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To download, simply click the link above, then locate the download button in the upper right. To install, simply download the FrostKing folder AND FrostKing.c4m file and save it to the games mod directory, which by default is: C:\Users\USERNAMEHERE\AppData\Roaming\coe4\mods
---------------------------------------------------- Frost Druid ---------------------------------------------------
The Order of the Frost Druids was originally formed to bring relief from the hot sun in the deserts of the south. As time wore on, however, many druids began to migrate north to tap into the power they had begun to explore. As many made it to the far reaches where the ice never melts, they initially took on the responsibilities for finding food, maintaining animals, and helping the elderly when the winter was harsh. Slowly, as the order of druids migrated further and further North, while their connection to the harsh winter became strong, the herbs typically used in their rituals became harder to come by.
A few decades ago, however, the Frost Druids captured a group of Demologists, and before they escaped, the Druids learned some of the secrets of Demonology and have begun to tap into the dangerous but awesome power. Now, many Druids have begun to demand some of the followers offer themselves as sacrifices for a greater good.
As the druids gather power, there is a rumor that while isolated and protected by the harsh climate, one of the Elder Frost Druids will eventually declare himself a King in the North and spark a civil war. With skilled hunters and warriors to aid them, along with cultivation of the Tundra and powerful knowledge of Frost Magic, the Druids have caused their civilization to flourish amongst the ice.
Attracted by the Druid's growing power, groups of Frost Maidens and Frost Sorceresses have also begun growing in power and influence, insisting on the use of rare Sapphires and those already dead, rather than relying on the sacrifices of the living, giving these sorceresses the power of both ice and death. Although politically at odds, the Druids and Sorceresses currently work together to keep their nation strong against any outsiders, and also against the dangerous forces of nature.
- Starts with a fortified Temple City
- Capable of numerous but expensive rituals
- Begins with a small starting army
- Frost Druids can use Herbs and Sacrifices to summon animals and frost demons
- Frost Sorceresses can use Gems and Hands of Glory to summon frost creatures and the undead
- Gem Alchemists can be hired to convert other gems to Sapphires and create sapphire constructs
- Most regular units have snow move and some cold resistance
- Animal and demon summons are frequently resistant to cold but vulnerable to fire
---------------------------------------------------------------------------------------------------------------
Please Note: This mod is a work in progress and subject to content, balance, and other changes. Please feel free to check back for updates.
Updates - 8/15/19: Updated with minor fixes and an additional Tier 3 Druid Herb Ritual. Sadly, the changes will likely break prior saves.
8/31/19: Updated with some balance changes, slight increase in cost to Druid Herb Rituals, slight decrease in cost to Sacrifice Rituals, a couple graphics fixes, and other minor adjustments.
9/2/19 - v26 - Fixed a few additional bugs with the Frost Sorceress Rituals and additional balancing. Added additional summons. Version 26.
9/12/19 - v31 - Fixed a bug with ritual cost with Frost Sorceress, additional balancing changes.
10/6/19 - v32 - Changed Blue Raven to Stupid - which will reduce Frost Druid faction strength. Reduced Faction Special Units (Alchemist, Frost Druid Apprentice, and Frost Maiden) spawn rate. Faction no longer starts with Apprentice at game start.
Download Here: https://drive.google.com/file/d/1eziPuYmHSkj_viuhxJdT_moBrvynLpo-/view?usp=sharing
the second tier of herb spell seems a bit over powered i will always take herbs for hellhounds maybe look at some other use for herbs since you dont really have a reason to save them up at this point.
feels a bit weird that druids need citys to advance tiers i feel like doing a combo of herb and sacrifices like with enchantress would be more thematich.
Excellent feedback and I truely appreciate you trying the mod. I may update the mod to have at least one additional use for the herbs. As far as balance, the FrostHounds are pretty epic, so I'll consider adding additional cost, although I will say they aren't a guaranteed summon either, as there are other possible summons and success is not guaranteed, but your point is well taken as to the lack of other uses post tier two. I have been contemplating a tier 3 of some sort... I just haven't figured out what that would be yet.
As far as the thematics of the Druids, keep in mind that as they traveled further north, herbs became far less available, so their discovery of demonology -and the alternative sacrificial resource- makes them "not your average druids" anymore. This also sets them up for conflict with the sorceresses who are politically at odds. If this were dominions, and this was the early era of the Frost Druids, you might wonder whether the Druids or Sorceresses prevail in the middle era, or alternatively, do they split into different factions and both survive? Who knows.... :)
In any event, I really really do appreciate the feedback. If you encounter any bugs please let me know as well!
Also, a couple screenshots for those interested, warning, possible spoilers here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1851942841
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1850947181
A couple of points to take into considaration:
In the current state the class is super OP as they have a ridicolous amount of recource utilization, being able to use 5 different kinds of resources for summons makes them get way more benefit from any given source than any of the vanilla classes.
This also makes the class a micro nightmare if you want to min-max, as there are so many rituals and resources are hard to keep track off.
A couple of bugs i noticed:
When the sorceresses get acsess to major death summons, it replaces minor death summons in the second tier, and the ritual only costs 1 hand of glory.
Demon Leutenants seem to be impossible to control, or at least i couldn't get a single one after 10ish tries at max sacrifices.
Thanks for your reply, it is very much appreciated. There was a bug with the 1 cost ritual. That has been fixed.
The old rituals shouldn't go away, if you see that particular bug, post a screenshot perhaps? The issue is that having 4 levels of mastery has a bug in the system which I am attempting to work around. At present you should see the 4th level mastery ritual disappear after all spells are known, but still have access to the other 3 mastery rituals with the Frost Sorceress.
Demon Lieutenant is working as expected. The base chance of success is 45%, meaning that even with 150% boost it isn't particularly likely to succeed (just over 2/3 chance), but keep at it and it should work. It is expensive with that level boost (as intended).
As far as the class being OP, it is intended to be weaker in the beginning, but slowly become very powerful due to the multiple resources. The higher level summons are both very expensive and low probability, which in theory should offset some of the perceived power. AI do exceedingly mediocre with the class at present in testing. Nevertheless, I increased rituals costs in several areas, especially the Frost Druid Mastery Rituals to attempt better balance. Please comment if you think the cost changes are either insufficient or, alternatively, have gone too far. With all that said, balance is very tricky without multiplayer testing, and frankly, I don't have a lot of people to test that with. If anyone is interested in trying this out multiplayer with myself or others, and care to comment on the result, I would love to hear the feedback from that as well.
Changed Blue Raven to Stupid - which will reduce Frost Druid faction strength. Reduced Faction Special Units (Alchemist, Frost Druid Apprentice, and Frost Maiden) spawn rate. Faction no longer starts with Apprentice at game start.
KingJohnVI, could you possibly take a look at your Ritpow numbers, and try to change them to ones that aren't used by other classes? I can do it myself in my copy of the mod, but it's a big problem for people who might not know how the code works.
I may need help with solving this problem, so I have posted a topic here: https://steamhost.cn/steamcommunity_com/app/403950/discussions/1/1606022547926751903/
Any suggestions and/or assistance in resolving this problem would be appreciated.
Thanks for this information guys, I'll try to see what I can do about that. It will be tough to determine numbers that won't conflict with any other mod, and the way this is coded requires use of six ritpow numbers (6 new rituals). Nevertheless, I'll try to see what I can do.
I may need help with solving this problem, so I have posted a topic here: https://steamhost.cn/steamcommunity_com/app/403950/discussions/1/1606022547926751903/
Any suggestions and/or assistance in resolving this problem would be appreciated.