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Are you using other mods, perhaps? Such behaviour sounds a little like a mod conflict, but maybe one of the recent bigger game updates broke something? Mm, I will have to look at that, maybe.
I tried tinkering a bit with the csm files myself, but to no avail :c
The new class is already done and published here in the workshop by now, still need to change a bit about the balance, after some more playing it seems a bit too powerful. Which was to be expected.
Oh, that sounds fun. Do let us know when that is ready.
I still have plans for a proper endgame with the Monastery, I swear, but somehow I got site-tracked with my new Fey and Tree Spirit class.
I hope I could be helpful somehow.
You have a Goat? I silently assumed nobody would ever actually try to teach Necromancy to Goats, glad I was wrong. Once the Goat has gone to the library there is not much else, a faster way to deal with insanity, and some other minor abilities. No complex tree or anything.
Bloodmancy is a bit more complex, although I usually stay close to the design of CoE in my explanations; less is more, it is a game of exploration and discovery after all. Maybe I go too far sometimes. It goes something like this:
Bloodmancer -> build Blood Fountain -> Upgrade to Grand Bloodmancer -> Upgrade to Reborn Bloodmancer -> build Red Monastery
and after having five Vampire Overseers you can upgrade one of them into a Blood Prince with a ritual from the Grand Bloodmancer
by that point you should have masses of Blood Vessels and can summon the grand beasts from the crimson depths for very cheap with the Monastery rebate.
I'm really liking this mod, but there are several confusing things. The Bloodmancy and Goat paths/progression don't seem to have enough details to know what to do or when a progression path has reached its end.
I have my first Bloodmancer and Vampire Overseer, but I'm not sure what I'm building toward. Is there a documented progression tree that may be uploaded to the game steam discussion? Same with Goats. I think this mod would be played more if we knew more of what we were building towards. Thanks
The tech tree currently ends, once you have built the Monastery of the Red Cup and the Blood Emporium, although I have plans (inspired by a discussion somewhere here in the older comments) to expand with a new ritual school for the Reverend Mother. Alas, time and other projects have yet stopped me from actually doing so, sadly.
You could only use the ritual, should a forest fire destroy the Ancient Forest before the growth completes, so you can get some of your investment back.
I hope that could clear it up, again, I appreciate the feedback nonetheless.
The Hanged Ones are already the result of being hanged, either via the rituals or the passive spawn over time, so there would be no reason to hang them again, as this would allow an endless loop of generating free Hands from them. Pale Slingers are your primary source of bodies for the ritual, although without the Bloodmancy upgrades this usually is not worth the price.
The description of the "Battle for the Forest Court" says to "trust and wait", you are not meant to use it under normal circumstances, it is there for technical reasons. The Skull Tree needs to be a ritual caster, so after it grows into something else after some years, the ritual list correctly updates with new options. I understand it might be misleading as it is, but these limitations are out of our hands as modders, I am afraid..
I then assume, the other mod clears the recruitment list and we have a mod conflict.
You could open the other mod file in your workshop folder and search-delete the line 'clearrec', if that is the cause of the problem.
Soulless as expendable units are somewhat of a strange case for Bloodmancy, I am already pushing it with the Homunculus from the Blood Soil ritual, I think. Especially with the Gallow Soulless (Hanged Ones), who can be created by using expendable units with the Hanging Tree the interactions might be a bit strange.
Death Slaves (Deathbounds) are a mercenary recruitment (16% each month) right now, but I actually like the idea to upgrade the Blood Vessels into them, instead of having them all turn into Pale Slingers. I might add that, if I ever come around to add more to the mod. Which I want to do, eventually.
Yeah if you mean recruitable as in at citadels and such it's not there.
'Expendable' is a unit trait, with the icon of a green kobold on the unit card, that in my mod is applied to the Pale Slingers (from your recruitable units) and the Blood Vessels (mostly created by Vampire Overseers with the Blood Vault ritual).
I should mention, for shorter games the investment to get Bloodmancy going is not worth it, only later with several of the unlocked 'upgrades' it becomes price efficient in my experience playing it.
Your ideas sound reasonable to me. Well, mass murdering thousands of innocents to attract the attention of alien gods may be considered 'insane' in another context, but here it is quite fine. Horrormark, (dark) blessing, blood-calypse... You are giving me a lot to think about. Sadly, my time for modding is a bit more limited now than months prior, but... yeah, eventually I can see those things be implemented.
