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in regards to crossbows: ill give it a shot, har har, again and delay committing to the melee by an extra turn and see if stanced crossbows are worth losing momentum for. i daresay it might very well be, since the power of overdraws is being able to guard break and letting your melee units go wild on a target

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upon reflection this might be why im having issues with industrial melee stances too: i should see about waiting the extra turn and eating the enemy charge, ill give it another go when i can

deep gulch
deep gulch
# hexed estuary like at most the targeted unit takes an extra attack to die, there's just too ma...

I agree with what you're saying, but like you said, being focused down can pretty much be applied to all situations except full on invulnerability. Stances aren't exactly meant to be unit defining, especially as a VRR, but instead offer more flexibility during a battle. Though now that I'm thinking about that a bit more, perhaps they are actually a bit too unit defining, with such polarizing upsides and downsides that also last for 3 turns.

deep gulch
hexed estuary
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the halberdier stance that buffs retaliation/AOOs is a good start with +40% damage, +100% might be too much but the idea of a unit that basically hits you back twice for every attack of yours is compelling at least

hexed estuary
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and then you'd be fighting with the disadvantage of super slow movement once lines meet

deep gulch
deep gulch
# hexed estuary and then you'd be fighting with the disadvantage of super slow movement once lin...

Hmm yeah. The idea was that with the stances leaving one action point, a player would consider using it right before the lines meet (ex. moving into melee range then activating the stance), or that there would be instances where you'd want to use it after the lines meet as well. But with the points you've made, perhaps it's just not compelling enough, since a lot of them are defensive in nature, leading to the loss of initiative.

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I'm currently thinking of a rework where the Industrious units will receive buffs (without super slow movement) at the start of their turn, that are dispeled if they move. Thus, it will still be possible to set up a defensive formation while getting the buffs, if the player wants to let the opponent engage, but the buffs can also activate after the initial engagement, if the player wants to engage first. I feel like this will tie in nicely with their "defensive" theme as well, while promoting more thought towards unit formation and placement, in order to minimize movement as much as possible.

Turning it into a passive will also eliminate the action economy issue that you mentioned.

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What do you think of that idea?

hexed estuary
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that's actually p good, especially since an industrial player gets taught to conserve their APs when they can through the arbalest's overdraw and their reliance on shield/polearm units

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staying in formation is also generally discouraged in aow4 due to all the aoe abilities (spellbreakers and awakeners...) around

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but if they get solid bonuses for staying in place then that would be a good change of pace

deep gulch
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Cheers! I'll explore this idea more and see what I can come up with then!

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Thanks for the fruitful in-depth discussion!

hexed estuary
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nah komogi thank you for the cool mod!

hexed estuary
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but i will say your newer idea is better regardless, in general most of the defensive stances barely get to matter because of super slow movement and the lack of taunts outside of anvil guard, which also happen to scale pretty badly in terms of resilience

deep gulch
hexed estuary
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it let me punch up against a bunch of barb t3s with mostly 1s and 2s

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if the new design idea of "keep a bonus as long as you stay still" doesnt work out either, the thing ive got cooking in my head is the idea that industrious units are all about building momentum, and so what about a bonus that works by ramping off how many AP you spend on an attack/ability

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or how much AP you had when you do an action, in order to account for ECU's added shock units

deep gulch
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Haven't had a chance to test the new designs yet, but hmm that is an interesting direction to take things. I don't think there's a way to change how much AP is spent on an attack/ability, but I do believe there is a way to grant extra damage / healing based on how much AP is left!

(I might save this idea for Empire and Ashes actually, we'll see ;3 )

acoustic basin
deep gulch
acoustic basin
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but u dont have to sleep.

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just go beyond ur bodys limits!!!

deep gulch
pure herald
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Hey just wanted to say your mod is sweet and is making my new run a lot more fun. Keep up the awesome work!

deep gulch
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Glad to hear that the mod's making things more fun for you! Thanks for the kind words and support! 🙌

crisp heath
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Komogi, I can't wait to see what you add for the REaver culture when it releases

deep gulch
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Likewise ;3 Currently got some ideas swimming around, but we'll see what ends up sticking!

The patch will likely be a week or two after the release, depending on how many changes are made to existing units!

rustic forum
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Honestly, this mod is one of the only reasons I've kept playing this game. It really freshens up the rank system and provides so many more strategic avenues to explore

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For example, rn I'm playing a Mystic run with Chosen Uniters and Devotees of Good. A lot of my units got extra ranks right off the bat, and since the world has No Respite, I was able to use my Soothers early game to keep my army going and fight a lot more things quicker than I normally would have. Now I have a kickass front line that's able to protect my battle mages very well w Tome of Warding spells, and I'm able to recruit polearm units from the Rally of the Lieges at champion rank

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Needless to say, I'm looking forward to your upcoming updates and how they'll interact with the new dlc

deep gulch
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It's wonderful to hear about your experience with UURB! I'm glad that it has elevated the game to the next level for you, and allowed you to experiment with many more different strategies. And it's always nice to see Rally of the Lieges getting more use! yesChamp

Thanks for the support and I hope that UURB will continue to give you many more hours of fun! 🙌

acoustic basin
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btw, how is frightened coded? Does it reduce morale by a large amount for 1 turn or...?

deep gulch
acoustic basin
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ah ok

blazing elk
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Amazing mod! Just tried this out in a game today and it really adds a lot. Thank you for your hard work!

deep gulch
acoustic basin
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Is there some unknown synergy with Chaplain giving a unit faithful during combat? I feel it actually does nothing.

In the Order tomes, if you get Shrine who scales on faithful, you already have Angelize in that tome. if you go for the other t4 tome, it gives all melee units faithful and all Supports/BMs zeal,

And unless you're going that deep in order tomes, I don't see how it's useful 🤔

deep gulch
# acoustic basin Is there some unknown synergy with Chaplain giving a unit faithful during combat...

It is supposed to synergize with its own CRR, as well as provide flexibility by allowing you to use units that normally wouldn't have faithful (such as Battle Mages, Mythics, and non-Order Dragon Lords) or units that would have faithful but before you've researched the relevant enchantments / transformations. However, I can't seem to replicate anymore the scaling damage for the Shrine or spells such as Wrath of the Faithful, which is a concern :S

Going to test if giving Faithful as a Stack Property allows that to function as expected! If so, might do a rework of Proselytize that's a bit more useful!

deep gulch
acoustic basin
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neat! Depending on how they change vassal AI, that might be an enormous thing!

deep gulch
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Hi all! The update for Wildlife units was originally planned to be released today, to allow everyone to have a chance to check it out before the new DLC. However, due to real life circumstances causing me to fall behind on development, that deadline is no longer feasible. Therefore, I have decided to push the release back and combine it with the planned patch for Empire and Ashes.

Version 3.0 will include Unique Rank Bonuses for the Empire and Ashes DLC as well as all Wildlife units, along with bug fixes and other smaller changes! The estimated release date is Friday, November 24, 2023.

In the meantime, previews will continue to be posted in the https://discord.com/channels/947815229495078964/1103639134259662908 channel~ Feel free to check them out! ✨

acoustic basin
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legion of zeal is from a mod. And I went through an hr to 2hr long proccess of figuring out which mods are causing and urs is one of them

deep gulch
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Thanks for letting me know, sorry about the hassle! It looks like the conversion from Siegecraft to Construct didn't carry over from the Golem update, and Siegecraft now have the Non-Vital tag.

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Unfortunately, any units that were adjusted in the update can be assumed to not have their changes properly show up. (Ex. Battle Mages still have their previous Resistance values.)

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I appreciate you taking the time to narrow it down the issue to UURB!

acoustic basin
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OOF

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they adjusted quite a few units last patch

deep gulch
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Yeah, there's a lot of resetting and relinking that I need to do for patch for UURB haha

acoustic basin
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oddly enough, two mods broke him but u both break him seperately for seemingly no reason.

