Overview:

This plugin is for use with Myth: The Fallen Lords. SoN modifies the dark units so that the solo levels are more difficult. In general, if you play a solo level with this plugin active on heroic, it will be similar to difficulty to legendary. With the SoN plugin active, legendary will be more difficult to win. Scripting changes were made to nine of the levels to add a bit of variety, change things I found annoying, or to 'fix' what I would consider AI bugs. All specific SoN levels, even on legendary, are winnable. A few of the levels (particularily Great Deviod) may not be winnable on Legendary with SoN enabled. Please note that this was designed and tested with the solo/co-op levels in mind ONLY. Team games will generally be unbalanced; however, Slugfest can be interesting and different.

note: original value in parens, new value follows

Dwarf, Light Team:

Satchels (4) 2 - Ambush dwarves, 0 This makes standard strats such as the 'satchel field' on Across the Gjol not as easy to pull off.

Journeyman:

Roots (6) 4 Fewer roots is like taking away two lives from your army in the long run.

Last Battle Alric:

Electrical Damage Modifier (0.047) 0.027 This is to counter the more powerful fetch lightning on Last Battle.

Dwarf, Dark Team:

vitality (2.188) 3.5 speed (0.023) 0.026 turning (160) 180 vel error (0.004) 0.004 init vel (.129-.143) .16-.18 init recovery (4) 3 attack freq (1.5-2) 1.3-1.8 Satchels (4) 0-2 This is really a modified dwarven hero. Initial recovery and attack frequency is more in line for a regular dwarf. Uses the 'deluxe' bottle, same as dwarven hero. These dud less often, and when the do, they are more likely to then explode on the next dwarf throw. Expect some more interesting flying bottles on Shadow. Also note, the 'rescued' dwarf is this type, making it more important to rescue him. Most of a dwarven hero's 'extra' range is from the faster initial velocity. Instead of constantly short throwing, they will generally get the bottle to the target. Carrying between 0 and 2 satchels allows for fewer 'accidents' to happen that can make Shadow so easy.

Fir'Bolg, Dark Team:

vitality (2.188) 3.5 speed (0.023) 0.026 turning (160) 180 vel error (0.014) 0.008 init vel (.24-.26) 0.27-0.29 init recovery (3) 2 attack freq (1-1.5) 0.9-1.4 This is a modified fir'bolg hero. Gone is the 'machine gun' speed, and a bit of velocity error helps them miss sometimes. Again, the added range is from the higher initial velocity.

Fetch:

vitality (2.188) 2.8 turning (200) 240 init recovery (2.5) 2 attack frequency (0.5-1.0) 0.5-0.8 damage (3) 4 secondary damage (0.4-0.5) 0.5-0.6 One zerk may have difficulty taking down a fetch now, so you better consider alternatives. It used to be important to make sure a fetch doesn't get in a blast on your main troops, now it is even more important.

Ghol:

vitality (3.184) 4 turning (200) 240 miss fract (0.05) 0.02 init rec (0.5) 0.4 attack freq (0.5-0.7) 0.4-0.6 invisible on overhead map With the added turning speed, ghols seem a bit more slippery and sneaky.

Myrmidon:

vitality (5.5) 8.0 turning (200) 240 attack freq (0.5-0.8) 0.4-0.6 damage (0.45-0.55) 0.5-0.6 Attacking slightly faster with slightly more damage make these guys something zerks need to worry about now.

Shade:

vitality (12) 15 They're mean enough, why mess with them too much (:

Soulless:

vitality (2.395) 3.184 turning (160) 180 vel error (0.012) 0.004 init recovery (1.5) 1.4 attack freq (1-1.5) 0.9-1.3 More accurate, more health, slightly faster attack frequency. Don't think your zig-zagging archer will take em out one on one.

Spider Queen:

vitality (5.5) 6 attack freq (0.4-0.7) 0.4-0.60 invisible on overhead map

Spider:

vitality (1.188) 1.5 attack freq (0.4-0.7) 0.4-0.60 invisible on overhead map

Thrall:

vitality (6.5) 10 turning (100) 120 miss fract (0.05) 0.02 damage (0.7-0.8) 0.75-0.90 attack freq (0.5-1.0) 0.5-0.9 Thrall were fodder, now they are tougher fodder. Don't expect your dwarfs to handle them too quickly. The added turning speed will make them a bit more mobile. Expect your dwarves and fir'bolg to take a few axes when trying to get away.

Trow:

vitality (30) 45 initial recovery (0.2) 0.167 attack freq (0.4-0.7) 0.4-0.6 MI TRO KILZ UR TRO.

Wight:

vitality (1.5) 3.184 turning (100) 120 range (2) 2.5 - this should make them trigger a bit sooner damage (wight explosion) (5) 8-10 radius (wight explosion) (6-6.4) 6.4-7.6 damage (exploding pus) (2-3) 4-5 radius (exploding pus) (2.25-2.3) 2.4-2.6 pus packets (2) 4 invisible on overhead map Wights will be harder to take down, should pop sooner, and have a much more devastating blast, though the range is not much greater. This blast really sends the pus packets flying.

General Changes:

Dwarves will now cheer when they have no satchels. Zerks' cheer sound is now present. Dwarves on Ambush juggle bottles to cheer. Do not, repeat... do NOT heal Soulblighter (: New unit names and flavor texts, Big Thanks to everyone that helped with these.

Manual Home Unit Overview | Training Nightmare | Crow's Bridge | Homecoming | Flight From Covenant Force Ten | Bagrada | Ambush | Shadow | Gjol | Last Battle