The Colony Alliance Faction Mod
A downloadable faction mod
*****IMPORTANT*****
Known issues:
- Until this issue gets fixed, limit yourself to up to 3 or 5 faction mods. Any more will cause frequent crashes and save corruption to occur.
- If you get any errors due to the mod or something's not looking right please contact me in the Hero's Hour discord or in the comment section of this page.
- When reporting a bug, if it's related to mechanics such as the hero skills please head to the Hero's Hour discord instead
- Colony's mechanics are hardcoded into the game due to being the only officially supported mod so if you still see Colony's skills in the lexicon even with the mod disabled for example well there's the reason.
Creator: AntRose/AnthonyRose/Rosehtra
Contributors:
- Lyolf with helping with technical issues regarding uploading, helping with custom scripting, and providing concept for the Jumping Ant unit.
- ThingsOnItsOwn By being the dev obviously but also giving "official support" to Colony (implementing Colony's mechanics).
- MagicalStorm for helping with custom scripting.
- Ascella with the original 16x16 Winter Ant and Glacier-Eating Ant unit designs.
- DeadSaracen for helping with custom scripting.
- Karbachok by providing the Galvant concept from AI generated art.
- LameFlyingChessboard with the abilities for the Galvant unit.
- King of Quiek for providing the skill tree for Pharein (Pharaoh Ant neutral hero).
Latest Patch notes:
2022-07-02 v1.2
- All Colony heroes (including neutral) now have their own unique combat sprites but also stats and abilities (experimental, instantly report back to me if you find any bugs and crashes with error messages).
- Added a new neutral hero and a special neutral ant unit (this unit won't be accessible via the Mimicking Centre).
- Small to medium tweaks to sprites and portraits, balance and ability changes to some units, adding some of the new available abilities.
2022-10-01 v1.2A
- Minor balance patch for heroes unique stats and abilities.
2023-01-15 v1.2B
- All colony heroes had their sprites (both combat and portrait) redesigned complete.
- 2 new heroes have been added.
- Saurey has been fixed and is now playable again.
- Minor bugfixes and tweaks, too small and insignificant to add one by one.
2023-08-27 v1.2C
- New "secret" hero added.
- The nasty bug related to hero combat sprites has now been patched out and fixed.
Mod Description:
Lead the ant revolution and conquer the overground in Hero's Hour by playing as The Colony Alliance. Their primarily focus on swarming by calling and breeding as many ant reinforcements as possible with the different methods available, they also have a heavier focus on defensive plays.
But if swarming and quantity is not your thing you may opt for quality instead by evolving your ants into the powerful and intelligent Antfolk, but you will require patience, as learning to evolve will take a while, but it will be worth it for the ant revolution.
Mod Contents:
- The 9 factions units and their upgrades.
- The 6 faction heroes and 6 alternate heroes that have their own unique skill trees.
- 12 Neutral units.
- 6 Neutral heroes (and a "secret" 7th).
- 20 artifacts.
- 2 artifact sets (experimental).
- The only Officially Supported mod, allowing 4 unique mechanics exclusive to Colony
Final notes to consider:
If you liked this one I'm sure you'll want to try out my other 2 faction mods too:
The Honey Heart Assembly.
Union of Chrysalis.
Status | Released |
Category | Game mod |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | AntHoneyRose/ROSEHTRA |
Tags | ants, faction, heros-hour, insects, Pixel Art |
Download
Install instructions
1. Obviously make sure to have downloaded/installed the game Hero's Hour beforehand (any non steam version does the trick).
2. Download the zip file by clicking the download link
3. Move the zip to the folder of your choice (preferably the desktop) and then to unzip Right click and select "extract here"
4. Make sure to read the READ ME included for installing instructions.
5. While not required, it's highly recommended to remove or disable the sample mods from mod settings
Development log
- v1.1pre releaseApr 14, 2022
- v1.0, end of the road for Colony but not for meMar 02, 2022
- Preparation for Colony faction mod v1.0Feb 18, 2022
Comments
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This mod is quality! It boasts great animations and unique faction mechanics!
"Ants you say? Surely nothing a good sized boot can't handle."
- A sorely mistaken and short lived general
Thank you. And well update coming very very soon
Hello
Tremendous work, well done
Also excellent aesthetics (thinking about the banner picture hehe)
I have two questions; what is the function of the four dot square button in management screen? It sends to a black screen apparently
Do you intend to post your other faction mods here too?
Also are the bots using the faction familiar with using the evolution chamber and so on (do they pay the premium, hindering them)? Or are their armies generated automatically?
Appreciate the kind words, now to answer those questions.:
"what is the function of the four dot square button in management screen?": The vanilla factions have townscreens and that's the button to switch from clasic town view to said town screens but since mods don't and can't have them currently then it serves no purpose.
"Do you intend to post your other faction mods here too?":
Don't really see a reason for it right now but that might change in the future.
"Are the bots using the faction familiar with using the evolution chamber and so on (do they pay the premium, hindering them)? Or are their armies generated automatically?": Colony's AI seems to work just like other AI but they don't seem to use the Library oof Evolutioni s what I've noticed, that'd be more of a question for the dev ThingsOnItsOwn sorry. I do know their armies are not generated automatically unless they have mastery which gives them certain unit every X days.