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Glad you enjoy it otherwise!
The Battle Scholars might be a little overtuned by recruitment, because they are the only option in the Magic Library, so the algorithm might pick them a bit more often than sensible for their specific purpose. Not sure, how to handle that. Making them stronger, adding more variety? Mm.More variety would obviously be cool.
Thank you for the feedback.
Balancing such special locations is tricky, it should feel rewarding but not game-breaking to capture them. Currently the Labyrinth and the Manufactory might be a bit too much, while Mag Mell is a little underwhelming, but well... let me know if you encounter any errors.
I guess this is the usual savegame warning, since I will have to add some new units and this will probably break current games once I publish the update.
Thanks for the response. I know how it goes. if you are thinking about balancing this one let me know. I enjoy it a lot and the pirate was the only real issue i saw and it was not game breaking. I can dig deeper in to see if it messes anything else up. I probably played like 4-5 games with this active.
And I just noticed, I never answered Loothar, sorry for that. This mod was always just a side project made out of an request, with a little extra content later, so somehow I always get sidetracked with other projects and never went back to expand on this one or balance it a bit more. There even is a half-finished update I never completed...
I am enjoying your mod. My one comment is that the Pirates are over powered. They are better than regular crossbow men and significantly cheaper. for balance purposes i would drop the number of units to 5 and make them cost 5 iron as well. For the High cultist start the ability to recruit 7 pirates for only 50 gold at your home citadel is a massive boost.
Interestingly enough the AI realizes how awesome the Pirates are and almost excursively recruits them as well. So in that way its balanced. It just completely throws off army compositions and diversity as ever NPC army is made up of mostly pirates and the player will end up recruiting many many pirates.
While I don't dislike the suggestions you made, they would require me to turn all of those tiles into a citadel and that might have some unwanted consequences for AI behaviour and general UI management (every hamlet would appear in the recruitment window, for example).
Generating freespawn with an event from those tiles, while I absolutely adore freespawn mechanics in general, would break with the intent of this mod as well, I am afraid, and turn it into a very different, experimental experience.
I was more looking for those exotic tiles like Beanstalk Castle, that I might have never seen in my own game and therefore would never have considered to add.
By now I am a bit out of ideas, so if there are no other suggestions, I will publish it in half a day or so and probably break some save-games.
Since an update might break savegames with multiple mods, because I had to create a few new units to make Angels non-stupid and such, I am hesitant to just push the update right now. Warning, for the next few days, I guess?
Something else someone would like?
Conquer Celestial. Recruit Angels.
Yeah.
Pricing might be a bit interesting, since usually you can't recruit monsters over 100hp. On the other hand, a single unit with low mr can be easily killed or stolen by a simple spell, so their worth is... very situational.
I have to admit, I don't visit other planes that often, so these suggetions are very helpul.
Tower Guards in Guard Towers might be the most obvious choice, nice for many classes who have not much use for iron usually.