A Proud Member of
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Note on Submitting Mods:
Authors, please include the global
history.txt file as well as a brief summary/description of your mod.
Zip everything into a compressed folder (.zip file) and send to
chimaeros@strategyplanet.com
Unzip mods in your /Kohan/ or /Kohan Ahrimans Gift/
directory.
Select desired mod(s) in the Kohan Launcher.
[
K-mod FAQ
] |
A Call To Arms |
Mod
Description |
Mod Name:
A Call To Arms
Mod ID: AC
Download Mirror:
The Awakening
Authors: Chimaeros
Mod Type: KAG
Mod Version: 0.0.0.32
Added:
10-20-02 |
Global History
New Units: Grave Digger, Undertaker, Adherent, Light Crossbowman, Tempest,
Winter Shield, City Watch, Arsonist, Convocator, Cremator, Skeletal Archer
|
Author's Note:
A Call To Arms is designed to either be
used alone with KAG or to supplement other mods. New units are added
to each side, but are only brought into play via militia. Each
settlement type has had their militias augmented with archers, mages,
and/or heavy infantry types. What I hope is this will add some more
incentive for players to upgrade that city to citadel.
This is somewhat of a beta and would
appreciate some feedback. Thanks.
|
A Different Mod |
Mod
Description |
Mod Name:
A Different Mod
Mod ID: 01
Download Mirror:
The Awakening
Authors: Ardyrn
Mod Type: KAG
Mod Version: 0.0.0.74
Added: 7-21-02 |
Global History
|
Author's Note:
Basically what it does, well what it
does is change A LOT of KAG. Here's a few things from the immense global
txt included in the zip file: changed all magic-users mana regen from 4 or
whatever to 6, I changed the khaldunite golem and the khaldunite monster
(you know the nasty one that comes from the glowing temple?) to the Siege
Golem and Siege Captain respectively, and messed with their stats to make
them a bit more fair.
|
Ahriman's Betrayal |
Mod
Description |
Mod Name:
Ahriman's Betrayal
Mod ID: AB
Download Mirror:
The Awakening
Authors:
Zebadia_DZ, Strange_DZ
Mod Type: KAG
Mod Version: 0.0.3.54
Added: 8-30-02
Updated: 9-14-02 |
Mod Player's Guide
(Download
Guide)
Update: There are a number of small changes,
many to Kohans whose early modifiers didn't carry through properly to
later experience levels. There are also some unit changes; mostly tweaks
of spellcasters' mana regen rates, but also a few stat changes. |
Author's Note:
This mod does not tweak KAG, but instead redesigns
it so that the mechanics are more akin to tabletop gaming systems. The
factions and subfactions are changed to fit their themes better, and many
units have been changed or added. The game is balanced for multiplayer but
is not a "balancing KAG" mod so much as a "new game" mod.
|
Balance 3 |
Mod
Description |
Mod Name:
Balance
Mod ID: BA
Download Mirror:
The Awakening
Authors: Grond
Mod Type: KAG
Mod Version: 0.0.1.26
Added:
6-30-02
Updated: 8-07-02, 2-28-04 |
Global History
New Units: EB Captain, EG Captain, Elite Captain, Elite Shadow Captain... |
Author's Note:
A lot of minor tweaks to improve the relationship between
footmen, infantry, archers and cavalry. Improvements to
underpowered seldom used units.
Added elite captains for elite front line units. Small adjustments to a
few heroes.
Independents changed to 2 slots that can be upgraded to 4 and City weight
changed to 0.
Update: New and improved version of Balance.
Basically all crappy units are now good, all great units are now good.
Pure archer armies aren't as effective. A quick read through the global
history is highly recommended.
Update 2-28-04: Too
many changes to list, basically I tried to level the playing field
between all factions in different stages of the game. READ the
Global History.
Grond has created seven hard
level AI's optimized for this mod:
Blitzkrieg,
Carlsburg,
Colt45,
IronCity,
Mickeys,
Natlite, and
NightTrain.
|
Colors 1 |
Mod
Description |
Mod Name:
Colors 1
Download Mirror:
The Awakening
Author: brokensword
Mod Type: KAG
Added: 4-22-03 |
Colors 1 changes the default player colors in KAG.
New Colors:
Blood Red, Midnight Blue, Emerald Green, Sterling Silver, Barbarian
Bronze, Magic Magenta, Tenacious Teal, Charged Copper.
