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Or the game won 't allow it? need mods on combination. (very lack this in game)
- Not sure if all unit abilities were missing on the steam version but thats been fixed and updated
- The Hunger ability by the conjurer has been updated to be a resisted chance 1 turn effect
- Dark Riders recruitment cost +4 Cosmite
- Phantasms fixed bug of adversity, fixed bug of energy drain
- Updated Master of Holdings text and buildings to be more clear
- Reduce health of all Undead, Thralls, Dragon Knights and Countess's
@chi yeah so how it actually works is, convert the target unit, on success the caster dies, the converted unit is given new abilities, eg on death raises a spectre again. So technically the specter keeps killing itself resetting the xp. On the plus side you gain the level of the enemy. It was the only way to recreate the incarnates ability, something i intend to implement into AGW4 once development finishes
@∇ It was in a weird location not with the racial tactical set of the rest of the stuff. I'm not sure if i copied the same system but have a look in the tacticals folders of my mods it should be somewhere there.
In vanilla, its in one of the subfolders of tactical, i cant recall which if you have a look at the names you should be able to narrow it down, i don't have the game or mod in front of me. To be honest the best practice just ignore actually modding stuff and go into each rpk and have a look around. Its how i learned and usually find something you were not expecting that could be useful at a later date
- Countess and Dragon Knights further updated to their tier3 price,in addition Dark Riders now also cost a small amount of cosmite
- Countess and Dragon Knights now cost the same as a tier2 aircraft
- Standard Bearers now get a once per battle ability called Rally of Death, heals all undead for +5 health and gives +10 damage for 2 turns.
- Fixed text for Lost Souls they already could only target tier2
- Rev Liche also unchange could already have a chance to rez Necros and Doom Knights
- Angel now has +5 thermal Immunity instead of complete Immunity
- Veil of Hell now has a chance for 5 random effects, beserk, panic, charred, immolation and burning
I think thats all
Or you think it's okay? Cuz tbh you can get half of the armies if you stall the battle and play it properly
Thoughts:
1 Change deadite standard bearer Rallying Cry to something like "Once per battle Fast Movement to all Undead or +5 hp heal every 3 turns to every undead" undead are already immune to moral changes
2 - Lich ability that summons 1-2 deadites should summon higher lvl deadites than the lowest one. Like guard, executioner and other t2.
3 Fallen Angel should lose its Thermal Immunity and just have resistant 3 vs it imo. Right now one fallen angel cant attack another one because they both would be immune to thermal.
Veils of Hell doesnt actually make it's attack have Immolation and Burning,
Also its attacks should get 8 chance to apply Charred under Veils Of Hell prob.
@Ambalabada let me know soon bud of the changes ill be locking up shop when i can
Necros and Doom knights were sharing the same cat name, fixed