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Rapporter et oversættelsesproblem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3486029105
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3041984448
Can be fixed easily by copying the OG tables inside the mod, scrubbed clear, renamed and copying the old rows inside the updated tables.
Go for it mate, that'd be great. Happy to link to your mod that you publish or I could include it directly, not exactly sure how non-English packs work but can learn. I'll be back to update all the mods next week.
Good points, and thanks for the explanation!
You have turned me around and I'm not going to tinker with it...makes sense the way you designed it :-)
Nw mate,hadn't considered that use case but happy to keep the original version up.
There can only be one explosion damage value per explosion. So either you have the big wide radius explosion of the mod that causes enough damage to bruise a normal entity without insta-killing them, or you have the vanilla very high damage explosion in a narrow radius that insta-kills normal entities (only happens in vanilla when the mage is standing right next to a normal entity) and takes a noticeable chunk of HP off the hero/lord mage. If you were to have a high damage and wide radius explosion it would insta-kill every normal entity it touched, you'd easily wipe out four units each miscast.
An alternative compromise you could try is reducing the detonation radius of the explosion and reverting to vanilla detonation damage in projectiles_explosions_tables but preserving the visuals of the explosion particle effect. That way you'd get the vanilla high damage, some of the visual eye candy, and only lose the ragdolling of the wide radius explosion.
I don't think it's major. The issue was the temptation for the player to use the explosion as a major damage dealer, to go into a pile of enemy units and explode. It was more an issue in WH2 where you had a larger mana pool and could do it over and over. What tiering does is cut off using low mana spells to get big overcast explosion damage rewards, and it makes sense that less mana enrgy in leads to less mana energy exploding out uncontrollably when miscasted.
Am i understanding it correctly though when you state that the vanilla detonation damage of 588 HP, is actually a buff to the caster, as the danger of a miscast is pretty much null damage wise?
How would i bring back the damage to the caster in RPFM?
I cant help but kind of exploit this to just use miscasts as a way to damage and debuff enemies now, which is cool and all...But there should be a downside for the caster to do this.
New Chaos Dwarf spells added. Spells updated with vanilla 3.0 values. Missile spells different miscast cooldown effect tweaked.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2937404714
The detonation radius and force can be easily set to any value you'd like, and also tiered, but the lightshow animations are a different question. The mod repurposes existing animations from the WH2 vortex campaign that are still in the game which the miscast detonations are matched to their animation size. VFX modders could possibly alter the colours and size of those vortic blast and vortic enrichment animations to customise them for each school, but VFX modding is not something I'm familiar with doing. If you're on the modding discord you could ask others and see if there's anyone with the knowhow and interest.
Also- Is nit possible to scale the explosion size depending on the power of the spell? Or even lore? So Powerful high magic might be less large then light. Also differnt miscast colors for lores would be great!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2944300457
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2937404714
Miscast damage now tiers with the mana expenditure of the spell.
High 18+ mana spells: 32 HP damage per entity, 16 non-AP plus 16 AP.
Mid 12-17 mana spells: 16 HP damage per entity, 8 non-AP plus 8 AP.
Low 0-12 mana spells: 8 HP damage per entity, 4 non-AP plus 4 AP.
I published an altered version that has reduced explosion radius
Removed non-ap damage
Increased ap damage considerably
Casters now have a reason to try and reduce miscasts instead of weaponizing it against blobs of troops
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2894496919
ALL credit goes to Morven, his mod is dope af. Just saw a desire that echoed with my group as well