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There are three windup stances for shooting magic. The same windup stance shares the same animation. Amberspear used the same windup stance as this mod. The way and how many shots are fired by the shooting magic depends on the animation, not on the database. The asset editor has been updated to make it easier to transfer the animation, so I changed it to an unused windup stance and fixed it.
@Nerevarine
Did you used previous saved data? The skill tree has been updated and recommends a new game be started.
Tested with only this and the required mods on.
I feel a bit slow though, I can't find where the options to enhance the skill are.
could i please ask if you could add this to vilitch the curseling? (he's my favourite!) :)
would love to see a kairos with All the cool animations, and preff a much higher max target count, so his attacks affects a good part of the hit units ^^
If you use a mod to get more spells for Kairos (like every lore), and one of those spells is Amber Spear - when you cast Amber Spear you shoot a dozen of them like if you were using this spell.
Did you enable the required mods?
I would remove the shared cooldown, as it was not intended.
This spell, though inaccurate, does up to double the normal bluefire.
So the cooldown will be 120 seconds as a compromise.
Also, there are currently no plans to make any other changes to the campaign character skills, as changing them may destroy save data.
Nice work. I will use the video for description.
«1] Keep the 'Greater Blue Fire of Tzeentch' as a bound spell locked behind 'Greater Arcane Conduit' but make it actually relevant, as a 'greater' (improved and independent) version of the base spell. 90s cooldown to avoid abuses, no shared cooldown, and roughly 50% more damages, compared to the maxed Blue Fire version.
«2] Move the 'Greater Blue Fire of Tzeentch' from a separate spell and instead put it as a 3rd level for the basic Blue Fire of Tzeentch. It wouldn't be locked behind Greater Arcane Conduit, would still cost Winds of Mana instead of being a bound spell, would display the improved animation, and you can add a slight damage increase, or an increase in the number of projectiles, worthy of a 3rd level.
And perhaps, like @One More Red Nightmare suggested, a 'graphic only' submod version which only replaces the current animation of the basic Blue Fire with yours?
The biggest issue I see is the cooldown, and shared cooldown, both being way too high. Look, I get it: you wanted to balance the fact that you're placing a spell meant to consume WoM as a bound spell, sure, but still: 180s coolwdown ? There are only 3 uses (that part makes sense since it's similar for other bound spells) , 3*180s = 9 MINUTES . Most fights end up in two to five minutes so...
For reference, Volley of Kurnous (a bound spell from the Sisters of Twilight, Wood Elves) is much stronger and yet only has a 90s cooldown, which makes a lot more sense for two reasons : one, it's basic spell, and two, it is still 3 times longer than the base spell cooldown (28s) . And no shared cooldown.