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.