7Realms v.2.0 - Outcasts

by TwiceBorn

New Faction and Solo/Coop Level (v.2.0)


They were cast out–branded brigands, heretics, and worse. But in the lawless fringes, they banded together.

Now, under tattered banners and black powder smoke, the Syndicate of Outcasts rises. Brigands, Dark Dwarves, and Apostates–each with their own grudges, all with a thirst for vengeance.

Take command in a desperate strike on the fringes of Thell’s domain, where survival is earned by steel, fire, and defiance.

Version 2.0 introduces the second faction of the 7Realms: the Syndicate of Outcasts. Take this brand-new faction into battle on the scenario level: Battle for Pigsty.

Ruffians-1


Bored with sentry duty, the brigands pass the time with filthy tales, curses, and the fiery brews of the Dark Dwarves–half intoxicant, half explosive.

Prisoner-1


The prisoner is jeered at by the Dark Dwarves, the blood of his kin still fresh on the earth–a grim reminder of his captors’ merciless glee.

Ambush-1


Suddenly, the ruffians are set upon by a Thellari scouting party–steel clashes, arrows fly, and the woods erupt in fire and chaos.

Patrol-1


The following clash is brutal–Dwarven contraptions roar as Thell’s armored vanguards march through fire and shrapnel.

Kaboom-1


Drunken Dwarves and careless powder storage–a recipe for disaster that spares neither friend nor foe.

Army-1


The brigands tremble as Thell’s might arrives–a regiment in shining order, with the Golden General and his Knights at the helm.

Battle-1


The Outcasts were hopelessly outnumbered–defeat loomed like a shadow. If they were to survive, it would take a bloody miracle.

Battle-2


On the blood-soaked field engulfed in flames, the Golden General’s Knights faced the relentless Ironbreakers led by the fierce Scarlet Warlord.

Yet to Come in Version 2: Outcasts


Consider version 2.0 a pre-release, as it only includes new units and a solo/coop mission. The full version 2 will further bring:
•Three new multiplayer meshes (2-team, 4-team and 6-team variants) on Bungie’s I’ll Dance on Your Grave map, featuring entirely new unit sets based on the Outcasts unit rooster.
•New scenario-type multiplayer mesh (2-teams)
-Thell’s forces collide with the Outcasts–which faction will rise supreme?
•Unit and netmap guides
Comprehensive guides detailing unit stats and netmap features according to version 2 content.

Included in Version 1: Thell


Version 1 of the 7Realms introduced:
•Three new multiplayer meshes (2-team, 4-team and 6-team variants) on Bungie’s Demise on the Plains map, with entirely new unit sets drawn from the forces of Thell.
•Solo mission: No Refuge for a Traitor King.
-Lead the forces of Thell to crush the remnants of the Munnistonian rebellion in an epic, story-driven battle.

“New” (Reused) Units


This plugin rebalances and reinvents many classic and third-party units–reimagined and refitted for the 7Realms battlefields:
•Thell: Citizens, Archers, Warriors, Knights, Generals, Monks, Electromancers (Sorceresses), Pyromancers, Gryphons, Lords, and Warlocks.
•Outcasts: Peasants, Bowmen, Poachers, Brigands, Ironbreakers, Demolitionists, Engineers, Apostates, and Bosses.
•Wilderness: Skrael and Trolls.

…and many more to come!

New Unit Balance


This plugin reimagines unit dynamics by tapping into many of Fear’s deeper, often underused battle mechanics for Myth II:
•Armor now matters: Heavily armored units (like warriors) have a chance to fully absorb arrows or melee blows–but move a bit slower and have slightly reduced health to compensate.
•Experience is worth more: Units follow a steeper veterancy curve–up to 20 kills for melee, 35 for archers, and 50 for mages–with even more impactful stat improvements.
-Archers and Mages gain accuracy and faster reloads.
-Melee units, such as Warriors, swing faster.
•A new XP system: Experience is now more closely tied to the difficulty of the kill.
-1 point for easy targets (rabble and missile units), 2 for average foes (warriors), 3 for tough enemies (elite units), and 5 for giants.
•Archers miss more–at first: Remember the frustratingly green fir’Bolg in The Fallen Lords? That’s the baseline here–but don’t worry yet!
-Generals fix that.
•Commander units: Nearby Generals boost friendly units; hastening units’ attacks and alleviating archer inaccuracy.
•Elemental damage-balance reworked:
-Lightning is highly effective vs. armored units (thanks to conductivity!)–and not so punishing to unarmored units.
-Fire/explosives devastate unarmoed foes, while armor offers partial protection.
•Unit trading points fully rebalanced: Bringing with it a new unit balance and possibilities for a multitude of different viable trade options.
•Flexible trading options: Create a small elite strike team–or a massive horde of fodder. The 400-unit engine limit still applies, but unit trading possibilities are far less restrictive than in vanilla Myth II.

Comprehensive Unit and Map Guides


This plugin comes with comprehensive guides which detail almost all aspects of the changes brought with this modification to the original Myth II gameplay.
•Unit Guide: Includes documentation of most gameplay-relevant unit stats, alongside written statements of comparison to their vanilla Myth II counterparts.
-Learn how the new and modified units stack up–everything from health and attack values, resistances, impact of experience gains, etc.
•Map Guide: Breaks down each multiplayer mesh in detail.
-Covers trading options and objective locations across all gametypes.
Notes how each difficulty level affects:
-Available trading points and maximum amounts of each tradable unit.
-Starting unit compositions (for no trading games).
-Number and positioning of game objectives (some of which change with difficulty).