Preview |
Installation:
In your KAG directory, create a new
folder named Data if it is not already there. Unzip the colors1.zip
into that Data folder. Rename colors1.ini to colors.ini to use the
new colors. To revert back to the default colors, either delete the
colors.ini file or rename it back to colors1.ini.
|
Community Patch 1.3.8 |
Mod
Description |
Mod Name:
Community Patch 1.3.8 [SE]
Mod ID: SE
Download Mirror:
The Awakening
Authors:
Broknsword, VirtuallyReal, CoW Bin
Mod Type: KAG
Mod Version: 1.3.8
Added: 4-9-04
|
Mod Player's Guide
Global History
Note: Mod will add new folders, Art and Data, if they do not already
exist. Art includes Kohan portraits and Data adds the
multimedia.ini file noted below.
|
Author's Note:
…A patch for the community, by the community…
This ‘patch’ is the result of over 1200 threads and replies on the
Kohan.net Community
Forums. It has been compiled to reflect what the majority felt were
reasons why many units have gone ‘unused’ in the majority of games. In
addition, it looks to address some balance issues.
Major Features:
*KIS Special Edition Kohan Heroes - 13 heroes, complete with art
*Minor increases to under powered Kohan heroes
*Minor increases to underpowered or under-used units.
*Changes to the Barracks & Temple
Please see the ‘Readme’ or Global History to see all the
adjustments. Even with the
changes, the 'look' of the game should not be significantly different,
but you should see more under-used units come into play.
NOTE: *Also in this
patch is a file that will make your KAG load faster, by skipping the
introductory films (multimedia.ini) |
Community Patch 1.3.10 |
Mod
Description |
Mod Name:
Community
Patch 1.3.10
Mod ID: FE
Download Mirror:
Authors:
VirtuallyReal, CoW Bin
Mod Type: KAG
Mod Version: 1.3.10
Added: 1-23-06
|
|
Author's Note:
AG-FE
(Fourth Edition)
Dreadlords – 20mv,
no movement modifier (+110% removed)
Scouts -> -1 Zone of Control (from 4 to 3), -10 hp (from 250hp to
240hp)
Horse Archers/Goats -> -1 Zone of Control (from 5 to 4)
Rangers/Pathfinders/Scouts – provides 115% Zone of Control
Horse Archers / Goats – provides 112% Zone of Control
Protection & Blessing Kohans – receive ‘-1 DV vs Any’ at Awakened.
(Removed at Enlightened).
(Kohans affected: Ravid, Sarai, Navaa, Sebastian, Dylan, Darya, Thora,
Dali, Jilla, Solomon, Kendra, Sadira, Darius, Roxanna)
Shadow Knights – build requirements changed to Mana Forge (changed from
BS/Rax). Retains 1.3.9.1 stats (30av/12dv/16mv, 60% damage vs. archer).
Sorceress – New spell ‘Brittle’ – same as current ‘Ice Storm’ (50
damage/Duration: 15s/Paralyze), but with added effect: (115% vs any, 15s
duration). Same description as ‘Ice Storm’, but add: “The frozen
targets are more susceptible to damage”
Celebrant –Change component requirements to: Barracks, Light of Faith
(upped Temple), Library.
Lancer – +2AV vs Cavalry. No component requirement (changed
from Blacksmith).
Crossbows – Reduce AV(ranged) from 54 to 50
National Settlements – all settlements have a ‘bonus’ SurrenderModifier
of -0.1
NOTE: If Nat
settlements already have a set ‘SurrenderModifier’, this should make it
so they have 0.1 less (from 0.5 to 0.4, for example).
Paladin – increase
move to 20mv (from 16mv)
Avatar – increase move to 22mv (from 18mv) |
Dark Rising |
Mod
Description |
Web Site:
Dark Rising
Mod Name:
Dark Rising
Author: SecretAgent
Mod Type: KAG
Added: 4-10-03 |
See
Web Site for full info. This is an extensive mod/expansion that adds
new units, heroes, spells... |
Installation:
Run the .exe file to install. See
Read me for more info.
|
Darkwars |
Mod
Description |
Mod Name:
Darkwars
Mod ID: DM
Download Mirror:
The Awakening
Authors: Christovas
Mod Type: KAG
Mod Version: 3.0.2.50
Added:
6-24-02
Updated: 6-19-03 |
Global History
Mod Player's Guide
New Units: Abjuror, Alteror, Bishop, Cardinal, Crusader, Dark Acolyte,
Dark Maiden, Dark Priest, Dark Prophet, Demon, Demon Knight, Demoness,
Enchantress, Evoker, Fire Maiden, Flame Lord, Gatekeeper, Greater Witch,
Hell Hounds, Heretic, Holy Rangers, Knight, Lich Lord, Magi,
Massacres...and a lot more... |
Author's Note:
Darkwars, it was over a year in the making.
