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Mods

Download K-mod  v1.0.7.0 from FilePlanet or The Awakening



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.

 
For additional information, please see the "Reawakened Overview" text document.
 

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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