Took me ages to be honest. Was my first time figuring out anything that was game related but i'm just glad I pooped it out.
Available in this link here:
I'm just going to copy and paste from the steam page and throw it up here to give you an idea whats it about.
This is a mod that makes alot of fundamental changes to the gameplay. The core most features are as follows:
-Tabletop Like points system for games up to 3000 points
-Accuracy based on range. The further you are the less likely you are to hit your targets. Go in point blank for full damage but risk being in melee reach.
-Economy rework. Capturing points will instantly allow you to generate resources. There are now caps on how much resources you have on the field. Build more generators to increase your resource cap. Also generators don't increase income.
-Abilities cost power. Usually an ability will cost 100 power. You will find that it generates quickly however so be careful in how you choose to manage your power as power is now tied to your ability to throw down abilities.
-Cooldowns substantially reduced on most abilities. The power cap and cost of abilities will now help dictate the pace at which you throw down abilities.
-Friendly fire on almost everything. And this does not apply to just damage. Stuns, slows, status and negative status effects can mess up your units as well as it could the enemy. Be careful how you throw these abilities down. This also should includes nuke abilities like the Orbital Strike and eldritch storm. I haven't playtested Roks yet but it should be the same. Also I need this to be playtested.
-Elites reworked. You will now call in elites through buildings instead and instead of costing gamma they will cost resources instead. Named units like Jonah Orion, Angelos, Macha are limited to only 1 active at a time as well as super units such as Titans. Unnamed elites on the other hands do not (for the time) have a cap. This I may subject to change and may place a 2-3 squad cap on these elites. Titans are subject to traditional calldown mechanics but have tier requirements and have a requisition and power cost associated with the ability. This also effectively makes it so that you don't have to worry about cooldown timers when your unit dies. Barring the titan of course. That thing is just a nasty mofo.
-Reworked LOS: LOS cone is larger in front but only slightly smaller behind on on the side.
-Stealth Cover now behaves more like DoW1 styled cover. This means that certain abilities that were dependent on stealth may be(for the time) broken. I will go over the mod in the next release to make sure everything that was stealth cover dependent to work in this traditional form of cover
-Water is back to being negative cover and will apply a slight slow to units so be careful when trudging through water.
Now for some extra important notes:
-Managed to sort of kind of bring back Company of Heroes styled cover on certain assets. These assets are trees, sandbags,wrecks(that spawn from players) and barrels(for the time being). They're not entirely directional and behave a bit more like DoW1 cover than CoH cover. If I can i'm going to try to figure out how to make cover behave more like I want to. So in truth you may not notice many places you can take cover in official maps but with user based maps you may actually have more like having assets that count as cover.
-The next release is likely going to focus on trying to make more assets count as cover and applying different behavior types to the neutral game assets. I.e. trying to make lava slowly burn skimmers that are hovering directly above it so as to allow for more character on different tile sets. This isn't a promise however since my skills programming are frankly limited. So pretty please bear that in mind.
-Elite points are effectively frozen for the duration of this mod. I have plans for what to do with it in future releases but for the time being i'm putting a halt on it. Not to worry entirely though I made sure that elite points will generate both req and power for the time being. Elite points will definitely play a role in the game later on but just not in a way people may anticipate.
-Many assets are now considered to be shot blocking. This includes player buildings, statues and lots of wall assets on maps. This is currently incomplete but I will definitely be expanding on this in future releases. Now the game should feel a little bit more natural as the ability to shoot through your own buildings is diminished.
-Upkeep is gone. So you won't be slowed down because you have more units. I unfortunately can't really have much control over how it works so i decided to screw it over by editing the escalation phase abilities
-Oh yeah also escalation phases move quickly now: Instead of every 10 minutes it increments the phase every 5 minutes.
-This is in truth the first mod I've done ever. I'm hoping this gets playtested enough that I can figure out what works, what doesn't and worst case scenario: what crashes(fingers crossed it doesn't).
-Please let me know ASAP if you encounter any issues and let me have feedback if possible for anything you think that needs improving or if you think something in here honestly works well because by god i'm pretty sure i screwed over alot of fundamental mechanics thank you.