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I know the default-mod is working as intended because things that table effects, such as duration/distance, are changed from their official values, but I'd like to be able to change them around in the mod manually for my own use.
Any ideas?
Morarthi becomes so deadly, that now that I finished my Eltharion campaign I'm sure I will miss the dungeon feature.
Anyone concerned that it might be too strong, well, it is. But that it is what makes it so much fun.
The AI is competent enough to snipe your mages and your army but if you are prepared for it you can counter it. It gives a nice extra challenge to battles.
Last night I had to keep dodging the Everchosen's fireballs left and right while using my lord and Loremaster to focus on him (and eventually imprison the bastard). Luckily he had decided to attack an army with reinforcements, so the other mages could focus on dealing damage to his super armoured army.
Also, happy to report that in 180 turns I had no crashes linked to the resurrect spells (that I used extensively). And I'm using >30 mods with the vanilla mod manager.
Just wanted to point it out since tree lords from a far range are a bish
Venom Wave damage increased (it's all AP increase, so the "slight" increase should have a lot of effect)
Minor Fixes:
Fixed missing targeting rings for TK buff spells.
I did look through the change notes (assuming that's what you're refering to) but besides the fairly detailed descriptions of changes to rune magic I didn't really see anything, though I'll freely admit that I might have missed that an element of the UI was interactable/existed.
I was a bit tripped up in game by things like kindleflame dealing damage á la kiss of the deep (I assume, that seems to be the case, might have been some other effect) or Malekith dropping a tripple bladewind on me.
Coding to take a break from modding sounds... rough, thank you again for taking your time.
Basically, with the exception of healing effects and maybe a couple of other things, all tooltips should be 99% accurate. If a missile spell was "good" against single target units in vanilla, you need to learn to hide or dodge them with your character/monster units because they will absolutely ruin their day. Same principle applies to other spell applications.
Finally as an aside: I've been meaning to update the light version of this for DLC17, but it, like this, needed a full rebuild as a result of table changes. This patch is actually bad enough that I'm programming to take a break from TW modding, rather than the other way around.
TL;DR: No, but tooltips are mostly accurate. Assume every spell will be really fucking good at what it was supposed to be good at in vanilla.
I was however wondering if there's a google doc or something documenting all the changes? It'd be a nice resource to have, as the tooltips still seem to list vanilla effects, making it harder be informed about exactly what casting will do for you and what your enemies will do to you.
I don't mean to demand anything, of course, and am fine with finding these things out for myself, but access to documentation would be helpful if it exists.
Balance:
Once again Nerfed Master Rune of Wrath and Ruin.
Nerfed Rune of Spite (somehow, CA made the damage effect even stronger than I thought reasonable, probably because it's a 100% chance AoE DoT field, unlike warpstone armor, which is 18% chance)
Balance:
Severely reduced damage of Master Rune of Wrath and Ruin.
Severely reduced the total effect of Master Rune of Oath and Steel.
Replaced the cooldown reduction effect of the Rune of Oath and Steel skills with a health bonus, as the ability is a passive.
Fixes:
Fixed incorrect stamina modifier on (Master) Rune of Slowness
Took further steps to bring back the old Rune of Oath and Steel functionality. Targeting ring should be once again available from the unit card and units should once again gain/lose the benefit of the rune based on location.
Personal Note:
Unfortunately, without completely rebuilding DLC17 rune abilities from the ground up, not a whole lot else can be done.This is not feasible due to compatibility and futureproofing concerns, not to mention the inordinate amount of effort for little gain.
Balance:
Rune of Hearth and Home now provides charge defense, morale, and a minor ward save in addition to its previously minor effects
Fixes:
Swapped effected (sic) enemies with effected (sic) allies for forgefire
Removed CA's new negative stat effect for forgefire
Minor Fixes:
Set ability phase targeting restrictions for several abilities. Should (hopefully) prevent various runes from benefiting enemies.
Content:
Updated Rune of Doom to ye olde mod verion of Rune of Doom
Fixes:
(Master) Rune of Oath and Steel has undergone more of its re-conversion to a passive effect. Rune casting within the first 90s of battle is now possible.
Balance:
Completely reworked cooldowns, durations, and costs of most magic and magic items as a result of having to remake everything from scratch. Far too many changes to list.
Content:
Completely rebuilt mod from the ground up because of the amount that was broken due to the new schema
DLC17 magic, runes, items, and magical abilities added to scope of the mod
General notes:
As this was a rush job, I expect some minor bugs/balance issues to have slipped through the cracks.
It makes the game ridiculously easy though. Don't even bother with your army, just have mages. :D
Recommended if you just want to have some sheer unbridled fun with magic not seen in the world since the First Generation Slann. Not recommended if you want challenging gameplay and value difficulty highly.
Thanks for your work.
Minor Fixes:
Fixed Scroll of Blast projectile audio
Miscellaneous:
Increased table priority
General:
Initial values for DLC16 magic, item, and ability effects set,