Whenever I play a game for any period of time, my thoughts will invariably drift towards the question of "If I was in charge of this game, what would I do differently?". Nine times out of ten, this idea develops into a game of my own I want to make in the future, a desired copy of the game in question built from the ground up with my changes in mind. However, if the scope of the changes I would make is small enough, and modding the game easy enough, I am not averse to making the changes I would do via a mod - and when that happens, you get X, according to Ksyon!
An "X, according to Ksyon" mod doesn't really set out to have any major important addition or change to the base game. Instead, it's a collection of dozens of small ideas, each one of which may have its own justification behind it, but which ultimately boil down to "hey wouldn't it be nice if...". On the surface, it would have all the appearance of a balance mod, but I make no promises that balance is what this mod will achieve! It much more a product of brainstorming and experimentation.
Wargroove, according to Ksyon alters one or more of the cost, damage output, or movement speed of literally every unit. No unit has been left untouched, but here are some highlights:
A lot of ground and air units are cheaper, while naval units are generally more expensive.
Trebuchets have been significantly reworked: they now deal critical hits at any range greater than 2, but their base damage has been reduced significantly, putting them in the same boat as Merfolk and Witches where their crit damage is their "de facto" base damage, that can be lowered in the wrong situation. They also move a good deal slower.
Archers are stronger against Swordsmen and especially Spearmen, which combined with their cost drop makes them a far more viable answer to massed Spear walls.
Mages don't have as good a matchup vs. Harpies & Witches - they'll still one-shot them at full HP, but a Harpy can actually come out ahead now if the Harpy gets the first strike, making Mages still a good deterrent, but no longer a hard counter.
Mages and Dragons do less extra damage with critical hits, and Harpies do a little bit more.
Turtles are a lot stronger against Merfolk, but more vulnerable to Harpoon Ships and Harpies.
Buildings can now counter-attack from 2 tiles away, so no more free damage for Merfolk.
There have also been some changes to many grooves, particularly when it comes to charging speed - the majority of commanders now charge at "medium" speed, with only a few exceptions lower or higher.
The mod also comes packaged with 16 maps of my own creation.
To Install: once you've downloaded and unzipped the file, simply find the folder for Wargroove mods in your AppData (it's AppData/Roaming/Chucklefish/Wargroove/mods for me) and put the folder labeled "KsyonMod" inside it! You'll need to have opted into the Wargroove Public Beta for it to work, though. You'll also find a more comprehensive changelog within the download, if you want to peruse it.
New Update: Buildings no longer have their range affected by weather. I also made almost everything do considerably more damage to wagons (again, based on a suggestion by Berk), and changed Sigrid's groove so that she can target her own or allied units as well as enemy units, so you can get a full heal without needing to put yourself at risk if you're willing to sacrifice a cheap fodder unit to do it.
To do list for the future:
Make more maps, particularly ones that feature hideouts and their new applications as alternative barracks.
I want to make it so that attacking gates with your commander won't give you any extra charge on your groove. Blocking off a route with a gate on one player's side of the field that's open for the other player sounds like a creative way to compensate for first-turn advantage, but as long as gates can be such an easy, no-risk groove farm, having extra gates is practically a boon rather than a hindrance!
When I made it so that buildings can counterattack from 2 tiles away, that made them a "ranged unit" that can have their range affected by weather, which I have since decided I don't want and will need to fix. (It's low priority, though, since no one plays with weather on anyway.)
I've made some updates to this mod, finally getting the new Double Trouble content adjusted the way I want it. The link in the OP had been updated to download the newest version. Some big highlights, focusing on DT content in particular:
Hideouts can now spawn any light ground unit (as in Soldiers, Dogs, Spearmen, Archers, and Mages) in addition to the two units unique to hideouts, turning them into an alternative barracks that can be found close to the front lines while still forcing stronger units to be recruited further to the rear. Future maps will be built to take full advantage of this, but for now there are two maps with only hideouts and no barracks at all!
Riflemen have been extensively retooled, based on a suggestion by Berk on the Wargroove discord server. They can now move and attack on the same turn, but their range has been cut down significantly. In addition, they now have to line up with their target exactly in order to attack, losing the one tile wiggle room they previously had (though now that they can move and attack, they don't really need it the way that they used to) Riflemen still cannot counterattack. Also, their range will be influenced by weather just like other ground units.
Vesper can no longer set her smoke screen anywhere on the map and must place it centered on her. However, the groove now charges at fast speed instead of slow, allowing her to make much more aggressive use out of it.
There are many more changes, but it would make this post way too long to list theme here. Like before, a full changelog can be found included with the download.