"I think a big part is that you had a lot of really good text and story for everything related with the blood path (and for everything else) that when I got to the 'End' I was still looking for more."
I am really happy to hear this, since I consider myself to be a storyteller first and foremost, even if English is not my language and the format is a bit unusual. So, thanks.
Regarding the vampires, yeah, there were (are?) plans for Vampire Bloodknights and something along those lines, but due to time management these never made it into the current version. Definetely something to pursue further.
I would recommend making the Abbess/Reverend Mother a commander with a few rituals- Possibly just the Crimson Calling stuff, possibly a way to summon a "Bloodpocalypse" or Hoppfully you can use the Dark Blessing mechanic and make the Sisters(And maybe vampires) 'Sacred' so that you can have hordes of sacrifices on an endless pilgrimage to the Monastery so they all can be poured into and bottomless well of power... (And maybe add "Horrormarked" to the monastery/Reverend Mother just to make it fit even better)
Crimson Horror with their regeneration surely are more reliable than the Leviathan. In my Enchanter work-in-progress I am using 'heals only at [terrain]' a lot. I might add this to the Leviathan and other no-heal blood units, that they can all heal regularly at Blood Fountains. Yeah, that might be nice.
Thanks for the feedback, it gives me quite some good ideas.
Red Monastery gives 50% cost reduction to all Bloodmancy summonings (Crimson Calling) performed there, compared to the 20% a Blood Fountain offers. The Reverend Mother is mostly only a strong mage defender of the place, but her existence opens up recruitment of 10 Sisters of the Red Cup for 50 gold every now and then, which is a fantastic deal for their stats. She will produce more Sisters for free at the Monastery with a 20% chance each round.
The first question I don't quite understand, to be honest.
Blood Vessels turn into Pale Slingers after one year, then you can carry them around to whereever you like and sacrifice them. It is part of the slow burn economy I like so much, but after the first year there should be a steady stream of Pale Slingers available from each Blood Vault. I probably miss, what your question is about, sorry.
The Skull Tree Monarch has the same spawn rate as the Skull Tree, 25% chance each turn, but his spawn output it doubled from 1d6 to 2d6. There are no further rituals, but you can take the spawned Skullforest Guard into your armies (they are semi-stupid instead of stupid, like the Skull Stalkers are.) Maybe you just have awful RNG right now, if you don't get any spawns? It worked fine when I last tested it.
What did my poor mod to do deserve it, I wonder.
I will never know.
The changes were mentioned before, but there are, as always, a few additional tweaks here and there. Price adjustments, and the fear attack animation of the Pale Hunter now is much, much smoother, for example.
I hope, everything is in fine order now.
I need a break from modding.
That should not discourage anyone from reporting issues or leaving feedback, of course, I am still very grateful for both.
Balance is still... interesting. Is Bloodmancy too strong? Too weak? Both? Neither? I still can't decide.
Another update that will surely break any modded savegames.
There will now be a 'refund' option for the Gallow Tree, should you manage to plant it on a tile, I did not intend to target. Moreover, there are more options for the Tree. Growing it into a Gallow Ent immediately is one of them, if you can pay the price. It would be a shame, if no one ever can use it, because games are too short, I guess.
Skull Tree has been reworked a tiny little bit, too, with more cost and more reward, should you decide to grow it into a Monarch.
Bloodmancy 'False Vitality' has been replaced with 'Blood Soil', since the Gallow Tree now basically does what False Vitality did (turning Expendable units into Hands of Glory). Instead you can now summon Expendable units with Hands, allowing for a more dynamic economy between Bloodmancy and Necromancy.
And for the Skull Tree I already know, how to make it more clear, I tthink.
Thanks for reporting the issues (even though I had hoped I would be finished for a while with the Necromancer... Oh, well.)
But I see, why this might be unnecessary confusing, I might try and add something there.
And the Gallow Ent: Time. Simply time. A lot of time. Five years. I never intended the Gallow Ent to be something that is aimed for when casting the ritual, only a surprise for very long games.
If you want to change that for personal use, you can open the mod file and search for "growtime 60", the number is the amount of turns (+/- some slight variance). 5 years x 12 months. Any other number would work just fine. I hope that helps.