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Thank you for the response!
I am almost a 100% certain that I get the troops and the exact amount of gold written as the alternative as well; but let me test it and get back to you
I believe the gold you get from choosing troops is the excess gold value that units chosen do not have (example : reward value set to 500, but the gold price from units proposed is equal to 300 so there are 200 remaining), but it's not cumulative with the quantity you would have gotten from choosing the gold reward choice.
In short, you should still get (much) more gold by choosing the Gold reward instead of the Unit reward. If it's not the case then there is something wrong; could you maybe do the test when you can? Save before clearing a dungeon, then choose gold write down the value choose unit write down the value as well and normally they should be different.
Conflux is super good dyna ^^ for summoning classes like sorce/necro/druid or (ayalin) rogue. It does not offer much battle spell though, so you might want to pair it with other elemental sub spec for example.
Shadowborn has Fallen Angels, Dusk, Buffs to dedicated to evil units
Keeper of Peace has Arch angels, Crusade for prod, Buffs to dedicated to good units
Grey Guard has the Ghtonic Guardians, Nothing for prod I believe, Buffs to dedicated to neutral units
This being said, I can nonetheless do some kind of quick fix through a compatibility mod (like adding alignment to spells for example, it's not long to do), but I will not do or fix other features of the mod which potentially requires more than 1 hour of work.
Can't honestly play without that one as it completely fixes the alignment system to not be a weight around your neck.
Why not for creation+destruction- could be some kind of chaotic lord^^
Regarding the city spell - I kinda agree with you in the sense that they are really important and needed for various synergies, but at the same time it feels like they are maybe too good... I am a bit thorned about them to be fair, these three spec in general outshine the other spec too much I feel, so not sure they deserve a buff...
It would take one small setting change to make them "mandatory" in the research book FYI, it's like really simple to do, 20 min work kinda. I am happy to test this change for some time and maybe revert it later if it really feels too OP you know.
The combinations are very interesting and can be very strong but it also slows down the progression overall when you have too many (Such as God Of War, I love academician and expander but I don't get to use them much as the other T1/T2 skills are cluttering the research book, even made me install the free inspiration mod and couldn't get the ones I wanted after 10 tries so I cut it down haha)
Strangely enough, I guess because it got too cluttered but I couldn't for the life of me get my Exalted Martyr research which resulted in slowing down getting some cheap exalteds in my Theocrat run which I normally like to get ASAP, it really made me wish this game allowed for knowledge to carry over between turns or, like mentioned there'd be more slots somehow