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Those would then spawn anywhere on the map, but since some of them are forest stealthy you would probably only notice those close to you at first. It is probably the most tame invasion event the game has to offer, and easy to miss, since the flavour text seems to imply it is only about resource income.
It's very flavorful and thematic, and alot of fun in SP especially.
Altough I have to admit, nothing of that was really planned from the beginning, it just developed over time. I had a different twist in mind at first, until I decided I would like another direction better. Which is how my process usually works, probably.
So much coheres - the suppression of memories as punishment, the sinister turn the fae take in winter (the cold! the endless cold from whence they came!), the nature of wellsprings hinted even from the start (where does all that energy come from?), the way Winter Altars grip the land in cold (encouraging you to lean more on winter units that ignore it) even as they protect and fortify ancient forests by making them impossible to burn... all camouflaged by surface explanations, the need for another punishment than execution for immortals, the common associations of winter fae, etc etc, even as they hint at the truth.
This is just, legit it's REALLY GOOD writing, the way you've wedded mechanics and story together. Good fucking show, thude.
You probably have to right-click and inspect the units individually, to find the Primal ones among them. Due to their increased Hp they tend to stay closer to the front-middle compared to their un-empowered counterparts.
I alluded to it in the class description, all soldiers of the Court being animals with mind and soul, or something along those lines, but that is easy to miss, probably. The ability itself is not very impactful with how little units are empowered every turn, but it might give some ideas about visiting the Primal Plane with Forest Communion and Pathway between Worlds to upgrade a whole army there.
@Faceless: I wanted to tone down my habit a bit to put (auto-spawn) roaming units everywhere in my mods, so I only used a select few for the 3rd level rituals. But when there are now people asking for more of it, how could I stop myself.
Awaken the Wellspring can now be cast all year around, mostly because I want the AI to better use it. In my last game AI did quite well with the class, which is always nice. But in general it seemed a bit to restrictive for such an essential ritual.
And lastly, we returned to normal citadel recruitment for commanders. The auto-spawn system was way to inconsistent, too low in early game and too high in late game, although it still remains as a very rare event. With a higher recruitment rate for Princes and the additional Huntsmarshal offers this should be enough commanders, I hope.
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However, I have a savegame warning for the next update, which will probably be uploaded in a day or two. A new commander type and some new unit variants added for the late game after "Blood of the Stars" has been cast will make the update incompatible with older savegames.
As always, I would recommend to copy the mod from the workshop directory into the native CoE folder [user]/AppData/roaming/coe5/mods/[insert The_Forest_Court folder here] to continue a game undisturbed by the update.
No idea when I find time to do a final test run again, I am always afraid I might have unintentionally broken something else while changing things. Well, I certainly would not break it intentionally, of course. You know what I mean.
Now I really have to check out your work.
RBrandon: Commanders are much more frequent currently, I think, but I have yet to see more feedback, maybe I am alone in this assessment. I will put a Wild Hunt commander on my list, and maybe I will find something for the absolute late-game too, although having sacrifices all year around already is a balance-breaking power spike in many ways. But yeah, just like with my Bloodmancer mod something there feels still missing, maybe. Glad you enjoyed it overall!
Feraa: I always was afraid of this possibility, but on the other hand it just is the madness we all love about CoE, must have been a cool game indeed.
HSmasher: There always is a little more to learn, I am grateful for the advice. I barely touched multiplayer in all my hours with the game, so these nuances still elude me, and events are their own beast entirely for me. I completely forgot that squareowner has its own event number, to be honest.
Edit to below: 'once per player' should be 'once per player per square'
Also enjoyed the [REDACTED] lore at the top end. Did think the payoff for getting the endgame online (after sovereign) was pretty weak, unless I'm missing something.
It also seemed to me that it was really difficult to get many commanders. I have not played since the change to commander recruitment so disregard if that is already solved. I also had the thought that the Wild Hunt could use its own themed commander.
Overall really quality stuff! Thanks for making it!
But after you solved it, it gave me another idea and now I understand the issue. Above in the description I warned against using two Forest Courts in a team, but the issue seems to be team games in general. Something about them messes with events that ask for the current player, as team players are considered the same player on a weird technical level, it seems.
I'll make a bug report in the forum about it. Thanks for letting me know, much appreciated.
And have fun with the game now!
Those have the collect sacrifice attribute, like any commander (Demonologist or Priest King, for example) would use it, nothing weird or fancy there. Mm, I will see if I can find something, but currently I have no real ideas on this, sorry.