Twice released for playing and testing. Recently, I invested 4 solid
months on it. There are roughly 6-8 specific authors and another 10
more that helped. Total there are, as of last week, over 1000
modifications, adjustments, and tweaks from KAG. Its named Darkwars
"X" for expansion, not officially of course, because it IS an entirely new
game in the Kohan "theme". There are roughly over 20 new units and
just as many new and modified spells. All the Kohan have been
modified, from their spells to their basic values. Darkwars is
extremely balanced to say the least. Great care has been taken to balance
this with well over 20 people helping over the last year.
A good 50-60 people have played and one person has yet to say it wasn't
fun, this is what kept me going to continue to perfect it. The story has
changed and the new story can be found in the KAG forum under
Darkwars: General Info. Darkwars X was realeased with no immediate
flaws or errors so I think we have a winner. Right now roughly 40% of the
mulitplayer have it and actively plays it when a host is up. I hope to see
more soon! - Background and Tips have been added to a
Darkwars Mod Guide.
|
Featured
Mod |
Darkwars: The
Forgotten Expansion |
Mod
Description |
Mod Name:
Darkwars
Mod ID:
Download Mirror:
The Awakening
Authors: Christovas
Mod Type: KAG
Mod Version:
Added:
6-5-05
|
Official Thread |
Author's Note:
NOTE: See
Official Thread for installation instructions
WHAT'S NEW?
*Terrain modification to allow a smoother gameplay on difficult terrain
(bonuses still apply, modification was symmetric w/exception of grass)
*Each faction has allied with a new race i.e., haroun, gauri, etc..
*New KAG colors done in good taste and deeper tones
*New Units: Drow Warrior, Demon Lord, Greater Demon, Marksman, Elder,
Drow Master, Lich King, and Demon Slaver
*Spell modification (balancing) & New Spells. I was unable to alter
spells in the past like I can now. This allowed me to better balance the
uber spells
*Hero adjustments
*Component adjustments; Billet, Quarry, temple
*Hero adjustments
*Added Voice and sound files
*New militia to buildings and forts
*New values to several units
***more +income for City and cheaper upgrade from town to city
ADDITIONAL NOTES:
1) Host all the terrain you wish!!!! It won't take you a year to play a
game in snow or desert.
2) HOSTS ARE WARNED TO DISABLE SEED TECHS IN
DWTG GAMES!!!!!!!!
|
Dennet |
Mod
Description |
Mod Name:
Dennet
Mod ID: DN
Download Mirror:
The Awakening
Authors: Keith John Ness
Mod Type: KAG
Mod Version: 1.0.3.5
Added: 5-1-04 |
|
Author's Note:
Dennet is a rougher world than Khaldun. Settlements
and lairs are less prosperous. The clever war fighters, such as
archers, mages, and elites, are less effective. Settlers and engineers
feel the weight of their equipment more. Even healing heroes find their
healing skills delayed until they have gained some experience.
Dennet is strange to Khaldun in other ways, as well.
Some extreme factors on Khaldun, such as the 'skeleton' element defense
bonus versus ranged attacks, are less extreme on Dennet. Some
especially subtle factors on Khaldun, such as the footman element attack
bonus versus cavalry elements, are more significant on Dennet. Some
factors that generally occur together on Khaldun, such as Ceyah
vulnerabilities to Magic and Khaldunite and Holy, are more separated on
Dennet. Some factional factors on Khaldun, such as the Council Wizard's
company defense bonus versus archers, are unit type factors instead on
Dennet (such as the cavalry element defense bonus versus archers). Some
component pricings that are at odds with effectiveness on Khaldun, such
as the pricings of Stone Export and Mage College, match effectiveness
more closely on Dennet.
|
Elite Mages |
Mod
Description |
Mod Name:
Elite Mages
Download Mirror:
The Awakening
Author: Boloniesa
Mod Type: KAG
Added: 10-2-03 |
See
included read me file - new elite mages for each faction. |
|
Equalizer |
Mod
Description |
Web Site:
Equalizer
Mod ID: EQ
Download Mirror:
Authors: DRG Enkidu, Doombringr
Redgawk, Strange DZ
Mod Type: KAG
Mod Version: 1.0.0.6
Added:
6-23-02 |
Global History
(Equalizer site)
|
Author's Note:
We thought it best to start out slow with a few small
tweaks instead of multiple, more drastic changes. This is something that
we would like to build on over time with the communities help. |
Escalation |
|
Web Site:
Escalation
Mod ID: ES
Download Mirror:
The Awakening,
FilePlanet
Authors: Blade, Ras, Endrosz
Mod Type: KAG
Mod Version: 0.1.0
Added:
5-19-03
Updated:
11-19-03 |
Mod Player's Guide
Second Edition includes 1 Map, 13 AI
|
Author's Note:
The usual plethora of new units, massive gameplay changes,
and a serious attempt to make non-Ceyah faction more distinct: this is
Escalation. Watch as Battlemages duke it out with Heartseekers, Murk
Spiders entrap Rhaksha Hunters, knights supported by mages ride forth to
defend Citadels. And be on the lookout for those unwanted melee Kohan, we
know you'll want them now! New SAIs and some maps, and a detailed readme
included.
