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I couldn't find the custom units anywhere though, have they been removed?
That said, there's no guarantee that won't change in the future. Just depends on whether I feel like bothering with it myself, as I see no issue with the dorf recruitment requirements currently.
work with jr old world skill overhaul? thanks
Fixes:
A couple of Tomb Kangz construct projectiles were missing their explosive component.
Fixes:
The new dorf version of "Zhufbar 42pdrs" had a transcription error. The ability should be usable now.
Ancestral runes were not supposed to be attached to this mod. Removed.
Balance:
Pure warmachine units (e.g. Steam Tanks, Luminarks, Gyromachines) have their own appropriate unit attributes now. Not sure why I never thought to fix steam engines getting fucking tired .
To answer the question: No, I don't, despite how often I get asked that after every patch. The short answer is I don't mix business and entertainment, while the long answer includes many other factors that I don't have time to get into and you don't have time to listen to or care about.
Balance:
Normalized reload speeds of non-gunpowder "cannons" from the skaven roster.
General 10% reload speed increase for non-monster cannonry.
Slight reload speed reduction for mortars.
Reload speed for rocket launchers brought more in line with cannonry.
Necrofex cannonballs increased from half of cannon damage to three-quarters.
Steam Tank reload speed increased by a third. They probably still suck ass but I can't be bothered to give them an ammunition swap because of how much of a pain in the ass that is.
Hammer of Witches given an enemy-only explosive element to help set it apart from typical Empire cannonry.
Notes: Still haven't had a chance to test the leadbelcher cannon. Still too lazy to rename the ogre pistol regiment.
The booming of the dorfs was so much fun I went for another gunpowder heavy faction.
Do you have a patreon? I'd love to support
Everyone should probably be thankful that I'm lazy because my first instinct for the latest rebalance was to slow down all units considerably (they are slightly sped up in this at the cost of stamina drain), increase reload speeds for all ranged weapons to match real-world examples, and increase their lethality accordingly.
I can only imagine the screeching I'd hear once people noticed that cannonry takes between 120 and 180 seconds to reload.
But what you say makes sense. Sounds like a fun goal for the unit, esp because the melee animations are very cool.
I'd argue that a 66% ranged dps nerf is a bit much - just takes too long to get the damage out of the unit to impact the battle in a strong way. Still a beast no doubt, but my playstyle may be pushing me toward a more efficient set up for ranged impact.
As always, loving exploring your mods.
Necrofex shouldn't be impacted too much, since vampirates have a metric fuckton of chaff to hold the line and Necrofex Colossi themselves are also capable of doing a lot of damage in melee.
Content:
Remembered that Ogre Mercenaries exist now.
Pistol Ogres are now statted as Leadbelchers (text changes pending).
Balance:
Chariots, cavalry, and monsters of all varieties have had their mass increased drastically. This is doubly true for all of the units whose mass was extremely low due to the age of their original entities.
Fixes:
Updated Malagor's animation and entity.
They are each individually really low priority and would each require at least 20 hours to compare and update to the new table schema that CA foisted upon us. Nevermind the actual content comparison/updates (though the gunpowder portion is probably fine as is).
It just isn't worth it when I already have to completely rebuild at least two mods from scratch for the purposes of "maintenance"..
I vaguely recall having something similar happen a year or so ago and it requiring some debugging of KMM with Kaedrin to resolve. My beta tester once had a similar problem with KMM loading mods as the wrong filetype.
That said, the folder is in steam(apps)\workshop\content\594570\1880896598.
Just so you know, it is NOT you. Happening across many games since last steam update and is random what is affected.
Diversified dwarfen artillery rune effects:
Rune of Seeking provides an enemy-only explosive component
Rune of Penetrating makes the projectile pure AP and adds an AP-only explosive component
Rune of Penetrating on bolt throwers adds two projectiles in lieu of an explosion
Rune of Penetrating on flame cannons causes fire vulnerability
Fixes:
CA seems to have messed up the projectiles for chameleon stalkers, as all of them have the same explosive component. Fireblood explosive component was also not being used at all. Specialized ammo now has the appropriate explosion or lack thereof.
Balance:
Reduced existing dwarf LL melee weapon damage. Diversified dwarf LL melee damage spread.
Various minor HP, melee skill, and morale changes to existing units
Gunpowder artillery reload times increased substantially (with the exception of steam tanks)
Increased reload times for several firearms
Malagor flies faster now, but is still vulnerable to dedicated flying monsters
Content:
Added DLC17 units to the scope of the mod
I, at one point, did the legwork to get deco's stuff more or less in line, but I never published or even really maintained it, due to general lack of interest in this combat overhaul. I might have it laying around somewhere if you really want it, though it'll probably require a few minutes to an hour of hunting down stuff to update.