Like, the other mod that does the exact same thing to him is a mod that grants Angelize the regen ability like wth?! XD

deep gulch
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Hunhhh yeah, that's weird lol

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Not sure how that even relates to the Shrine of Smiting thinkRat

acoustic basin
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Told the modder. They seem to be less active since earlier so hopefully they see it soon. Could always do it myself ig since its a somewhat simple mod xd

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If i had to guess tho. Other modders said the Devs switched files around so it broke their mods. Maybe thats something similar herre

deep gulch
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But yeah, things should be fixed with the patch coming on November 24th!

acoustic basin
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aight, thx! Im digging the Tyrant Knight changes tho I did have a really hard time using the Arcane Guards with it being 3 AP and it being a straight-line. Felt like I nvr got a chance to use it.

Ill give it another shot once u update it. Gotta redo my game since some of my mods also broken the item forge and made it crash (im starting to see why modders are waiting for the major updates to finish)

deep gulch
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Thanks for the feedback! I'll look into making the Cosmic Lance CRR a bit more viable, most likely will be changing it to 1 Action Point instead.

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Oooof, hopefully the fixes won't be too hard to do!

acoustic basin
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Only time can tell 👀

rustic forum
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The Volley ability for the Feudal archers seems a little weak. I found I've never really wanted to use it

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am thinking the damage multiplier could be upped a bit

deep gulch
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Thanks for the feedback! It will actually be reworked in the upcoming update, as it's currently bugged (dealing less damage than intended, and doesn't actually have reduced status effect inflict chances).

The rework is planned to be as follows:

Deal 6 Physical Damage to units in a 1-hex radius.
-3 Action Points, 0 Turn Cooldown, 4 Range, Ends Turn, Base Physical Ranged Attack

What do you think?

rustic forum
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So an increase from 0.25 to 0.5, but it ends the unit's turn? That still doesn't seem great tbh

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would it still affect friendly units?

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Part of the appeal of Volley is that you can still move and deal aoe damage to units. I would definitely still like it as a repeating attack, if possible

deep gulch
deep gulch
deep gulch
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After rechecking with enchantments, due to Amplified Arrows and Meteor Arrows, there's no way I can have it be a repeating ability without it being balanced unfortunately 😔 And having it as a single point action would take away from the niche that are crossbow / pistol attacks.

What about 3 actions points but same damage as base attack?

Deal 10 Physical Damage to units in a 1-hex radius.
-3 Action Points, 0 Turn Cooldown, 4 Range, Ends Turn, Base Physical Ranged Attack

rustic forum
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I think you're right that having it be repeating would get busted fast

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but this one is actually usable without the potential for being broken

deep gulch
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Great, I think go with this rework for now then!
Thanks for all of your input!

rustic forum
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For sure. I appreciate all the effort you've put into this fantastic mod

deep gulch
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Version 2.1 Update

Fixes bugs and issues that popped up due to the Golem update. Some highlights include correct Resistance stats for Battlemage units, the Shrine of Smiting no longer being Siegecraft (thanks Lord Vectra!), the Golden Golem no longer having a missing ability (thanks DiscoWonderman!), and increased movement points for various fliers!

Some VRRs and CRRs have also been reworked, adjusted, and fixed.

UURB should now be fully compatible with the Golem update!

Full patch notes can be found here: https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129

acoustic basin
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Woooo! Was holding off starting off a 2nd playthrough for this!

deep gulch
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Sorry about the wait, hope you have fun with your 2nd playthrough! 😄

hexed estuary
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glad to see it back, tho ill wait for reavers to get their stuff too before reenabling it. wouldnt want the new kids on the block to be disadvantaged

serene gull
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To be clear, UURB is ok to use on its own for now but expanded units isn’t EA compatible yet right?

rancid pond
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i don't think its named Boodthirsty intentionally.

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@deep gulch

deep gulch
deep gulch
rancid pond
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isn't it supposed to be "Bloodthirsty"

deep gulch
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…. Hunh, you’re right lol. Somehow I’ve been reading it as if the “l” has been there the whole time WomanSweat

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I’ll have that fixed for the next patch, thanks for bringing it to my attention Lokki! 🙌

deep gulch
acoustic basin
#

n_n

rustic forum
#

Is there a reason why Shield Glare is 3 points instead of 1 like Stunning Flash? It seems a bit weak in its current form, and I've never really found a good spot to use it in my games compared to just bashing the enemy in front of my Dawn Defenders.

deep gulch
#

Shield Glare is designed to be a more defensive ability, and it doesn't actually cause Retaliation attacks, unlike Stunning Flash. (I will add this to its description; It shouldn't be something that is found out through using the ability.)

However, I do agree that it is a bit weak in its current form, as a CRR that costs 3 Action Points. Would entering Defense Mode after use be an appropriate buff? I feel like that would fit the ability quite well, since the Dawn Defender is essentially bringing up its shield to shine light in its foes' faces, and can take up a defensive posture while doing so.

hexed estuary
#

defense mode is good, yeah

#

basically anything that needs you to commit a full action while right in melee had better be good imo

#

especially since dawn defenders are t1s and soft

rustic forum
deep gulch
#

Awesome, Defense Mode after use it will be then!

deep gulch
#

Version 2.1.1/2/3 Update

Hotfix for an issue where the workshop version of the mod was not the same as the source version.
(Forgot to update the zip file that allows UURB to be used as a dependency for other mods. Sorry about that!)

UURB should have all of the changes that come with Version 2.1 now!

rancid pond
#

Komogi would it be possible to add status effects like kindled to the item forge?

acoustic basin
#

dont think this is the mod for that 😂

deep gulch
#

Should be possible yeah! Though something like that would probably be an add on to UURB or a completely separate mod, if these statuses effect get moved to a common mod library in the future!

acoustic basin
#

hehehehehe

#

imagine if this never resetted 😂

acoustic basin
#

Hey, Komogi, is Awakener supposed to have all dormant traits?

#

when they awaken, they get all of them

#

ah, read the notes. Nvm!

rancid pond
#

yeah awakener is such a strong unit with this mod. a full battlemage build is better as a high culture rather than mystic.

acoustic basin
#

Also, for all that is holy, can you skip the mage bane? 😂 it stopping all spells is enough

acoustic basin
#

Lastly, Im pretty sure Balor is still supposed to have his phase and fire AOE.

deep gulch
deep gulch
# acoustic basin ah, read the notes. Nvm!

Yup, only at CRR! ;3 And note that only Awakened: Shield of Light actually affects the Awakener, everything else is just pure flavour! (Since it doesn't have any Physical Ranged attacks for Awakened: Seeking Arrows and can't perform any Retaliation attacks either for Awakened: Guardian.)

rancid pond
deep gulch
rancid pond
#

VRR?

deep gulch
deep gulch
rancid pond
#

in my experience its because it gains all the awakened buffs and becomes a god for three turns, and the awakener can just buff himself.

deep gulch
#

Gotcha! Would the knowledge that the only extra Awakened buff which provides any benefits to the Awakener is Awakened: Shield of Light (+1 Defense, +2 Resistance), due to the reasons I said here: #1121917170696335490 message change your opinion at all?

rancid pond
#

i ran a 1 sun priest and 5 awakener stack and the autoresolve for gold wonders was safe battle. so it definetly does something.

#

without this mod on turn 23 it was high risk.

#

also how are the new empire of ashes unit rank bonuses progressing?

deep gulch
rancid pond
#

also forgot to mention the knight from feudal culture should probably have its rank bonus buffed since a tier 1 archer was usually more helpful in my armies in that campaign.

deep gulch
deep gulch
acoustic basin
rancid pond
acoustic basin
acoustic basin
acoustic basin
#

Aight, I got some thoughts:

Phantasm Warrior: I would like their shock chance to go from 30% to 40%. Phantasm's new abilities' reliance on either that or having to get the evocation tome makes a situation where you almost have to build around the t1 unit if you just want to give it a chance to work (because even if you get the combo, its still 30%) because it's special strike technically has no effect until that person is shocked or electrified.

