An overhaul mod that increases replayability and variety. Alternate starts, magic, classes, world generation, art, effects, and AI changes
Adds camping, rune stones, new difficulty, new enemies
Legends Mod Beta 10
The Camping Update
The great wilderness calls to you! Valleys beyond the edge of civilization hold the greatest treasures, but how does a mercenary company survive out there? Wouldn’t it be amazing if you could hunt your own game and live off the land?
In version 10 we completely overhaul the camping system, adding a dozen camping tents for your mercenaries. The activities are unlocked by visiting towns with the right buildings to teach you how to cut hair or train, or fletch arrows for yourself. Over time you hire specialists and buy tent upgrades, improving your abilities until your company becomes nearly self sufficient.
The center of camp is the commander’s tent, where you look over your mercenaries and assign them to tasks. From there you can send people to:
More details available in the camping section of wiki.
Enchanting
The rarest and most powerful camping activity is enchanting. This can only be performed by a mysterious wandering wise woman known as a Vala. She recites mystic chants while chiseling gems, to create powerful rune stones that can be applied to the gear of your choice. Each stone is unique, with a wide range of powers and stats. If you aren’t lucky enough to be visited by a Vala, you can still find these runestones by slaying powerful foes. Weapon runestones from alps, helmet stones from hexen, shield stones from schrats and armor stones from lindwurms.
The Vala has also become a playable commander. This grants you her enchanting skills from the start of a campaign, along with her guardian warden spirit and a series of powerful chants and trances to protect the Vala and her allies.
Donkeys, Packs, and Traders
With so many tents and rune stones to carry around you will be needing more carrying capacity, enter your faithful pack animals. Donkeys are recruitable allies who grant massive amounts of storage space for all your gear and supplies. They level up along with your mercenaries, gaining skills and their own perks, allowing them to carry more or kick harder. Your donkeys have a huge appetite and will need to be protected in battle. To help with this, for the first time in legends you will be able to assign any amount of troops to a reserves tent to sit out any battle you initiate.
If you can’t afford a team of donkeys to carry your loot, there are more ways to carry your gear. Packs are craftable items that can be equipped to increase your stash space in exchange for a small fatigue penalty. They can be crafted in camp from cloth and furs. In addition, the carrying capacity of all backgrounds has been revisited, so any background that carries things for a living, can carry more now.
If you’re impatient for a donkey, the new Trader commander begins with a donkey companion. The Trader has poor stats and no skill stars, but specializes in barter, storage and bribery. The trader begins with an upgradeable +20% barter bonus, a huge amount of storage space, and he can recruit peddlers to create the greatest trade company in the world. He can pay off human enemies to send them fleeing from the battle, or spend gold to improve the moral of his own troops. We have also reworked trade missions to scale off barter skill.
Background Skills
With so many new activities to undertake, it makes sense for different backgrounds to help out. We have expanded the resource system and added camp skills to every background, fletchers will help you fletch, monks will help you heal, and sword masters will help you train. We have also added new backgrounds to help around the camp, like blacksmiths, herbalists, ironmongers, nuns and taxidermists.
In addition to their camp and resource skills, many backgrounds have gained new specialization perks to help in battle. For instance miners are skilled with pickaxes, poachers with shortbows, fishermen with nets, shieldmaidens with shields, and minstrels can entice enemies with their lutes. These skills mostly provide short term power spikes for weaker classes, making it an interesting choice to either focus on long term builds, camp metagame or immediate survival.
For details, look at the backgrounds on the wiki.
Legendary Difficulty Mode
Speaking of survival, there is a brand new set of difficulty options for those looking for a new challenge.Each difficulty option now changes the world scaling algorithm, with normal using default settings, easy being 25% easier, and expert using a curved scale that starts easy and gets very hard.
The legendary economic option will push your budgeting skills to the limit, forcing your company to take on riskier contracts and skimp on essential supplies. There is also an option to begin with zero resources, providing an opportunity to build your triumphant company up from nothing.
If you select legendary combat difficulty you will be greeted with legendary versions of every enemy. These enemies have new skills, stats and gear to make them even more challenging. Nimble spiders, overwhelming wolves, zombies with nine lives, crippling goblin archers and battle forged orcs.
For details, check out difficulty options on the wiki.
The Behemoth
Speaking of challenging enemies, we have added the first entirely new enemy in any mod. The Behemoth is a gigantic orc, musclebound and adorned in the skulls of slain enemies, this enormous orc is truly terrifying. Behemoths have huge health pools, do additional damage while at a confident morale, and they gain morale each time they get hit. Orc society is usually ruled by the strongest orcs, but while the behemoth may be strong, they are also incredibly stupid, and prone to running at the sight of their allies fleeing.
Not all of their allies are so prone to fleeing, especially the most elite orcish warriors. These battle hardened veterans have painted their armor red and are bound to protect their warlord until death. They have more health, more morale, more armor, more skills and a higher chance of named weapons. They can take a beating, and they aren’t going anywhere, so prepare for a slugfest.
We have also reworked the spawning patterns of orcs, to have fewer, stronger enemies. There will no longer be hundreds of orc young on higher difficulties, they prefer to stay in groups under 30, growing ever stronger until you’re facing groups entirely made of elites, behemoths and warlords.
Commander changes
We haven’t forgotten about your favorite commanders, each has gained new abilities and all solo commanders gained stat buffs relative to their party size.
Berserker:
Warlock:
Crusader:
Seer:
Ranger:
Noble:
Other Changes
New female hairstyles, far less bald women in the world.
Crises phase length increased significantly to make crises more impactful.
Player world figurines change based on the commander
Bug Fixes: