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Been a bit busy with a few other projects but I will make a fix soon. It essentially comes down to the Archmage of Old mastery path having 4 levels of mastery instead of the typical 3. The documentation claims that going past 3 is supported but I've noticed it can introduce this issue during generation. Strange, I know.
Did you ever figure this out?
Summon lesser god. It's cheap (100 sacs). It's really good (guaranteed t3 caster). It's weird. You get basically 1 of 3 gods. The frost one (dovetails nicely with your other troops). The druid one (good for holding and pacifying forests). And the storm one. Neither of these last two have cold resistance or snow move. They need to be broken out into special built armies. The Druid gods can easily build themselves into a weak, animal army by trolling ancient forests to scum their fights. All in all, this seems to be the saving grace of this faction (not the druid god, but this ritual itself). It's really cheap, and you get a guaranteed Level 3 caster. It's probably too good. Coupled with cheap mastery, this faction feels like a rush to t3 and run t3 caster armies.
Lot of interesting details in this mod, thank you for making it. Hopefully this feedback helped and wasn't just spam :/ !
You get the tower ritual again, like on the Predator.
Ice Cube ritual. It's "ok". Frozen lakes are not common, even if you freeze it yourself. The cubes are slow, 0 armor and do relatively minor frost damage.
The Child of U... Unlife 2 casters, ethereal and 26ish hp are pretty solid. I never had them fail to summon on me, and I never got another result from the ritual. idk what their fail chance is, but they seemed pretty good.
Summon giants... I didn't like at all. You had to hire fast, flimsy tearjaws and keep them alive to get to an ancient forest, there to turn 8 of them in at 20g/5sacs per 4 to get 1-2 mid rank, little giants with no ranged abilities. I did this a few times to see if there was anything else, then never cast it again.
Runes of Restoration. Hadd odd interaction with summer, but other than requirements for t3, I didn't see much point it, save for dealing with Ancient Forests, which otherwise would be big problem for this faction.
R1:
Chill the land just isn't very useful. I tried to use it to clear unwanted terrain, but it's just too expensive for the impact. I didn't use it after some initial experimentation. There are a lot of other powers which will override and wipe out your tundra squares, but fair game, one presumes.
Call the (mumble) was terrible. Those 2x1 5hp, 0 armor undead are terrible. Terrible density, paper mache units which most just push back my archers out of range. The other possible unit, the unified? something... That unit looked pretty good on paper, 32 hpish, 0 armor with a burst 5 stun. Didn't seem very effective or sturdy in battle. Even without the gap in expected effectiveness, they are such a rare result from the summons that I put this down as for desperate times (start) only.
Fortunately? the masteries are super cheap.
Skipping the predator...
The fortune tellers seemed really good. Gold only, no sac cost. They had their own rituals, most of which are limited usefulness, but Rally Large Animals is awfully good. 50 sacs is a lot, but 2-3 Grizzlies plus 6-9 Snow leopards is great utility. These things were by far my best front line (excepting t3 summons). And they are scouts... as are the Predators.. as are the Frontiersman. I never hired the actual scouts, whose name I forget.
Now, their units are cheap, but all their income is presumably in the snow, which for pop income (sacs) is 50%. This seemed ok. Their recruitable units are pretty mediocre and a little wonky. Back row range that do archer damage at crossbow rate of fire... are bad. Range 6 is nice, but again.. Back row. The Frontiersman get armor and 10hp, making them durable, but mid rank, again using a crossbow that does bow damage... Marginal. I bought all of these I could get.
Finally we get to the Zealots. Zealots use Unlife, but they are not themselves undeaad. The zealots who start with Aura of Unlife on their list will kill their friends left, right, front, back unless those units are themselves lifeless. Note that zealots are not lifeless. So they'll kill each other. Not being leaders, they can not study in a library. Being tier 1, they can not unselect the spell. They just have to be left behind.
Cold and Unlife don't work very well together. Mostly because undead are generally immune to both cold.. and unlife (being unliving). Same with most constructs. With the rather bad front units and ranged units on offer this leaves the Umari with some very large blind spots.
Their scouts are far too expensive--they cost sacs. This is not terribly impactful because so many of their other units have acute senses or spirit sight. This seemed a little OP, but... idk, so many other constraints.
Interesting ideas. At first I thought everything was a bit OP, but then I actually tried playing and found some interesting details. I'm going to try to splice up my comments into separate comments. Hopefully they will be helpful.
Balance: - 65gold+ 4 tearjaws (40g 10s) =
3 Stallo 2x2 (giant sized? *check*) great club, bite 79hp