Corrupt Soul: Embraced by Shadows should be 1 AP instead of 3 AP. Only adjacent and only applicable to a particular group of units. I never got a chance to apply it because I couldn't move + use it.

Reaper: Finger of Death seems to not proc his Soul Absorbed effect which seems unintentional.

deep gulch
#

An Update on Version 3.0:

Due to the combination of a new job and heading out on a month-long trip, development on UURB will be slowing down drastically for a while. Thus, the release of Version 3.0 will be delayed until further notice, when I have a better estimate as to when everything will be completed. Apologies to everyone that was looking forward to it.

Thank you all for the support, hopefully I'll have better news soon!

hexed estuary
#

good luck with the new job!

rancid pond
acoustic basin
#

this unit is bugged btw

#

It seems that fracturing armor gives Stone Skin (just FYI for when u return)

#

Your UURB - Transmuter - Fracture Armor - Ability has the wrong targeter. You picked the Form Stone Skin targeter instead of its own

mild wadi
#

Good luck in the new year. I understand hobbies feeling like work. Appreciate the undertaking thus far

deep gulch
deep gulch
# mild wadi Good luck in the new year. I understand hobbies feeling like work. Appreciate th...

Thank you so much Kittenpaw! I'm glad to hear that you appreciate the work that's been done so far 😊

Haha it definitely was starting to feel that way a bit! But after a break from modding and work somewhat settling down, I'm back in business! Though will certainly be taking things slower and focusing on smaller sized releases. Hopefully that change will help going forward 🙂

whole quiver
#

Welcome back TML_Pantheon

deep gulch
#

Thanks ScienceFictionGuy! 😁 Glad to be back!

#

Version 3.0 of UURB has been released!
(Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2993663129)
(Paradox Mods: https://mods.paradoxplaza.com/mods/64024/Any)

Unique Unit Rank Bonuses have been added to all Culture_Reaver Reaver units! (Screenshots below)

Some existing VRRs and CRRs have also been reworked, adjusted, and fixed. Resource_TML_StructureProduction

Full patch notes can be found here: https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129

Have fun ranking up these industrial opportunists, and feel free to leave some feedback! 🙌

PSA: Going forward, UURB will focus on smaller but more frequent patches. This is to ensure the quality and regularity of updates, while spreading out the workload to a more reasonable level. The goal of UURB is still the same, adding unique rank bonuses to all units, but it will just be achieved in bite-sized chunks! (Sorry for how long this update took to come out!)

acoustic basin
#

Btw, Pheonixes are supposed to have their unique rank bonuses, right? It says done on the doc but i wanna make sure its in the mod already before I start going through disabling a batch of mods each time.

deep gulch
#

It is done in the backend, but not actually linked to the units in the live version! In fact, none of the wildlife units currently have their unique rank bonuses linked, as the previous plan was to release them all at once.

I will likely release the wildlife in batches in the future, after taking another look at them, as there are some I'm not satisfied with!

acoustic basin
#

ah ok, good! Saved me a lot of time xd

hexed estuary
#

oh yeah, i remember us talking about other tome mods that add new units you might be interested in making compat patches with, and of the recent batch im gonna recommend sciencefictionguy's tomes of the warlord

#

batch...hell, i dunno, i feel like the mod scene kinda dried up on that part sadly, with only SFG's mod as a great quality exception

acoustic basin
#

idk. Thats a tall order to ask Komogi to do if im tbh. It would be more effecient if SciFi made a compatability patch with it than Komogi going through every tome mod

hexed estuary
#

oh yeah, absolutely, i just mentioned it because komogi did mention they were interested in tackling some of the tome mods

fringe hazel
#

Welcome back Komogi! 👏 Hope you're feeling refreshed.

#

Since the update affects Reaver units, does the mod work for people without Empires and Ashes?

acoustic basin
#

from my horse mod experience, it should. Despite not having DLC, i have access to the data and meshes

fringe hazel
#

You have access to the dlc folder EmpiresAndAshes?

acoustic basin
#

thats how i was able to make mu cavalry armor mod wrk for Reavers too

mild wadi
#

Awesome to see your return. It also can’t be easy modding an unfinished game release

deep gulch
# hexed estuary oh yeah, absolutely, i just mentioned it because komogi did mention they were in...

Thanks for the recommendation toasterwarrior! I had been planning on making compatibility mods with ScienceFictionGuy's other tomes in the future, so will note down Tomes of the Warlord as well!

The workload for most Tome compatibility mods isn't actually that much, as they tend to not contain many new units. However, updates to the original mod will require me to relink all of the VRRs and CRRs in the compatibility mod, so there is a maintenance consideration.

But yeah, due to time and life constraints, there's no way that I can make a compatibility mod for all of the mods out there that add new units. I do plan on making compatibility mods for some of them though, so requests are very much appreciated, to help know which ones people would be interested in! And if a mod author wants to make their own unique unit rank bonuses, they're free to do so as well~

deep gulch
deep gulch
fringe hazel
#

That is good to know in case I want to modify DLC stuff in my mods... I'm not sure what makes something DLC required or not.

deep gulch
#

Yeah, I remember seeing some mods on the workshop that say they require the DLCs to function, so I'm not sure either. thinkRat

fringe hazel
#

Maybe the trigger is if DLC content needs to be loaded for the mod to work. Your mod just adds to existing DLC units, which would never be loaded by someone without a particular DLC.

fringe hazel
#

My Item Forge Deluxe mod happens to have a Magelock upgrade that refers to a Combat Behaviour Setting in the Empires and Ashes DLC folder. Seems to be ok for people without the DLC.

whole quiver
# acoustic basin

oh are all the .rpks and .clbs in there? I've been making copies of any DLC mesh I use for my units just in case but maybe it's not necessary.

acoustic basin
deep gulch
#

Hunh, guess it wasn't necessary to copy over the .clbs for DLC icons then. That's good to know, will help cut down the size of UURB a bit!

deep gulch
deep gulch
#

Thanks McFlea! 😁

acoustic basin
#

Komogi, how do u go about making compatability patches for tome mods btw?

deep gulch
#

Haven't made one yet, but it would follow the same idea as ECU+UURB, which is essentially a copy of ECU with additional .rpks that are linked to the appropriate resources. Could go into more detail if you're interested!

acoustic basin
#

so u basically recreate the mod via copy/pasta. Ok. And nah, I get it. I normally put my compatability patches in a .zip

#

basically have two acps but one is in a zip and i tell my subbers to unzip and replace if they have X mod. Tho I do this bc if I published each one individually, Id flood the workshop w/ my mods since each of my unit mods needed a compatability patch for ur UURB 😂

deep gulch
#

Yeah, I remember seeing those instructions on your tome buff mods haha
Appreciate you making them compatible with UURB! yesChamp

If you're worried about flooding the workshop, you could probably hide the compatibility patches on the workshop and link them from the main mod? Feel like that might make for easier mod management, so that users don't have to redownload the mod each time they don't want to play with UURB anymore lol

acoustic basin
#

Ye, thatll be for later mods bc I dont want to overwrite ppl who did the changes already.

deep gulch
#

Mhm, sounds reasonable!

acoustic basin
#

I tried making ur mod's rpk (from my workshop folder) be in the "optional" section of the resouce packs in the rpks I edited but didnt wrk D:

#

maybe this upcoming update will break some of them and give me a reason to do wut u suggest n_n

deep gulch
deep gulch
acoustic basin
deep gulch
#

Version 3.1 of UURB has been released!
(Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2993663129)
(Paradox Mods: https://mods.paradoxplaza.com/mods/64024/Any)

Unique Unit Rank Bonuses have been added to all units found in the Tomes of the Materium Empire and Ashes DLC! (Afflictor, Bronze Golem, Ironclad, Severing Golem - Screenshots below)

Full patch notes can be found here: https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129

Have fun checking it out! Feedback is always appreciated~ 🙌

deep gulch
#

Version 3.1.1 Update
A small patch that prevents Debilitated from affecting Siegecraft and Tower units, in addition to Construct units. Resource_TML_StructureProduction

warm scarab
#

I am really looking foward to what this mod will do in Primal fury :D"

also small thing I noticed going through the screenshots of bonuses on the Steam Workshop page, the Houndmaster has Sicem 2 times,
I assume the second sicem was supposed to be the Come here ability?

