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Link; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880244265
I'll take the extra time to add a bit of polish on the stuff so far, so it's not all bad.
Nowadays Swordmasters even beat Chosen GW, tho I think they still lose to Exalted Bloodletters.
Point is, HE units are fuckin broken and their 'worst' elite units are still better than most races can even dream of. And tree spirits were... not even close.
This week is going to be exhausting as well, but I really don't have much left to do, so I think I'll use what little free time I have to polish and fine-tune stuff, then around the weekend try to put it out.
Now she'll actually have a reason to bring treekin/treemen lategame after getting Phoenix Guard and Star Dragons, though I suspect dryads will still fall off a cliff once Swordmasters show up vs heavy armored enemies.
Went through Vampire Coast completely and some of the Wood Elves today; skills, faction effects, and traits. I think I got the generic Coast lords to a better place than I managed with this mod tbh, keeping to their themes but with some more interesting effects overall. Wood Elves were already in a decent spot, but some of the lords needed a bit more.
Also made several hidden scopes visible, so it was clearer what skills were doing - Drycha was the worst offender, her branchwraith cost reduction was a hidden factionwide effect, while her recruit rank bonus was a hidden local effect. In the same damn skill you had 3 different approaches to effect scope! CA pls.
Princes and Princesses got different traits, when I get the chance I'll add some for Archmages but honestly they already have a pretty good set and are OP in general so I wanted to focus on the less-awesome Princes/Princesses.
Also went through and buffed underwhelming existing HE traits, so overall most of the 60 pointers should feel worthwhile.
Norscan Marauder Chieftain dedication skill trees were completely replaced, with new versions that have a MUCH wider variety of effects, like being able to give their army Devastating Flanker or turn the lord into a proper (albeit very limited lol) caster with fire/metal/tzeentch magic - but every skill also has a thematic downside. Slaanesh-dedicated armies get decent speed/charge bonuses but armor penalties, so they will play a bit more like actual Slaanesh, instead of being like 3 random stats for the lord.
Also, I went back over every LL defeat trait in the game. They're actually better at base in game 3 than 2 was, a lot of my game 2 changes are actually baseline now lol, but there was still a lot of weird/clunky crap. I think I made all of them at least worth getting, though they still won't be perfectly balanced against each other.
We're finally getting somewhat close to beta territory fellas, I think I only have 5.5 factions left to go over partially/fully, since I did most of Norsca today.
Also got Tomb Kings mostly sorted, updates traits, LL skill trees, etc; thankfully none of them needed too much. The generic traits I'm.. not as fond of, but adding a bunch of unique ones is gonna be a down the road project
Got Skaven pretty well done tonight, including a new custom skill tree for Skrolk - he's actually kind of a monster with plague units now!
Also finished the Khornate traits, ended up with around 24-25 of them, with a surprising amount of variety in effects. God I want to do the same for Skaven, I have SO MANY ideas for clan-unique or clan-based traits, but if I do that for EVERY faction before releasing we'll be here another month lol.
Still a work in progress, but I got Vlad a pair of optional/choice skill trees, each of which comes with a mix of ups and downsides that can significantly effect your campaign.
Khornate greater daemons are also WIP with 20 new custom traits, which I think will finally free me of chaos stuff for a while.
Both of them also have to waste less points on actual garbage to get their general vanilla 'kit', so I think they're gonna be a blast to play. Seriously considering trying to talk my friend into another Mazda/Kroq playthrough.
There's a 0% chance I'm gonna have time to do this before the initial release, but realizing just HOW bad or nonexistent most skill choices are, in the longer term I'd like to add more custom skills, preferably choices, as well. Lords of Change have a grand total of 1 unique skill I believe, the root thing. That's just embarrassing.
On the bright side, *most* faction traits updated, and partway through Bretonnia's I lost my shit at how FUCKING UNSALVAGEABLY TERRIBLE most of the Prophetess traits were. So... I ended up adding about 30 new traits, across Prophetesses, Lords, and Empire Generals so far. There's a few that are kinda just the same thing across factions but flavored differently, but most of them are actually pretty unique.
The Prophetess ones I'm especially proud of, super flavorful lore text and a lot of weird/interesting effects to make them actually worth considering now. Mists of Avalon, Chill of Camlann, and Land Decimator just SOUND cool.
A good way to make him more diverse is to allow him to buff other units as well with something simple, but at the same time it needs to stay in line with what a Slayer is. This makes it really hard. Truth be told, I can't come up with anything that's lore-friendly.
Anyways, got mostly through the Dwarfs today. Thorgrim needed a bit of love, and got his copter-boosting skill back as well as a new one. Gromby is brokenly overpowered without my help lmao, just rearranged some stuff. Belegar... I'm not sure what to do with him. I might add 1 skill or bonus from this mod's ranger bonuses, and buff one of his shitty skills, but otherwise he's in a good place too. Thorek seems good.
Ungrim... he has some weird skills, and some good ones, and a really weird setup that I don't like but I also don't wanna mess with too much. Gonna have to sleep on that.