|
Eternal
Warriors |
|
Web Site:
Eternal
Warriors
Mod ID: EW
Download Mirror:
Authors: brokensword
Mod Type: KAG
Mod Version: .371
Added:
12-10-02 |
|
Author's Note:
Mod in Beta |
Factions 3 |
Mod
Description |
Mod Name:
Factions3
Mod ID: FS,FC,FH,FN,FM,FU
Download Mirror:
The Awakening
Author: Crom
Mod Type: KAG
Mod Version: varies
Added:
9-2-04
Updated: 10-25-04, 11-9-04 |
Major
Changes to Gameplay
Be sure to read the Installation notes included in the .zip file
|
Author's Note:
All faction units have been modified. The Council is an
army of beasts. The religious Royalists and the Magelord Nationalists
represent the Mareten of Khaldun while the Ceyah still lumber forth as
undead minions. This list is large and better illustrated by the many
global history lists included. The best way to experience the changes
is to play!
Includes several AI as well.
|
First Test |
Mod
Description |
Mod Name:
First Test
Mod ID: FT
Download Mirror:
The Awakening
Author: WyldRage
Mod Type: KAG
Mod Version: 0.9.6
Added:
6-19-02 |
Global History
See Second Test below for the next version of this
mod.
|
Author's Note:
This is a test for each faction's special unit in KAG.
Changes to the Crossbowman, Disciple, Shadow Knight and Horse Archer. |
Fixer |
Mod
Description |
Mod Name:
Fixer
Mod ID: FX
Download Mirror:
The Awakening
Author: Durandal,
Website
Mod Type: KAG
Mod Version: 1.0.4
Added:
1-27-03
Updated: 2-5-03, 2-17-03 |
Global History
1.0.1 Adds Awards Edition Heroes as
well as a new Nat Hero.
1.0.4 Changes to heroes
|
Author's Note:
Paladins: +1 DV to their companies
Avatars: +2 DV to their companies
Rangers: -10% attack speed, Magic damage
Pathfinders: -10% attack speed, Magic damage
Sorceresses: +1 mana regen
Disciples: 65% damage from archers, -2 gold cost
Elite Bowman: 44 AV at 75% attack speed instead of 36 AV at 100% attack
speed
Shadow Knights: 50% damage from Magic
Rainbringers: +1 gold cost
Windriders: -2 archer defense, require Barracks, +4 gold cost
Heroes:
All melee Kohan that didn't have 50% archer
resistance, do now
Improvements made across the board to all melee-only Kohan
A few changes to some non-melee Kohan
Added a new Hero, Anton Mordecai
Added all KIS Awards Edition Heroes except Sar Lashkar and Amon Koth
Militia: now have a ZOC of 6 squares, which prevents
town stealing in most cases
|
The Fortress |
Mod
Description |
Mod Name:
The Fortress
Mod ID: TF
Download Mirror:
The Awakening
Author: Lexus
Mod Type: KAG
Mod Version: 1.0.1
Added: 7-29-03
Updated: 9-10-03 |
Global History
|
Author's Note:
This mod only changes the buildings data, so it can be used with other
mods that affect only units or/and heroes. This is the second edition and
I think this will be the final.
I released The Hunters mod too, which includes all
these building modifications, but I wanted The Fortress as a stand alone
for those who prefer another mod.
I strengthened the cities (16 militia), the citadels (20 militia), the
outposts (8 militia) and the forts (16 militia). I added an upgrade to the
indy towns. They have 4 slots and 12 militia at first level and 6 slots
and 16 militia at Fortress level. It looks to me that they were too easy
to conquer. Also, Slaanri Kraal (2 slots, 8 militia) can now be upgraded
to Slaanri Dwelling which will grow to the Slaanri Fortress. All villages,
mareten or indies, start now with 4 militia.
There is a FORTRESS (5 slots, 20 militia), as an upgrade to the Assault
Fort (3 slots, 16 militia), and a Werewolf Refuge (4 slots, 16 militia).
All 3 will be spawned like indy towns on random maps and can be used in
the map editor too, with the mod loaded, of course..