deep gulch
#

Whoops, that is correct, the second one should be the Come Here ability! I'll fix the screenshot, thanks for bring it to my attention! 😊

Glad to hear that you're looking forward to what UURB will bring to Primal Fury 🙌 I'm excited to see what I can come up with too~

pliant blaze
#

I’ve just noticed this mod in the steam workshop! This is amazing and thank you for making it. I really wished they had this in the base game

pliant blaze
#

@deep gulch do you think you could adapt some of the units from tomes of the timberwood? Sorry for asking a lot! I’ve used those tomes and the units are pretty cool. Thank you for doing the higher tier culture ones (also using those!)

deep gulch
pliant blaze
#

Of course PF takes priority! This is legendary work thanks!

acoustic basin
#

btw, Komogi, ik Skald and Gremlin are gonna need to be edited again

deep gulch
#

Yup yup, the Gremlin will need to be reset and relinked, and depending on the backend changes made for the Skald, it will need to be too. Thanks for the heads up!

acoustic basin
#

Skald had their HP and defense change so u are reset/relinkig whether u like it or not

deep gulch
#

Hmm yeah, I was hoping that they had a separate property controlling those, but doesn't look like it.

acoustic basin
#

Only the Cultural Units have that and thats only on some things (stats arent included in those)

deep gulch
#

Some others do, like the Houndmaster's War Hound, so it's really dependent on how the devs set things up.

acoustic basin
#

ahhhh

#

this will at least give me an excuse to do ur double-mod trick

whole quiver
#

yea it can go either way whether they use the baseline set of hp/armor/resistance stat lines and modifiers or if they made a special property for the individual unit

the advantage of the latter approach is changes to existing unit property can be applied seamlessly to ongoing games

whereas if you have to remove and add properties then the new stuff does get added but the old stuff does not get removed from and you end up with a unit with ~2x hp 😆

warm scarab
#

also I just realized, Reapers might become absolute monsters in this mod after the update rolls out huh

acoustic basin
#

Oh right, about that. Komogi, I think its % damage increase should be reworked entirely since it now has piercing and breaching on base attack and completely breaches on his super move.

warm scarab
#

also touch of death, or finger of death or whats it called will be 1 action instead of full right?
so the teleport might need adjusting XD

#

or itll be across the map "nothing personel kid"

acoustic basin
#

is the reaper's phase in-game a full action or no? Cant remember. I think making it a full action like regular phase should suffice.

warm scarab
acoustic basin
#

Ok, thats what it is. He could just make it like Phase where its a full action but leaves one action left and change the range accordingly but keep the panicked effect.

warm scarab
#

yea,
I wouldnt mind it staying as is when I have it, but knowing myself, I would get annoyed really fast if I had to combat one in either Wonder or under AI ruler XD

acoustic basin
#

Well, it is a T5 XD

warm scarab
#

that is true as well

#

you know what? keep the teleport!
I already hate the ducking Golden golems, lets see if they beat my hate for those!
😆

acoustic basin
warm scarab
acoustic basin
#

Ig he could do 1% frost for X and 1% physical for Y.

#

but when I did a run w/ him, he could stack pretty quickly so im not sure.

#

If DLC wasnt so close, I would mod it myself and give u a copy

deep gulch
deep gulch
whole quiver
deep gulch
#

Awesome! And thanks for the heads up, I'll definitely wait until everything is stable after the overhaul, before attempting to make a compatibility mod!

whole quiver
#

I'm hoping to make it the "final" version of the mod so if all goes well there shouldn't be any major changes in the future

deep gulch
#

Gotcha! Fingers crossed that everything goes smoothly. 🤞 Haven't really had the time to sit and look over the previews that you posted, but will give some feedback once I do!

deep gulch
# acoustic basin Oh right, about that. Komogi, I think its % damage increase should be reworked e...

Yup, I'm thinking of redoing the VRR entirely! Both you and Avrixel brought up good points regarding the scaling, especially with the Reaper now being able to semi-bypass Defense and Resistance. That and the concept of it absorbing the souls of those slain in battle is now found in the new Dark Rites. I've got something simple yet devious brewing in my head, now just need to see if I can't implement it properly evilQueen

As for Death Comes, I agree with changing it to be a Full Action Leave 1 Action Point! Though I think I'll be keeping the range at unlimited (99). It is a CRR after all; the Reaper should be able to jump scare units that are low health evilQueen

But of course, all is subject to change depending on how it performs after Primal Fury releases!

acoustic basin
#

👏

acoustic basin
deep gulch
#

Hmm what happens if you set UURB as a dependency for your mod, link the VRR and CRR to the unit (including your changes), and then load the game without UURB and only your mod?

If the unit still has your changes but not UURB's VRR / CRR, then compatibility could work that way!

acoustic basin
#

already tried that route XD game will crash and say my mod is missing UURB

deep gulch
#

I see T.T Thanks for painfully trying that out already haha

acoustic basin
#

Yup T_T nothing is ever just that simple

#

U also cant take the RPK of another mod and put it as optional afaik. When I tried to just target ur RPK from my workshop folder and put it as optional, it kept reading ur VRR/CRR which I think means (havent tested it) that a person wouldn't be able to have ur mod at all since its looking for the file - not whether the acp its attached to is being loaded in,

acoustic basin
#

I hath finished all UURB compatibility patches 😄

#

also, when is the wildlife update coming? pengPls

deep gulch
deep gulch
deep gulch
acoustic basin
#

For the record, Komogi, dw about my tomes bc I'd have a UURB patch the same day I release them (whenever I get to making tome mods). Just FYI. 👍

deep gulch
#

Thanks for the heads up! Appreciate you going out of your way to make your future tome mods compatible with UURB! 🙌

deep gulch
#

A sneak peak into the updated Barbarian Culture coming with the Primal Fury DLC / Wolf Update compatibility patch tomorrow! Chaos Nature

fringe hazel
#

I think Sundering Blows can be buffed from 30% to 60%? The 30% becomes lower when you factor in status resistance.

acoustic basin
#

^this

acoustic basin
whole quiver
#

yea Sundered Defense base chance can easily be 60%. 30% would be more appropriate for a damage over time or crowd control effect.

deep gulch
#

Hmm is there a reason why you consider Sundered Defense to be at about half the effectiveness of a DoT?

warm scarab
#

Im not an expert on this but I would say its because debuff is half of the work
DoT immidiedly deals damage, CC can take a unit out of the fight for few seconds

debuff is just a setup for something, by itself compared to the others it does nothing, you have to follow up on it to get some effect

deep gulch
#

That's a fair point, I'll have to think about it some more. May include the Sundering Blows adjustment along with other -Elemental Resistance adjustments in a future update!

deep gulch
#

Version 3.2 of Unique Unit Rank Bonuses has been released!
(Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2993663129)
(Paradox Mods: https://mods.paradoxplaza.com/mods/64024/Any)

UURB has been updated to be compatible with the Primal Fury DLC / Wolf Update! Nature

There have also been major reworks and updates to the VRRs and CRRs of many units, especially those from the Barbarian Culture, Chaos Tomes, and Shadow Tomes. Chaos Shadow

Full patch notes can be found here, there are a lot! Diplomacy1
https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129

Hope you all have fun with this update~ 🙌 It was a lot of work, so feedback would be greatly appreciated! And if you find any bugs, please report them as well!

The next major update is estimated to release on March 15th, 2024, and will include VRRs and CRRs for the units from the Primal Culture, Tome of the Fey Mist, and Tome of the Stormborne! Resource_TML_StructureProduction

whole quiver
deep gulch
# whole quiver mainly looking at the t1 enchantments as a reference point Sundering Blades is ...

Gotcha, yeah I think that's a reasonable reference point!

