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Clicking the message that says I can influence a witch coven just zooms to the center of the map (not only is there no coven there, but it is actually between settlements).
It's accessible via F6, which gives a list of holy orders and if clicked on opens their particular screen. The national flag of their units (and territory if they have any) also does the same.
So far Holy Orders are a bit under-developed, and have a few known bugs. I'm trying to submit my PhD before Monday, so stuff has been quite busy and hectic, so expect no bugfixes for a few days. Main issue seems to be that Holy Orders can choose to join the alliance, crashing the game, but there are probably other issues lurking too.
I killed a holy order's prophet so the trickster could inherit the status, but the dead prophet was still recognized with the trickster being the only valid candidate that fulfilled all 3 parts. Is it WAD that prophets last past their death?
Seems multiple people can perform dark worship at the same time and at the same place. Maybe give it a penalty due to some one else doing it, otherwise holy orders with less than 2 preaching/temple building might not create those at all.
100% enshadowed heroes can influence holy orders for humanity.
The threats tab telling that a holy order can be influenced has to be refreshed manually the turn after when the influence is actually done otherwise it sticks around.
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You want me to figure out how to post images or has this come up before?
If you've got a saved game, that might be the most helpful, if you can e-mail it to fallen.oak.games@gmail.com. I've not received this particular bug report for this version, so it would be helpful.
Although, if you're using mods, that might also be the cause, so if you are could you mention that too, so I can follow up that possibility.
Thanks
Another bug; if you choose to have every location start with a holy order, there is no holy order for the witch cults.
I turned that option off, which I suspect is tied to the previous bug.
Also noticed orders stay at 200/200 human without spending
Indeed. I might change stuff slightly, but the aim is for humanity to try to restore holy orders up to a 'default' kind of state. This default would have the order doing a couple of things, or theoretically one thing really well, so it has a role and a character, as opposed to trying to do all good things. It also means you can disable them by forcing them to gain tenets you don't care about, like making them healers if you're not using plague.
At the time I felt it was too likely to be annoying, if humanity gets the HO fully fixed, after the player has reduced the alignment, but possibly that was just me being too cautious. There's no particularly good reason, I'll admit, other than that.
-There doesn't appear to be a reason to spread out traits- the more tasks the acolytes have, the more they spread out to do them.
-Prophet often requires 'lead an army'. Do we get armies to lead or is this a comeback/corrupted hero mechanic?
-The options for influence are spamming influence action, infiltration or funding. Unlike the others, funding scales- 100 gold is 100 influence. Even better it is converted into whatever religious tasks you desire. You can spam it- stockpile gold, then deliver in batches.
-While this takes me back to Evil Genius, it doesn't seem indirect and subversive enough. Don't know how to change it without just adding more hoops to jump through.
-I'd recommend tying the power of influence action to profile so you can pull it off in areas with high shadow, fallen heroes or the fearless. That would provide it a nice niche.
-Is the resting point just for humanity and their focus? Because being able to make all holy orders but one not interested in conversion or hyper militant seems like it should be defended against.
-Are covens and temples different buildings so they can stack?
-I personally liked the idea of Holy Orders only have a couple of traits. It gives them a distinct character, and a strategic role, which you can build your strategy around (either to avoid a powerful human Holy Order or to support your forces with a useful corrupted one)
-Leading armies is done by commanding battle (possibly should be renamed to be more informative). A agent can support their own nation's forces (if they are from a human nation), or you can support dark empire armies or orcs.
-Yeah, I might put a scaling factor into gold. It was intended to work as it is, but I think that's not as balanced as I'd hoped, so I'll change it.
There are definitely a few things which'll need changing before Holy Orders are ready to leave the beta-branch. They're a very experimental feature, and so will need a bunch of refinement following feedback.
Covens ARE temples, just with a different naming scheme, so can't exist alongside other temples.
No, I get this- it is how historical orders worked.
The problem occurs when you are corrupting them. There is an optimal choice for evil orders and while it might be different depending on the God and strategy, it is the same for every order you corrupt. So your evil orders all do the same thing AND it is only one out of a variety of evil options.
Maybe vary the costs of the choices per holy order or how many already have such traits?
Do we just need to have our agent on the same tile? I thought only mages could support their own side with the magic powers.
I get what you mean about Holy Orders, I'd hoped that simple geography would be enough, but there's a possibility that I might try as you suggest and give them a different tendency towards certain tenets, to make them more unique.
Army vs army battles generate a set of challenges, to allow commanding. Heroes and agents can both perform a 1-turn challenge on the title the battle is taking part in, and will then give their command stat as a damage bonus to their side. They can also 'skirmish' to deal damage using their might stat, but that doesn't count for the prophecy thing.