The rewards of the Dragon and Drake Lairs will now be more accurate with
their legend: they have real treasures hidden inside. The camps and the
hives are better priced too. Expect more militia in ruins.
|
Front Power |
Mod
Description |
Mod Name:
Front Power
Mod ID: fp
Download Mirror:
The Awakening
Author: John Davis
Mod Type: KAG
Mod Version: 1.0.0.1
Added:
6-20-02 |
Global History
Support units can now be frontline units.
v1.0.0.1 updated 6-21-02
|
Author's Note:
It's called frontline power. I remember someone wanting to
be able to make anything a company..... so here it is. |
Heroes |
Mod
Description |
Mod Name:
Heroes
Mod ID: 55
Download Mirror:
The Awakening
Author: Out4Blood
Mod Type: KAG
Mod Version: 11.22.33.65
Added:
7-21-02
|
Global History
|
The Hunters |
Mod
Description |
Mod Name:
The Hunters
Mod ID: TH
Download Mirror:
The Awakening
Author: Lexus
Mod Type: KAG
Mod Version: 1.0.2
Added: 9-10-03
Updated: 11-11-03 |
Global History
See included text files for more info
Hunters Mod AI (25 AI) |
Author's Note:
The Ceyah have improved their army with new demons, slaves and mages. They
are determined now, more than ever, to rule the entire Khaldun. So, it was
the time for a new alliance to arise. The Hunter, the mysterious Kohan who
speaks less but does more, united his disciples, the Hunters, their shape
shifting brothers, the Werewolves, their mage friends, the Druids, and
their faithful allies, the Amazons, to fight together against the new
threat of the Shadow. It looks that the hunt will have more fun now. And
the battles will be more fierce...
|
Hunting
Grounds |
Mod
Description |
Mod Name:
Hunting Grounds
Mod ID: HG
Download Mirror:
The Awakening
Author: Delarius
Mod Type: KAG
Mod Version: 0.9.2.12
Added:
6-27-02
Updated: 6-29-02 |
Global History
New units: Archer's Mystic, Berzerk Beast Rider, Bone Bow Captain, Archer
Captain, Elite Rainbringer, Inquisitor, Mounted Priest, and more...
|
Author's Note:
Well this is a mod I'm working on, all the
new units are there but they might need to be balanced. As soon as
TG get the kohan creating thing fixed I'll had the heroes of the active
Hunters of the Eclipse.
|
Imperial |
Mod
Description |
Mod Name:
Imperial
Mod ID:
Download Mirror:
40kzone
Author: Rodman49
Mod Type: KAG
Mod Version: 1.0
Added:
11-30-03 |
Using colors from brokensword's Colors1
modification!
|
Author's Note:
Imperial Expansion (v1) for KAG created by
Paul "Rodman49" Street. Imperial Expansion is a mod based on
encouraging players to expand and use empire building techniques. All
towns cost less to upgrade, settlers and engineers have been improved,
along with combat engineers and pioneers, units receive more bonuses for
entrenchment and fortifying too, also many components have been lowered
in price.
In other departments all captains were made significantly better and
there have been a few improvements to some Kohan. This time around
Dylan got a much needed boost and Eben is now a formidable force (as the
advisor of the KIS Campaign should be). Elite Bowmen also received a
nice graphical upgrade.
|
Independents |
Mod
Description |
Mod Name:
Independents
Mod ID: ID
Download Mirror:
The Awakening
Author: Leadman
Mod Type: KAG
Mod Version: 1.0.0.20
Added: 2-24-03 |
Global History
Independents Description |
Author's Note:
This mod hopes to enhance the KAG experience by expanding
and developing the independent races. In addition to new units, the
independent villages (all 2 component structures) are upgradeable to
town (4 component) and city (5 component).
Unfortunately, with the exception of the Slaanri Kraal, the graphic
doesn't change once the upgrade is complete. All independent cavalry
units now require a barracks to commission (all independents now have
Cavalry units). Hopefully, the character of each independent race has
been maintained with this mod. The Haroun are still primarily a
"shooting" military. The Drauga are still a fast moving melee force. The
Slaanri and Gauri are still slow moving, but both now have more punch.
|
IronMen |
Mod
Description |
Mod Name:
IronMen
Mod ID: IM
Download Mirror:
The Awakening
Author: Chimaeros, IronFist
Mod Type: KAG
Mod Version: 1.0.0.0
Added:
6-17-02
Updated: 6-30-02 |
Global History
Pikeman changed to non-tech, Nat only unit
Rhaksha Slave changed to non-tech, Ceyah only unit
Sorceress Mana Regeneration raised from 3 to 4
|
Author's Note:
This mod contains a very small and subtle amount of changes
to the game, all of which are listed above.
|
KAG 2 |
Mod
Description |
Mod Name:
KAG 2
Mod ID:
Download Mirror:
The Awakening
Author: Grond
Mod Type: KAG
Mod Version: 0.42
Added:
4-03-06
|
Look
here for
full description and strategy guide. |
KIS Front
Power |
Mod
Description |
Mod Name:
KIS Front Power
Mod ID: KP
Download Mirror:
The Awakening
Author: 3cp69
Mod Type: KIS
Mod Version: 1.0.0.6
Added:
7-01-02
Updated: 7-7-02
|
Support units can now be frontline units.