When it came to VRR status effect modifiers for base attacks, I stuck to the general guideline of +30% base chance for Tier I and II, +60% base chance for Tier III and IV, and +90% base chance for Tier V. (Increased for single action base attacks.)

But perhaps I can vary it up a bit more, especially if it's a non-CC / DoT effect that's not commonly found elsewhere!

mighty owl
#

Will there be uurbs for the Primal Spirits as well? I'm aware they're combat summon only, but some crafty, handsome modders might add permanent summon spells for them 😉

acoustic basin
#

u mean add broken spells 😂

deep gulch
deep gulch
#

Version 4.0 of Unique Unit Rank Bonuses has been released!
(Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2993663129)
(Paradox Mods: https://mods.paradoxplaza.com/mods/64024/Any)

Unique Unit Rank Bonuses have been added to the Primal Culture units, the Primal Spirit Animals, the Mistling, and the Stormbringer. NatureAstral

There are also bug fixes and adjustments for existing VRRs and CRRs. 🛠️

Full patch notes can be found here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129

Hope you all have fun unleashing the power of the Primals~ Niceee
(I highly recommend trying out Badok's https://discord.com/channels/947815229495078964/1172621840108232828, which enables the Primal Spirit Animals to be summoned outside combat, so that you can gain ranks with them!)

The next major update is estimated to release on April 5th, 2024, and will include the first batch of Wildlife Units, as well as a compatibility mod for some Modded Tomes! Resource_TML_StructureProduction

fringe hazel
#

Small bug report, the tooltip for Commune: Spirit's Fortune says +% Evasion.

deep gulch
warm scarab
#

interesting choice to make the buffs seek specifically ethereal or elemental, was there some intention, or was it just "frick it, these unit type seem primal enough"? XD

I personally play the primal culture mostly with plants, animals or undead

fringe hazel
deep gulch
fringe hazel
#

Ah, it's coming from my Merchant Shops mod 😮 Thanks for this!

#

I made my own evasion and didn't use a unique DataStoreTag, oops.

deep gulch
#

Haha it's all good, I'm glad that you were able to pin down what was causing the issue! yesChamp

fringe hazel
#

Aye. Good excuse to do a small update of the mod anyways.

#

Finished a play through with the new Primal UURB, the champion rank reward didn't seem overpowered at all. I actually didn't use it that often once I got into combat.

deep gulch
#

Thanks for the feedback, that's great to hear! 🙌

Did you feel that you had enough of a choice between using them and not using them?
And if you encountered any ai Primal units, how did you feel about them using the CRRs?

fringe hazel
#

The VRRs seemed fine with the AI Primals, because they don't require much micro or any at all. Did not notice any CRRs used.

The choice to the use repeating buffs was mainly if I had nothing else to do or right before combat engagement. Going into Defense Mode after seemed good so that the skill was useful.

#

The healing one seemed a little weak to me? Max 25hp heal and you lose all your stacks.

deep gulch
deep gulch
fringe hazel
#

Comparable might be Aspect of the Root which is a stronger ability.

#

Oh you're right 😄

#

I accidentally used the Primal Renewal ability a few times when I meant to use your version of the CRR. The VRR was quite nice, getting a stack when being hit.

#

To be honest, I did not pay much attention to the AI. Late game was a lot of fast forwarding.

#

Think I found a bug with the base game. The tooltip says Summon Primal Crocodile but I'm using the Mammoth subculture.

deep gulch
#

No worries at all! Late game can definitely be a bit of a slog at times haha

Appreciate the feedback that you've given, regarding your experience with the Primal UURB's! 🙌

fringe hazel
#

I noticed the Primal Animals got rank bonuses... but I only used summon versions of them... Is there a way to keep them around permanently?

deep gulch
fringe hazel
#

You really accounted for all different universes lol. Nice.

deep gulch
#

Haha, he did ask nicely after all ;3 jks jks

But yeah, I had some extra time this week and thought it would be nice if they got their own especially flavourful UURBs! It would be cool to implement them for all units that are combat-summon only (in the base game), but that's very low on the priorities at the moment.

fringe hazel
#

Yeah you still have actual recruitable units to do still 😛

deep gulch
#

Mhm... * stares at all the wildlife units that still need to be finished * Doge

fringe hazel
#

Expanded Wildlife Pack at the back of the queue 😄

deep gulch
#

It'll be done! Eventually... WomanSweat

fringe hazel
#

I can probably help too!

deep gulch
#

I would appreciate that very much! TML_Pantheon

deep gulch
# warm scarab interesting choice to make the buffs seek specifically ethereal or elemental, wa...

Lol I can see how Ethereal and Elemental seem to have been chosen on a whim, but that choice actually went through a number of iterations! tapMole

The initial implementation had Commune only targeting the specific Primal subculture's Spirit Animal, while on their Favored Terrain. However, I couldn't get that to work, due to dynamic group properties not having a unit property filter, so ended up making it so that it would target a random friendly Primal Spirit Animal instead, regardless of terrain and subculture!

After playtesting a bit, that ended up feeling a bit too... restricted to the Primal Culture, as it required an active Primal Spirit Animal summon in order to benefit from the bonus effect. What if a player that wasn't playing a Primal Culture got a Primal Culture unit? Half of the CRR would be useless to them.

Thus, I changed it to target a random friendly Etheral Animal unit, but uh, there were only three of those outside of the Primal Spirit Animals: the T1 Spirit Hawk, the T3 Spirit Wolf, and the T4 Phase Beast. That was still a bit too.. restrictive, which lead to the question: What if Commune could target all "Spirits", instead of only "Primal Animal Spirits"?

That lead me to taking a look through the units found in the game and defining Spirits as Ethereal units! I also included the Elementals, since almost all of them have "Spirit" in their name. The Earth Titan is also essentially a T5 Stone Spirit and the Herald of War has a trait called Spirit of War, which fits perfectly!

Finally, after considering some more things like their affinity spread, their origin tomes, how easy it would be acquire such units, and the fact that you could always make your units Ethereal through Astral Attunement, I decided to go with Ethereal and Elementals for Commune!

The final version definitely strays a bit from the Primal Animal Spirits, but I believe that allowing the Primal Culture units to be more flexible is a reasonable tradeoff, while still maintaining the ability's flavour. One of the main goals of UURB is to allow units to be used in many more different army compositions after all!

Hope you enjoyed a peak into behind the scenes of developing UURB 😉

warm scarab
#

Yes it did, thank you 😄
I won’t have that much use out of it since I plan to make a storm pirates next primal, but it might make me try to go to endgame PvE with spectral Warriors

deep gulch
#

That's great to hear! 😁
Let me know how it goes if you end up trying that out!

warm scarab
#

I actually have a question with the build Im running currently, is it worth it to use the furys 3 action over normal 3 shot attack?

When I tried counting if it does more damage it came out as the damage being the same when it crits thanks to it not benefiting from Primal strike, and it makes you lose your strenghened,
or am I missing some advantage?

deep gulch
#

Fury Unleashed actually does benefit from Savage Strike! It's just not shown on the ability hyperlink, because the Savage Strike modifier isn't actually attached to the ability itself, but rather to the Fury property group.

It's designed to be a burst ability, using each stack of Strengthened to deal +10% extra base damage, at the cost of losing said stacks! And these stacks can be regained innately with Frenzy and its VRR Inner Rage, or through other means!

warm scarab
#

yea if thats the case then it is stronger,

when I was trying to calculate "perfect damage" meaning all crit hits, it both came out with 66 damage
but if the triple action benefits from savage, then its 70

#

also I havent seen skald in game yet, so I cant check it in live game, but this is what skalds URB look like in the encyclopedia

deep gulch
#

Here's the actual CRR!

deep gulch
#

Version 4.0.2 Hotfix

The Skald now correctly has Battlesongs as its CRR, instead of Reveler's Ballad!

astral juniper
#

VRR/CRR Veteran/Champion Rank Reward?

deep gulch
#

Yup!

astral juniper
#

Do post medal rewards function? 🤔

deep gulch
#

Afaik, they do not SadToad

warm scarab
#

Does the repeating buff from Primal support not count as support/buff ability intentionally?
it doesnt trigger Warding staves

deep gulch
#

It did actually have the Support tag in a previous iteration (where it targeted all friendly Primal Spirit Animals), but I removed it due to the Staves of Warding interaction. As Commune is now an ability that can only target two targets at maximum, it should probably be fine to add that back in!

eternal minnow
#

Would you be interested in including unit lore in this mod? I was thinking something like this (with a better icon). I could release it as a standalone mod, but since our mods would edit the same files, it would be very tedious to create a submod for soooo many units.

