Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
the mod is great fun, the new commander that lets you send horrors to locations made the cultist faction feel much more interesting, though it does come with a new question, since ive been wondering if horrors you've sent stay on the map and wander about it, if they don't land on an army and die?.
But it didn't show on steam that it updated anything since I played yesterday, I guess it must've delayed the last update until now or smth.
something may have gone wrong :P
Recommended course of action if no savegames or other mods are involved is to go to ...\steamapps\workshop\content\160643\2590542228, delete the content there, then restart steam.
Unsubscribing and resubscribing a couple minutes later should have the same effect, but I've learned to not trust steam's ability to automate entirely over the years.
inb4 people still complain
I have the resources needed and the valid terrain but the ritual is grayed out. I am able to cast it when I have a newly recruited commander but after they do it once they are unable to cast again.
Not sure if this is intended, if so please add a more detailed explanation to when you can upgrade/create new settlements.
Class:
Expanded Demonologist's recruitment tree slightly.
Rebalanced Demonologist's recruitment costs.
Units:
Changed Lawn Gnome Thief's income bonus over to limited and removed iron cost on summoning ritual.
Gave the cultists' "Adversary" water move as a workaround until setloc's special coordinates are fixed.
Secure Funding ritual can now be cast in land locations.
Certain events should work "properly" now.
Units:
Mi-Gos are now obtainable.
Sprite updates for some units.
Great Job Commisar, for everything.
Thanks for all the excellent work!
I had saved a game this morning, working well, but when I just opened the save most of the units had been replaced by Dagon.
Fixed some zero damage weapons.
Fixed terraforming ritual costs.
Fixed a recruitment cost error.
Fun:
Hybrid ranged units now have replicating melee weapons. I hope to hear tales one day of literal oceans of hybrid crossbowmen upon which ships sail until they, too, become hybrid crossbowmen.
First one was forgetting to count fields (it'd help if I bothered formatting recruitment blocks).
Second was a result of forgetting to check for transcription errors (damn you, time-saving measures!)
I'll pop that fix in, too, but I want to finish this section of the modding guide before I do.
its no real problem with how fun your changes are (mp balanced fucked but i play single player so its all good)
No.
Maybe.
I don't know.
It depends on what, if anything, his mod does to recruitment/starting troops. As I recall, ditching standard recruitment for crazyfolk like Demonologist is his schtick, so my money is on yes. But I also don't know how recruitment changes interact in the event of a conflct, so ¯\_(ツ)_/¯