Battle Priest Hp increased, armor increased, and attack increased.
All magic users (i.e. support) +2 ZOC.
All Ceyah support decreased.
Sorceress regen changed from 3 to 5.
Other small changes. |
KIS Heroes |
Mod
Description |
Mod Name:
KIS Heroes
Mod ID: IS
Download Mirror:
The Awakening
Author: Durandal
Mod Type: KAG
Mod Version: 1.1.0
Added: 2-5-03 |
Adds Awards Edition Heroes
|
Author's Note:
Adds the Awards Edition heroes, except for Jhaengus.
|
KIS Linux Patch |
Mod
Description |
Mod Name:
Kohan.patch01
Author: Siegfried Gipp
Mod Type:
KIS LINUX
Mod Version: 1.1.0
Added: 6-14-04 |
Patch Notes (details of changes)
|
Author's Note:
Zipped with gnu zip. Unzip, then rename to Kohan.TGW
(backup the original!)
|
Kohan
Scramble I |
Mod
Description |
Mod Name:
Kohan_Scramble
Mod ID: KS
Download Mirror:
The Awakening
Author: Chimaeros
Mod Type: KAG
Mod Version: 1.0.0.0
Added:
6-17-02 |
Global
History |
Author's Note:
Tired of those Nats always getting Naava? All this mod does is change the faction of every Kohan -
very little thought was given to balancing, other than keeping the three
healer Kohan apart and trying to equalize the numbers of melee/mage
Kohans on each side. The idea was just for a little bit of variety
for those getting sick of getting the same old Kohan. For that
special surprise factor, don't read the global history file to see where
each Kohan landed...
|
Paladin |
Mod
Description |
Mod Name:
Paladin
Mod ID: PA
Download Mirror:
The Awakening
Author: Joshua
Mod Type: KIS
Mod Version: 0.0.0.16
Added:
8-23-04 |
Global
History
|
Author's Note:
I did a lot of changes to the game. I made almost every
unit have it's own captain. I modified all the cities to have better
defenses making the game a bit harder but a lot more fun.
|
Patch 1.3.9 |
Mod
Description |
Mod Name:
Patch 1.3.9
Mod ID: TE
Download Mirror:
The Awakening
Authors:
VirtuallyReal
Mod Type: KAG
Mod Version: 1.3.9.1
Added: 12-21-04
|
Note: Mod will add new folders, Art and Data, if they do not already
exist. Art includes Kohan portraits and Data adds a multimedia.ini
file
|
Change List:
Ceyah:
Reaver build requirements fixed
Dreads mv at 20
SDs have cost reduced to 1m, recruit cost reduced to 10g
Sar Lashkar added
Wraith MV increased to match skels (20 mv)
Shadow Captains free
Shadeling provides 120% LOS
SK stat boost to 30av/12dv 60% from ranged & captains without holy/magic
vulnerabilities and require rax+smith
Lethargy reduced to 33% mv
Royalist:
Settles +1 GPM (+2 for town, etc etc)
Receive Pikemen (requiring wood+rax) as a starting tech
Billet provides 10gpm income (call it a tax levy)
Darya loses +2 dv at enl
Nationalist:
Invoker provides 120% resupply
Disc to 26 mv
Elite Guards recieve the proposed grenadier captain
Terrify to give 110% Frail w/ 10 second duration + WoP reduced to 120%
frail and CoF increased to 175%
Global changes:
Grenadier captain added - provides 120% resupply.
Pallies/Avatars given enchant immune (MP) and lose speed increase
Gauri magic resist dropped to 25%
Marsala spells fixed
Slaan to original cost
Scout LOS provided increased to 130%
|
Quantum
Blaze |
Mod
Description |
Mod Name:
Quantum Blaze
Mod ID: QB
Download Mirror:
The Awakening
Author:
Q¤Maximu§
Mod Type: KAG
Mod Version: 1.0.1.11
Added:
6-24-02 |
Global
History
New Units: Assassin, Crusader, Dark Knight, Drauga
Seer, Gauri Abjurer, Halberd, Inquisitor, Priest of Lath, Pyromancer, Rain
Maker, Shadow Thief, Slaanri Diviner, Summon Lord, Thunder Cardinal,
Windreavers
|
Author's Note:
Quantum Blaze adds a few new units to the game. I tried
not to mess with the balance of things ( too much ). If I added an elite
priest to one faction, I did the same with the others. I hope you guys
like it, it did take me a while. In total I added 15 new units (I think
its 15 I could be off by one), I edited the Elite Bow, I added 2 Heroes
to Roy, Ceyah, and Nat, and I Improved 3 Council heroes.