I was wondering if you were interested maybe I could create a .rpk file with a unique lore property for each unit, and you could add them in your mod?

acoustic basin
#

das a crap ton of wrk xd

astral juniper
#

We should've had unit lore from the start SadToad

#

But something, something budget

mighty owl
#

Pretty sure the excuse was something, something, shouldn't chain player creativity. But yeah, agree

acoustic basin
#

So they went the "players create their lore" route. I can dig that

whole quiver
#

nah it's literally "not enough writers / localization budget"

warm scarab
#

I really want to see this, but its an AI army so I dont know if I will get to see it XDD

warm scarab
#

ok, I saw it in battle, they can jump, and its as funny as embarked primal dartists disengaging shot XD

deep gulch
# eternal minnow Would you be interested in including unit lore in this mod? I was thinking somet...

I'm rather hesitant on including other mods as part of base UURB, as that will set expectations for them to be included in future updates, lead to scope creep, require coordination from everyone involved, etc. And I'm not sure if you're up to creating lore for all of the potential UURB compatibility mods in the future haha 😅

However, there might be a possible UI solution that won't require our mods to be so entwined, while also keeping them compatible with one another! I'll do some tests and let you know how it turns out.

Apologies for the late response, it's been a busy couple of days!

deep gulch
deep gulch
# eternal minnow Would you be interested in including unit lore in this mod? I was thinking somet...

Unfortunately, I couldn't get my UI solution to work, as there seems to be some intricacies in tying the UI xml to the code which we don't have access to. 😔

However, what do you think of something like this? It won't be "linked" to a unit per se, but will allow compatibility with almost all of the mods out there, as it only edits one base game file:

TomeOfWonders.rpk
{Categories}
-Lore Concept Category

Can pass the testing project to you if you want to take a look at how it works in the backend!

eternal minnow
#

Thanks for looking into it!

deep gulch
#

Version 4.1 of Unique Unit Rank Bonuses has been released!
(Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2993663129)
(Paradox Mods: https://mods.paradoxplaza.com/mods/64024/Any)

The Industrious Culture's Stances have gotten a rework, turning them from abilities into traits that grant benefits when they enter into Defense Mode. Culture_Industrious

A huge balance pass was also made on various UURBs, focused mostly on increasing the chance to inflict non-DoT debuffs, and a few bugs have been squashed. 🛠️

Full patch notes can be found here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129

The next major update is estimated to release on April 5th, 2024 and will include the first batch of Wildlife Units! Resource_TML_StructureProduction

hexed estuary
#

sick, you got that industrious revamp we discussed a long while back done 💪

deep gulch
#

Ye, it was a long time due but finally got them done! Thanks again for all of the feedback, it was really helpful when coming up with the new designs! 🙌

hexed estuary
#

anytime, duder!

warm scarab
#

cool
I dont use industrious, but the change to primal supports to interact with tome of warding and the buff to some of the chances will be very appretiated by my naga-phantasm warrior-hideus stench-shocking wards-buld

#

name pending tm
😆

lucid quest
#

so if i did understood this...can i combine ExpandedCulturalUnits + Unique Unit Rank Bonuses or is this already combined mod ?? sorry for my english.. help please ?

deep gulch
# lucid quest so if i did understood this...can i combine ExpandedCulturalUnits + Unique Unit ...

You'll have to use this compatibility mod, with the load order being UURB then ECU+UURB! (Do not use ECU!)
https://discord.com/channels/947815229495078964/1129583276101730305

However, it's rather outdated at the moment, as I haven't had the time to update it for the newest versions of ECU or UURB. But it should still be functional, just with some inconsistencies with current UURBs and broken animations for some ECU units WomanSweat

deep gulch
#

Version 5.0 of Unique Unit Rank Bonuses has been released!
(Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2993663129)
(Paradox Mods: https://mods.paradoxplaza.com/mods/64024/Any)

The first of many Wildlife Unit updates is now here! Piglet

Unique Unit Rank Bonuses have been added to 21 Animal Wildlife units, such as the Razorback, Spirit Wolf, Phoenix, and Spiders! Nature

Adjustments and text fixes have also been made to existing VRRs and CRRs. Resource_TML_StructureProduction

Full patch notes can be found here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129

Hope you all have fun with your animal companions! 🙌

acoustic basin
#

Finally, after so many years. Thought I was gonna get kids and grankids by the time u did this

deep gulch
#

The wonders of modding do require one to take ages after all ;3

lucid quest
#

i need help ... what files do i need and how to activate this mod, please ?

deep gulch
# lucid quest i need help ... what files do i need and how to activate this mod, please ?

**If you're on Steam Workshop: **

  1. Subscribe to the Mod.
  2. Open AoW4 Launcher.
  3. Select Playsets on the left, then Add More Mods on the top right.
  4. Select "Unique Unit Rank Bonuses", then click the Add to Playset button.
  5. Select Home on the left, then select the Playset you added UURB to.
  6. Click Play and now the game should be running with UURB!

If you're on Paradox Mods:

  1. Click the Download Mod link (should be to the right of the Add button).
  2. Unzip the downloaded folder to Documents / Paradox Interactive / Age of Wonders 4 / Mods.
  3. Rename the folder to be "Unique Unit Rank Bonuses" instead of the jumble of letters and numbers.
  4. Go to Step 2 of the Steam Workshop instructions above.

If you need some clarification or have any other questions, let me know!

lucid quest
#

thanks i wll try now

lucid quest
#

hey it works like a charm

#

thanks a lot

#

now i just want to ask you this

#

can i combine your mod wtih some other mods?

#

Expanded Cultural Units - maybe this one ??

deep gulch
#

Glad to hear that it works! 😁

#

When it comes to using multiple mods, as long as the mods don't change the same game resources, then they will be compatible! (Mods may indicate which resources they change on their mod page, or you might have to ask the author directly.)

lucid quest
#

well i like this visual mods very much

deep gulch
#

In the case of Expanded Cultural Units, there is a compatibility mod here: https://discord.com/channels/947815229495078964/1129583276101730305

However, it's a bit outdated as I haven't had the time to update it for the newest version of ECU or UURB. Should still work though, just that there will be some inconsistencies with the current UURBs along with some broken animations / models for some ECU units.

lucid quest
#

so if i did understand you..i need this ⁠ECU + UURB Compatibility Mod + Expanded Cultural Unit + Unique Unit Rank Bonuses right ??

deep gulch
#

In this particular case, you'll need only Unique Unit Rank Bonuses and ECU + UURB Compatibility Mod, with the load order being as follows:

  1. Unique Unit Rank Bonuses
  2. ECU + UURB Compatibility Mod
lucid quest
#

ok...will try that also 🙂

#

thanks!

lucid quest
#

this i also make like folder in mods right ? ECU + UURB Compatibility Mod

deep gulch
lucid quest
#

i download it from paradox mods

#

i got some message METADATA FILE IS MISSING OR IT CANNOT BE PARSED

deep gulch
lucid quest
#

one unit is invisible..just shield and spear...

deep gulch
lucid quest
#

thanks for help Komogi

deep gulch
#

Version 5.1 of Unique Unit Rank Bonuses has been released!
(Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2993663129)
(Paradox Mods: https://mods.paradoxplaza.com/mods/64024/Any)

This small update adds unique unit rank bonuses to the Fairies as well as the Butcher Ogre, for the release of https://discord.com/channels/947815229495078964/1228794819988557874! Check them out below! Resource_TML_Knowledge

Full patch notes can be found here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129

Hope you all have fun with the whimsical fey and enjoy some delicious field cooking~ Nature

fringe hazel
#

Field Cook 👌

deep gulch
#

Gotta keep the army fed after all yesChamp

hexed estuary
#

grats on getting your first tome compat patch out!

deep gulch
#

Version 5.2 of Unique Unit Rank Bonuses is now here!
(Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2993663129)
(Paradox Mods: https://mods.paradoxplaza.com/mods/64024/Any)

This update adds unique unit rank bonuses to 8 Animal Wildlife units and 3 Elemental Wildlife units! Screenshots of all of them can be found below. Nature
An adjustment has also been made to the Stone Spirit's CRR: Stone Core. Materium

Full patch notes can be found here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129

Hope you all have fun encountering these wildlife across the untamed lands and the turbulent seas~ Province_TML_Fishery

fringe hazel
#

Nice to see the backlog of units getting smaller. My initial feedback is that the CRR for the nimus and the VRR for the Polar Bear seem a bit weak. Camouflage doesn't seem as strong as Frenzy for example.

deep gulch
# fringe hazel Nice to see the backlog of units getting smaller. My initial feedback is that th...

