Luck be a Landlord

Luck be a Landlord

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Warhammer Against Landlords
   
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6 Jan, 2023 @ 7:40am
15 Jan, 2023 @ 5:30am
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Warhammer Against Landlords

Description
Warhammer 40k Mod

Revisiting this after many years of bug fixes from the dev. This will start to take shape and I will add more details as it does.

Note: Development of this mod will take place on both a chrome book and a steam deck, so will take some fiddling to set up a good work space.

All current work will be redone completely from the ground up, do not subscribe just yet.

Note: Added some images of stuff, this is about 25% of whats done, but its a good example of stuff. I do art when im taking a break from coding.

Current plans are as follow:
1) The Landlord can pick a random Faction at game start, this will place an item called X Faction (Landlord) - DONE
2) Then an email opens up telling you the Faction they chose - DONE
3) Once you close this email, you get the choice to pick a Faction (everything the Landlord didn't choose) - DONE
4) The landlord will then place random Basic Symbols from their Faction - DONE
5) You will now be able to pick Symbols from the Faction you chose, but nothing from other Factions - TODO
6) Orks wil start with Ork Boys who can pick up weapons and convert to new unit types - WORKING (needs more testing)
7) Astra Militarum will start with Conscripts - Done
8) Conscripts can use Horses to turn into Rough Rider Conscript - TODO
9) Conscripts can use Lascannon to turn into Conscript Lascannon Team - TODO
10) Orks will have a chance to turn into Baby Spores on death - TODO
11) Baby Spores can be harvested if next to a snotling, they turn into Baby Spore items - TODO
12) When Baby Spore Items = 5, turn into a Mature Spore Item - TODO
13) Mature Spore Item can be manually destroyed by the player (if the player chose ork), or a chance per spin (if landlord chose ork) - TODO
14) If the Mature Spore is destroyed, opens an email with a selection of Orkoids (if the player chose ork), else if the landlord chose ork, randomly spawn an Orkoid. [Orkoid = snotling, grot, squigs, basic ork boy] - TODO
15) Give units stats - DONE, TESTING
16) Convert Base game gold values to Victory Points instead - IN PROGRESS (art done)
16) Landlord units give Negative Points, Player units give Positive Points - DONE
16) Units will attack adjacent enemies, using their Accuracy and Damage values, this reduces players points, or increases Landlords Points (landlords have negative value) (eg Shoota boy has 40% chance to deal 1-3 damage) - DONE
17) Add an Armour Stat that reduces damage by its value - TODO (art done, and description)
18) Add units Base Stats to the description box with icons you can hover over for details (these are the stats a unit spawns with) - DONE
19) Add an extra icon to the bottom of the description box that you can hover over to show max stats a unit can obtain (different effects can increase a units stats, but never beyond the max values) - DONE
18 Comments
Pastel 23 Mar, 2024 @ 3:09pm 
woah, battlemallet mod
Swiftyhorn  [author] 8 Mar, 2024 @ 12:33am 
Added more astra militarum images, deleted old image since theres more here
Swiftyhorn  [author] 6 Mar, 2024 @ 10:31pm 
Maybe sergeant evolves after X turns to major, then requires a medal to evolve gain, i need to test some things.
Swiftyhorn  [author] 6 Mar, 2024 @ 10:29pm 
Lastly I have a working evolution system for the Guard. They will evolve from conscript to guard to veteran. A veteran can evolve to sergeant if they are adjacent to a Winged Skull medal (lore accurate medal), the sergeant can then evolve to Lieutenant if next to medallion crimson (basically platoon leader), finally when adjacent to The Macharian Cross they become major or colonel, unsure yet. But I have a plan for them to diverge at some point into officer of the fleet and master of ordnance etc.
Swiftyhorn  [author] 6 Mar, 2024 @ 10:29pm 
Also have a working template for how maximum range of stats. Example: A conscript with a lasgun will never do more than 2 maximum damage no matter one, they are a conscript. So there are maximum values a unit can reach, if their current value ever goes above this, it resets to the maximum instead. This caps things like exponential growth, or buffing a single basic unit to kill much tougher opponents. Better units will have higher starting values and maximum values. So a veteran will have upto 5 maximum damage.
Swiftyhorn  [author] 6 Mar, 2024 @ 10:20pm 
Unsure exactly how it will be read by the game engine, but I can see only 1 problem so far. The problem being if a unit has less damage than the enemy has armour, it would heal them. So would need to account for extra checks to see if they can hit them, and if they can hurt them. But this wouldnt allow me to check for min and max damage rolls, the minimum may not hurt them but the maximum may. Unsure on a solution just yet. But I can do it easily enough for those with a flat damage value, simply check if this 1 damage is less than their armour, if so just skip. Also if this accuracy is less than their avoidance, if so, just skip.
So can you HIT? then can you HURT?
Swiftyhorn  [author] 6 Mar, 2024 @ 10:20pm 
currently working on using an armour and defense system, as well as accuracy and avoidance. Examples include assassins that may have 20% chance to avoid damage, orks have 40% chance to hit (so this would be 20% total),
Defense may include being inside a bunker has damage taken reduced by 2, and 20% less chance to be hit.

I like this system as it allows me to define units and show how better units are better vs things. A space marine is clearly not going to take 1 damage every single time from a conscript for instance. Also vehicles like leman russ are basically immune to a lasgun shot.

On the other end of the spectrum, a lascannon or melta gun would deal extra damage vs a tank. A flamer would deal extra damage vs infantry.
Swiftyhorn  [author] 5 Mar, 2024 @ 9:43pm 
Added some images of what ive been working on, theres more than this but its a good example
Swiftyhorn  [author] 3 Mar, 2024 @ 3:48am 
I will go into more detail when ive got a basic working version set up, but its a mix of faction war and real world events that try to interrupt the player in some way. So your literally playing a game vs the landlord, and you must win or be evicted, but hes sly and will try to ruin your plans.
Swiftyhorn  [author] 3 Mar, 2024 @ 3:45am 
Ok been banding my head against this all week. I can do a faction system for landlord and player, but theres currently a bug with RNG, which i need to work. Ive messaged dev but no reply. I will keep trying though.

Ive got as far as the Landlord picking a faction (without rng), then an email pops up to tell you what they chose, and an item is added thats indestructible and says the faction and (landlord). Then you get to pick from any of the factions the landlord didn't chose. In this case it has to be a symbol thats placed on the board for 1 turn, this then turns into the players faction item.

Using these 2 things i can make checks to see if the faction items are in the inventory, if so do various effects.

Again this is not working with random faction from landlord just yet, but I need to figure out a way before i commit fully. I have done more art so theres things like tanks, aircraft, units, turrets for astra militarum currently, on top of many ork and grot things.