Any feed back could be posted on the
Awakening
forums.
|
Real Deal |
Mod
Description |
Web Site:
Real Deal
Mod ID: RD
Download Mirror:
Author: Arzachel
Mod Type: KAG
Mod Version: 0.1.1
Added:
6-23-02 |
Global
History (official boards) |
Author's Note:
Main points of mod
-several small unit tweaks to under/overused units.
-elimination of all non-village level indy towns, so they aren't a huge
advantage in MP.
-new units for Nat and Council, Ceyah frontline diversified a bit.
-improvement of elite priests.
-improved reason to make barracks
-lowered lairs.
|
Realm Lords |
Mod
Description |
Mod Name:
Realm Lords
Mod ID: RL
Download Mirror:
The Awakening
Author: Chimaeros
Mod Type: KAG
Mod Version: 1.1.0
Added: 1-12-03 |
The following units have new voices:
Bowman, Cavalier, Crossbowman, Dragoon, Elite Bowman, Elite Guard,
Engineer, Footman, Grenadier, Infantry, Settler...
and Shadow Beast and Windrider each get one additional...sound... |
Author's Note:
While going through some of my old games, I came across Lords of the
Realm II by Sierra and found some interesting unit voices...which I
put into a Kohan mod. This mod adds new voices only; no new units or
game balances.
|
Featured
Mod |
Reawakened |
|
Mod Name:
Reawakened
Mod ID: RA
Download Mirror:
The Awakening
Author: Jadahri
Mod Type: KAG
Mod Version: 1.1.0
Added:
2-22-03 (1.0.2)
Updated: 3-3-03 (1.0.8), 3-18-03 (1.0.9),
2-24-04 (1.1.0) |
Global History
Overview Text
|
Author's Note:
Reawakened makes significant adjustments or additions to 5 main
areas: sound FX, heroes, lairs, technologies and elite units. A number
of fairness issues are addressed, including random map spawn rates, gold
rewards, militia strengths and the near-complete elimination of town
stealing, but this shouldn't be construed as a balance mod. My goal was
to add lots of variety and new experiences without changing this great
game so much as to make it unrecognizable. Anyone familiar with KAG can
jump right in and play. With the added sound effects and changes, I
hope you get as much enjoyment out of watching Amon Koth beat his
enemies senseless as I do. : ) - Jadahri
Update 1.0.9: After a poll on the official
boards and some digging through old posts by players, I've decided to
change the approach that I've taken up until now. The current version
of Reawakened adds sound FX, lairs, and unit technologies to the game,
but leaves all of the game's standard units completely intact. No
changes at all were made to the strength of these units. This
should allow players not wishing to relearn the game's basic units to
hop right in and play with confidence. This should also help to
alleviate the natural fears that can arise in a player's mind about a
mod's level of play balance. Hopefully players looking for a new
wrinkle in Khaldun, and players who are wary of turning the game upside
down, can find common ground to rally around with the absolute
preservation of basic unit costs and capabilities.
Update 1.1.0: Tweaks from the past year and
additional sound effects. Siren
AI included with download.
|
RePo KAG Mod |
|
Mod Name:
RePo KAG Mod
Web Site:
NetCommander
Mod ID: RP
Download Mirror:
The Awakening
Author: RePo
Mod Type: KAG
Mod Version: 1.0.1.2
Added:
7-7-02
Updated: 10-20-02 |
Global History
This mod adds new
units and many of the tech units to the standard game, and defines each
side's role even more. The Nationalists are about slower, but more heavily
armed and armored units, the Ceyah are about weaker, but faster to build
and cheaper, units. The Royalist are about speedy cavalry units and all
good energy, and the Council concentrates on ranged and magical units. |
Author's Note:
This mod adds new units to the
game and makes the tech units available as normal ones to enhance the
game, and adds another special unit to each side. Best played with
Monsters off.
|
The Ruyen Mod |
Mod
Description |
Mod Name:
The Ruyen Mod
Mod ID: RM
Download Mirror:
The Awakening
Author: Ruyen
Mod Type: KAG
Mod Version: 1.1.0
Added:
6-17-02 |
Global History
There are a lot of changes in this mod as well as several new units: the
Javelineer, the Jouster, and the hero, Ruyen. |
Author's Note:
Please contact
Chimaeros at The
Awakening or on the Kohan Forum to suggest future changes. See the
Global History for details.
|
Second Test |
Mod
Description |
Mod Name:
Second Test
Mod ID: ST
Download Mirror:
The Awakening
Author: WyldRage
Mod Type: KAG
Mod Version: 0.9.7
Added:
6-23-02 |
Global History
|
Author's Note:
The changes of the Disciple and Shadow Knight have been
kept, after testing with other players: they are balanced in our opinions.