Thanks for the feedback!

Regarding the CRRs for the Nimus, I agree that they're rather underpowered. I may have been a bit too caught up in the flavour when designing them WomanSweat What do you think about changing them so that they apply to all units in the army without any restrictions? So all units in the army would get Water Movement and Water Camouflage respectively.

As for Arctic Camouflage vs Frenzy, the Polar Bear already has "bonus" traits compared to the Brown Bear (4 Frost Resistance, Arctic Walk, Status Effect Immunity: Frozen), I thought it would be fine for its VRR to be a bit weaker. Is there something else you feel would better fit as a VRR?

fringe hazel
#

I think the buff for the Nimus makes sense! The other units will be on boats so they can still benefit from the blessing of the waves 👍

#

Could make the polar bear go a more defensive route, give it some defensive bonus to account for the thicker hide. I also like frenzy but it's quite strong compared to most bonuses in general hence why the polar bear VRR seemed a lot weaker. Maybe it's fine that the Polar Bear also gets frenzy and the bonus traits? It is the largest land carnivore on Earth!

#

Another thought is swapping Frenzy to the CRR and making the enrage the VRR. Maybe make the enrage trigger at 66% like draconic rage too.

deep gulch
# fringe hazel Could make the polar bear go a more defensive route, give it some defensive bonu...

Hmm that's true, the Polar Bear is larger than the Brown Bear in real life! What about giving the Polar Bear +10 Hit Points as its VRR? That'll help them be a bit more sturdier, leading to more chances to inflict Sundered Defense while Enraged.

I did consider about giving Frenzy to the Polar Bear as well, but then I'd also have to give the Dire Bear a form of Frenzy too. Which, honestly wouldn't be that out of place, may have to think on that a bit more!

As for swapping Frenzy to CRR, that's unfortunately out of the picture as I want CRRs to be completely unique to the unit, compared to VRRs which could be traits found elsewhere, as long as they're thematically appropriate.

I'm not sure about having Enrage being the same threshold as Draconic Rage, as Berserker's Rage is at 33% and that's the only other "Rage" mechanic in the game at the moment WomanSweat But thematically Enrage and Draconic Rage do function the same way, so I suppose it makes sense to have such mechanics be consistent with one another. I'll make that change in the next update!

fringe hazel
#

+10 HP works! Makes sense, thanks for explaining the design philosophy for the RRs. I think 66% would work so the unit gets more time to use its CRR.

deep gulch
#

Version 5.3 of Unique Unit Rank Bonuses is now here!
(Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2993663129)
(Paradox Mods: https://mods.paradoxplaza.com/mods/64024/Any)

UURB is now fully compatible with https://discord.com/channels/947815229495078964/1119141962533056583 by ScienceFictionGuy! Shadow
Simply load both mods and the UURBs will show up!
(Much thanks to ScienceFictionGuy for helping to set this up! And shoutout to Daniel for figuring out how optional dependencies work, removing the need for a separate compatibility mod!)

This update also includes new VRRs for the Polar Bear and Night Guard, adjustments for the CRRs of the Brown Bear, Polar Bear, and Dire Bear, and a text fix for the Warg. Nature

Detailed changes can be found here: https://steamcommunity.com/sharedfiles/filedetails//changelog/2993663129/

Hope you all have fun ambushing enemies from the shadows with tricks up your sleeves! evilQueen

fringe hazel
#

When you have a chance can you share how the optional dependencies were set up? I assume you had to pull in the cloak and dagger unit rpk and then add the rank bonuses to that. But then what if cloak and dagger is updated? And load order doesn't matter from your description? Black magic!

acoustic basin
#

^

whole quiver
#

I used Daniel's post here as a rough guide: #modding-questions message

But here's a step by step breakdown of what I had to do on my side:

  1. Install the mod that I'm going to get the optional dependency from.

  2. Open my mod in the package manager, go to Content/Packages, find the mod, and click the checkbox. Then save.

  3. Open the .rpk where I want to add resource links in the package manager. Go to Content/Resource Packs, switch to the optional tab and add the resource pack from the other mod.

  4. At this point the resources from the optional dependency became available to link and could be added to my units. Add links where needed and save the .rpk.

  5. Go back to Content/Packages in the package manger, uncheck the checkbox and save. This will cause the links to appear broken in the resource editor but they will continue working if the mod containing the optional dependency is loaded.

The end effect is that when both CaDT and UURB are loaded, then the CaDT tome units have the linked rank bonuses. And if only CaDT is loaded they do not.

acoustic basin
#

noice

#

So now all my tome mods now dont need to be duped

whole quiver
#

Updates should be seamless with this setup. If either CaDT or UURB are updated separately the resource links will still be valid as long as the linked property groups stay intact.

If they get replaced then we'll have to remake the link, but as long as you re-use the existing resource then it should stay linked even if it is renamed.

#

And yes load order doesn't matter in this case for some reason. I tested it both ways.

It will matter if both mods are modifying the same base game resources, as was the case with Daniel's mod.

fringe hazel
#

That is awesome, thanks for sharing! I guess for UURB Komogi, he just had to setup the property groups. So there is still some level of collaboration needed between both mod authors.

whole quiver
#

Yep exactly. The author of the mod that is receiving the optional addon has to set up the resource links and the addon-maker has to prepare the resources for them to add.

#

I'm actually not sure what needs to be done to make the optional dependency's package available as a dependency in the first step though 😆 maybe @deep gulch can explain how that works.

acoustic basin
#

so technically, my double mod can be done w/o Komogi but i wont actually have to copy/pasta everything.

#

Makes my tome mods quite a bit easier.

deep gulch
deep gulch
acoustic basin
#

ok

fringe hazel
#

Oh so the load order matters?

deep gulch
#

I believe it matters in this case as we’re modifying the same base game resources!

acoustic basin
#

^

acoustic basin
deep gulch
warm scarab
#

I am really curious what will the new Umbral creatures get

also since magelocks are getting the one action shot by default once eldrich realms rolls around, I wonder if the CRRs for them will change 😄

rancid pond
#

the third tier mage for mystics also has three versions now that should all have their own abilities.

pliant blaze
#

New update is significantly changing tier I and II rank bonuses. But I prefer this mod

deep gulch
#

The Umbral Demons are very exciting! I plan for their UURBs to focus on corruption and bonuses while on Gloom Terrain, but will wait for more details regarding them before making a decision!

As for the Magelock, its CRR will indeed be changing! Might bring back their current Base attack, so that the fantasy of firing fully powered shots can still be fulfilled!

deep gulch
deep gulch
#

The rank bonuses rework will require some changes to how UURB functions at a fundamental level though, due to more bonuses being given at the Elite rank, the Class Medal moving from Legend Rank to Champion Rank, and evolutions being moved to Legend Rank.

