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Crusader bowmen are still a higher tier unit than regular bowmen, as they have +1 armor, ranged damage, HP, and morale (IIRC). They aren't really meant for mass recruitment in the early game, but rather are intended to be gained mainly via rituals until your economy is large enough to simply not care about the costs.
I'll test it out (in my game) with them being blessed/sacred for the moment as names suggest that to me, but i can clearly see the balance/usefulness of spells argument.
Thank you for the mod by-the-way, a really nice work.
Crusader Pikeman for example has that "holy" tag (line 377 in WarInHeaven.c5m or 5069 in !!!CompleteOverhaul.c5m)
Crusader Bowman (line 383 or 5075) does not has that tag making him not-blessed (but he still called Crusader and costs a relic.
All crusaders are capable of being blessed, but only melee crusaders are sacred. That is working as intended, if I understand the original question.
i tested it with only the (overhaul) mod active, to be sure ...
I'd recommend trying to use the All-In-One version of my class mods to see if that clears up the recruitment issue, as the mod with clearrec loading first should fix the issue. If not, you'll need to manually copy over the recruitment and unit data from the engineer mod (again, most easily done with the All-In-One modpack, but I can understand there might be reasons someone might not want to use it).
So after a few games as the Demonologist with this mod I think this mod actually makes the Demonologist weaker than vanilla.
The problem I'm seeing is that sacrifices are a HUGE bottleneck. Vanilla sacrifices supplement your regular army so youve got your regular army funded by Iron and Gold and your Demon Army funded by The Blood of the Innocent. All well and good.
But modded, regular troops need sacrifices AND rituals need sacrifices. Hence a huge bottleneck. I think the Demonologist really needs some chaff troops that can be hired for gold/iron per usual (and maybe bloodsworn at higher masteries) because I have amazing caster/special troops but no chaff whatsoever. Maybe they get slave troops? cheap but weak, or give them slave hunting like Mictlan (if thats not stepping too much on their toes)
Unfortified location → unfortified temple
fortified location → fortified temple
It's because the temple terrain doesn't like being changed to the temple of el terrain.
2.)Typo. Sinners = the Damned. The restriction is 5x5 exclusion zone area around all other Infernal Towers, must be adjacent to Village of the Damned (diagonal works).
3.) This is a result of not understanding how spacing restrictions work (partly my fault, since I can't make maps for every ritual and steam kills formatting) and the general fuckiness of Inferno. Forthcoming update will ease the restrictions on hellforming, since I know Infernal Wastes count as Inferno terrain.
4.) Infernal Wastes allow the placement of your income sites.
5.) A bit redundant, but again, the restrictions on the ritual are about to be eased.
6.) Will consider it when I revisit content (probably next week).
6)
I really enjoy the playstyle of "Recruit Sinners ----> Walk them to an Oven and burn them into Demons." It would be nice if you could upgrade an Oven of Sins to a Cauldron of Sins and convert 50~100 Sinners at a time into Greater Demons. Transforming 10 Sinners at a time, going through the combat screen 3 times per turn.... gets stale.
100 Sinners would cost 500 gold for a Great Demon, which seems balanced - especially if you need to first make it to Inferno then spend Sacrifices upgrading an Oven of Sins.
4) What is the purpose of Hellforming?
Is there something I am missing? Also, it would be nice to allow your special recruits (Devils, Succubi) to recruit from Citadels in Inferno rather than limit them to Sinners/Bloodsworn.
I am having serious trouble with the terraforming / kingdom building elements in Hell, though.
1) Gather Sinners seems bugged?
Requirement: "Can only be cast in Inferno" - it seems like there are some hidden rules behind it, though. I can't for the life of me figure out how to cast it, and I check every tile available.
2) Raise Hell Tower - Requirement: Must be next to a Village of Sinners, but at least 3 tiles from the nearest tower".
>>> I have only been able to cast Raise Hell Tower when two natural Village of the Damned spawned side by side, converting one into a tower.
>>> Is Village of Sinners different from Village of the Damned? Referenced in Rituals.
bruh.
Update:
Rituals:
Eased some demonologist construction ritual restrictions.
Fixed the effect of Buy Sinners.
Limited Invade Heavens to a specific tileset (Inferno Lord Citadels)
Added a few text pointers for ritual usage.
Recruitment:
Tweaked Devil and Succubus recruitment costs and odds.