I have changed the X-Bows and Horse Archers to a less severe extent, and
added the Grenadier and Ranger.
|
Super Mod |
|
Mod Name:
Super Mod
Web Site:
The Orbital Mind
Mod ID: RP
Author: Super Argent
Mod Type: KIS
Added:
1-12-03
|
To download and for details on the mod and
changes, see
The Orbital Mind |
Author's Note:
Not like it was really hard, but I decided to play with
KMOD, and roll back the game to when Rangers were 1 W 1 M and
Pathfinders were 2 W 1 M.
|
Uber Kohan |
|
Mod Name:
Uber Kohan
Mod ID: UK
Download Mirror:
The Awakening
Author: Peb*OW
Mod Type: KAG
Mod Version: 0.0.0.11
Added:
3-30-04
Updated: 4-1-04 |
Global History |
Author's Note:
The only major changes are all to Kohans. The
spellcasters are truly wicked; the fighters are total tanks, and the
bowman are pinpoint snipers. They lead your companies into battle and
can take a ton of punishment...some of them reaching 1500+ hp at
ascended.
There is no more huge differences between kohans...you can pull Divsha
and be happy with her 720 hp and 78 AV; yes, all melee kohans are about
as strong, but retain their initial abilities, and learn new, powerful
spells at restored and ascended.
The only changes to units:
sorceress = 1s/1m
disciples = trailblazing
grenadier = 16 speed
|
Uniform
Justice |
|
Web Site:
Uniform Justice
Mod ID: UJ
Download Mirror:
Author: Arzachel
Mod Type: KAG
Mod Version: 0.1.0
Added:
7-21-02 |
|
Author's Note:
- invokers gained trailblazing, they're the only non-kohan
with trailblazing
- rangers and pathfinders increase speed of company, but no more
pathfinding
- the weaker mage units, and some underpowered elite mage/priest units
now regenerate mana faster
- all indies over village level will no longer pop up in random maps
- indies have 2 slot and 4 slot strengths, with a 150 gold cost to
upgrade
- a weak maelstrom frontline that doesn't grant much of a siege bonus is
a new unit for all factions
|
Unreal Mod |
Mod
Description |
Mod Name:
Unreal
Mod
Mod ID: a1
Download Mirror:
The Awakening
Author: Unreal
Mod Type: KAG
Mod Version: 0.0.0.5
Added:
10-24-02 |
Global History
|
Author's Note:
hey, I just knocked this thing together to correct a few of
the imbalances as I see them, and also make it easier to support Disc &
SK. There isn't anything too radical here so it's not much different
to the normal game, however, you may find SS are less effective
now...Other than that, archers have been hurt melee-wise and are more
vulnerable to cavalry, and EG is a tank. Barracks are required for all
indie cav units.
|

War Masters |
Mod
Description |
Mod Name:
War Masters
Mod ID: WM
Download Mirror:
The Awakening
Author: Hålo
Web Site:
To[x]icity
Mod Type: KAG
Mod Version: 1.0.1
Added: 8-16-02
Updated: 10-7-02 |
Global History
Adds Assassin, DarkDefender, Holy Raider, Legionary,
Man-at-Arms, Roundhead, Elite Rider, Battle Monk, Canon, Lycanthropist,
Prodigal, Skirmisher, Vampire, plus a few heroes, and allows you to build
Avatar, Dreadlord, Paladin, Ranger, Pathfinder, and other logical front
units as Front-line instead of Support; also adds some small tactical
tweaks.
|
Author's Note:
This mod adds 4 units to the Ceyah, and 2 to each of
the Mareten, plus a further 2 that is shared between them. There are a few
new heroes, but they're incomplete and not all of them are in the mod yet.
Plans for the future include Rhaksha Villages, Forts upgradeable into
Assault Forts and still more tactical changes. Keep in mind this is a
pre-release, and I would appreciate reports on any unforeseen bugs.
|
Wyld Vision |
Mod
Description |
Mod Name:
Wyld Vision
Mod ID: WV
Download Mirror:
The Awakening
Author: WyldRage
Mod Type: KAG
Mod Version: 0.9.6.1
Added:
6-18-02 |
Global History
|
Author's Note:
This is my vision of Kohan. It is meant as a balance for the factions. It
is in development, because I don't know how to change spells and
components yet.
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