The plan is for UUBRs to now be given at Veteran Rank and Legend Rank, instead of at Veteran Rank and Champion Rank. Thus, the rank bonuses for each unit will be as follows:

Soldier

  • +10 Hit Points

Veteran

  • +10 Hit Points
  • Veteran Rank Reward

Elite

  • +10 Hit Points, +1 Defense, +1 Resistance, +10% Damage

Champion

  • +10 Hit Points
  • Class Medal

Legend (or Evolution)

  • +10 Hit Points, +1 Defense, +1 Resistance, +10% Damage
  • Legend Rank Reward

This should ensure an even spread of bonuses throughout all ranks. What do you all think?

fringe hazel
#

Hmm, I may be incorrect here. Evolve units won't get their rank reward if it's moved from champion to legend as they will evolve? I think VRR and CRR are fine and good pacing at first glance.

#

Also did you see this? 👀 #aow4-general message

deep gulch
#

Currently, Evolve units don't have CRRs, as they evolve at Champion level. And their VRRs carry over to their evolution, through their evolutions having that VRR at their base level.

If Evolve units get both a VRR and a CRR, my concern is that they would feel extremely different compared to their evolution, unless they both carry over, which could affect the power level of their evolution substantially, or that both the VRR and CRR would have to be toned down quite a bit.

fringe hazel
#

Oh right forgot that evolution units only had one rank reward. Yeah it's fine if they just have one as you would have to make a bunch of new bonuses for evolution units.

deep gulch
fringe hazel
#

If you're moving champion rank bonuses to legend rank then you'll be updating everything anyways 😅

deep gulch
#

Yeah haha, but relinking is simple enough, albeit a lot of clicking lol

Here's hoping they didn't get rid of the possibility of adding rank bonuses to each unit directly pengPls

warm scarab
# deep gulch The Umbral Demons are very exciting! I plan for their UURBs to focus on corrupti...

I kinda hope if you do this, you give it some bonus or something that makes it different from the new "take aim for 3 action and have 1 action to fire", similarly to the Furies tripple action shot

because how I understood them doing the new shooting system, they split the original shot ability into 2 parts, so if you use the "spend 3 leave 1" and then shoot, the damage, accuracy and range will be exactly the same as with the 3 action shot

so if you just add the old 3 actions shot as is, there is a big chance the magelocks will end up with 2 ways of doing exactly the same thing, either using 1 or 2 abilities, which doesnt sound that exciting for a legend rank reward 😄

deep gulch
#

Thanks for the feedback! I agree that if the reworked abilities of the Magelock combine to form exactly the Fire Heavy Magelock ability it has now, then my proposed LRR wouldn't be that different without something else added WomanSweat

Thinking about it a bit more, how about something like this:

LRR: Overcharged Shot
-Same as the new 1 Action Point Fire Heavy Magelock but with a +50% Damage bonus and a 30% chance to stun itself (essentially the Overcharged status effect for Constructs)
-1 Action Point, 2 Turn Cooldown, 5 Range, Ends Turn

An alternative version could be a Full Action Leave 1 that gives the next Physical Ranged attack +50% Damage and a 30% chance to stun itself, with 0 Cooldown. Thus, letting the player decide between more accurate shots, or more damaging shots. Or even combining both effects over two turns!

pliant blaze
#

Hi Komogi, just wanted to check that some units (lost wizard, Mage bane, some of the giants) haven't yet got UURBs right? I wasn't sure if it was a mod conflict I was having or these just haven't been done as of yet. Thank for your help!

eternal minnow
deep gulch
pliant blaze
deep gulch
#

Whoops, I meant haven’t! (Editing the original message to reflect that!)

acoustic basin
acoustic basin
acoustic basin
#

Also, heads up, the hyperlinking doesnt wrk as intended anymore. The ranks are hyperlinked which will hyperlink to ur hyperlink. I assume thats a hard-coded UI change so fyi

#

for an example:

#

This is when I added Vicious Killer directly without going through the property group hyperlink route we used to do

#

this is what happens if u keep doing the property group hyperlink route

rustic forum
#

I can't see the unique rank bonuses either

acoustic basin
#

at all? U should still be able to see them. Its just the hyperlink is fcked or is that what ur saying?

#

Could also be that some UURBs are broken if Komogi made any of them w/ base game stuff which, depending on whats broken, could invalidate the entire UURB and cause it to not show at all

rustic forum
#

I can see them in-game, I just can't see what they do

acoustic basin
#

ahhh ok. Ye.

#

On the flipside, itll be easier to do UURBs going forward for myself and Komogi

deep gulch
deep gulch
acoustic basin
deep gulch
#

Since this is what I've decided to go with as the formatting, mirroring what the devs have done for the Champion Medals:

#

Any feedback is welcome on how that looks!

acoustic basin
#

so a hyperlink to "this unit gains X" with X hyperlinked to the actual X?

deep gulch
#

Mhm, but that's only for abilities and traits. Passive (like Astral Infusion) link directly to its description.

acoustic basin
#

Feels a bit overconvuluted on the devs part

deep gulch
#

That's the formatting that the devs have gone with.

#

A bit yeah

acoustic basin
#

i also dont see a difference between passives and traits 🤔

#

Summoner Restoration feels like a passive

deep gulch
#

When I initially designed UURB, I made Passives to be equivalent to ability modifiers (such as Thrashing, Breaching, etc.), and so wouldn't appear on the list of things below a unit's abilities. Traits would be those that would appear there, often having a much broader range of effects.

But perhaps that's a bit too confusing and I can combine them into just "traits". That would also streamline the hyperlinks, as I'm no longer labelling the Passives as Passives anywhere.

serene marten
#

is it intentianal that it says Swamp talk here?

acoustic basin
#

Nah, u can tlk to the terrain itself n_n (jk, prob meant swamp walk)

serene marten
#

what i thought as well, but ya never know

cobalt spruce
#

are there certain kinds of mods that will cause UURB to not work?

acoustic basin
#

example: Add Vicious Killer to Tyrant? Wont wrk for UURB bc u had to edit it directly.

Made it so his demoralizing strike does -20 instead of -10? Will wrk bc they edited the ability and not the unit itself

cobalt spruce
#

got it. i'm trying to look through my mod list to identify which one is completely overriding UURB.

cobalt spruce
acoustic basin
#

Komogi, do u make ur own icons or just reuse exising ones?

deep gulch
acoustic basin
#

Just curious. im re-using game icons for my custom unit UURB too

haughty lintel
#

Hi there! I have a primal scout (Spirit Tracker) who has Tracking Arrows (60% apply Marked), only the text on the Shoot Bow ability incorrectly mentions Weakened instead. Is it because of some weird interaction between several mods or does the text need to be updated?

#

Thanks for all the work!

deep gulch
haughty lintel
#

Good to hear. Thanks for taking the time to reply 🙂

lavish flower
#

is an eldritch realms update in the pipeline soon?

#

love the mod btw

deep gulch
# lavish flower is an eldritch realms update in the pipeline soon?

Glad to hear that you're enjoying UURB Masterkey01! 😊

The compatibility update with Eldritch Realms is being worked on but no ETA yet unfortunately, with how busy my schedule is at the moment. Compatibility for cultures is finished, just started on the non-Eldritch Realms Tomes and still need to do the non-Eldritch Realms Wildlife as well.

deep gulch
broken basalt
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really happy to hear this is still being worked on 🫶 loved playing with this mod

haughty lintel
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Still very much enjoying your mod @deep gulch.
Quick suggestion, feel free to shoot it down of course. Wouldn't it make more sense for the Archer's (Feudal T1) Champion bonus, Volley, to not be affected by LoS?

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Because as it is right now for a full-turn action it's a little hard to use IMO

lavish flower
rustic forum
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Looking forward to the next update for this mod

fringe hazel
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Bug report: The Inferno Hound is still Tier II, whereas the devs made this unit Tier III now.

acoustic basin
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ahhhhh, this is the source of the issue. I was wondering XD

pliant blaze
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Any more updates for this amazing mod since the new DLC?

acoustic basin
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boop