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Fire Cult: Replace the normal rank and file soldiers with mildly fire-resistant fire/magma worshiping tribals with no armor, but plenty of numbers. Basic soldiers can use obsidian swords, basic ranged units can have low damage, low ranged obsidian throwing daggers that burst fire. Advanced ranged units have fire bombs. Advanced melee units are like heavy infantry in that they are heavy armored and slow, but maybe, instead of costing iron and gold, they cost emeralds and gold (that may make them too cheap though, so maybe iron and gold will work too). Have the advanced melee units have magma rock ritualistically sealed over their body, giving them rock armor. Also, have them have rock tower shields (large shield trait) and rock clubs.
If you don't mind me giving ideas, then I'll pitch a few:
Magma Moat: It is just a renamed Vafer Flames, but split its cost in half between rubies and emeralds. Have the description be that the Magmamancer makes a moat of magma around a fortified position.
Magmamancy: Pyromancy roughly translates to "divination via the use of fire." For example: Throw bones into a fire, use the cracks to tell the future, or something like that. Have a magmamancy ritual that allows the magmamancer to scry upon a distant province, or maybe to find other gem locations. Maybe have the ritual say something under the lines of "The magmamancer submerges several rubies and emeralds inside a magma flow, allowing him to see into a distant province."
i think i was downloading an update for another game
Thank you for the bug reports and suggestions. The bugs you mentioned have been fixed; New descriptions have been created as well.
Always open to suggestions.
I like your suggestions with the synergies, will play around with this. Smoke Warrior is a good idea, need more diversity in there.
Feel free to keep the ideas coming!
Thank you for smoking.
Magmari golem mastery and greater golem mastery only costs one ruby and one emerald.
Magma mageling and magma mage has no description.
The Magmamancer class lacks description.
Greater golem mastery can be cast continuously for no gems after it has been cast one time.
Ritual to create Deep Earth Ruby and Emerald Deposits lack message that they need to be placed one tile away from other gem deposits.
Suggestions or ideas:
Add summon smoke warrior to ritual list? It would give the class something to use diamonds for. The paraelementals would also, in my opinion, synergize with the golems. Smoke warriors float, and so, the golem's quake ability would not harm them. It would also give the class some thematic range units.
Weaken golem and magma mage teleport to only be usable under certain conditions? Giving them unrestricted teleportation (so long as you pay the gem cost) seems weird to me.
Do something with rubies and sapphires? Maybe something with obsidian, like an obsidian paraelemental? Like diamonds for smoke warriors, it would give something to use sapphires for.
Nit Pick:
On the ritual list for the mage, lesser magma mastery is below magma mastery, greater magma mastery is above magma mastery. You can list them however you want, but making it go lesser>regular>greater would keep it in line with ritual evolution of the other classes.