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I won't change it because it happens with nearly every race in the game, especially when you make allies and they add their outposts so its just a massive hassle for no real gain as i see it.
Sorry! Hope you like the mod!
Settlement Garrison+Walls+Engineer Workshop+Deeps gives ~24 units when this mod is on and I was wondering if this could be toned back so that garrison units aren't replaced? Great mod btw, all good if you can't fix this.
Joke aside, it's a single player game, i didn't mind have them a bit OP since i like to build only theme army.
Mod updated.
Im glad you like it!
Thank you for the quick response and for the mod itself; it is quite a nice option to have.
There is however a new +10% physical resist effect to Sayers in the tech tree.
Alot of my earlier changes has been reveresed or altered but not all!
Highlights: The Age of Reckning mechanic has a longer duration, from 10 to 20 turns currently.
You need to either start a new campaign or start a new age of reckoning to get the new duration.
Thorek's bonus that affect Oathgold from buildings have been severely reduced due to the fact that you now get a lot more Oathgold from buildings and it legitimately feels like an oversight from CA. The same is true for Runesmiths and Runelords.
I have also further raised the price on Runes from vanilla as they were too cheap post 5.0. keep in mind you can still make an unlimted amount of them as compared to vanilla so i feel this is fair.
Most of my old mini trees added to Thanes, Runesmiths etc are gone since CA made new ones that are good enough.
Engineers keep my remade skilltree however.
The mini tree for Runesmiths have gone from 2 points to 3 points, this is to keep them on par with other heroes, as most of the hero skills cost 3 rather than 2 points to invest in.
I have also removed the "Expeditious Endeavour" skill from Runesmiths, Runelords and Thorek Ironbrow that was in their mini melee tree. It didn't feel sufficiently dwarfy to have a speed increase there for a character type that isn't know for being speedy. Instead you now have an Armour increase skill in its place.
Finally, the "Damping" skill in the Runesmith and Runelord trees gains a new effect! This skill was always pretty damned lacklustre and i will admit that i was a bit stumped on what to do with it. I found what i feel is a great fit in the "Dampening" contact effect. It is a contact effect that lowers magical resistance and strips away Magical Attacks from any foe hit by it!
Firstly, i have increased the max amount of Artillery runes from 1x per army to 3x per army, this means you can now have 3x Rune of Seeking on a single Army for example.
Secondly and the bigger reason for me laying things out:
Runes are now Unlimited, you can craft as many as you like in your campaign, but their costs have been raised by a lot to compensate and to make them feel Rare still.
I have also lowered Thorek Ironbrow's Faction Effect of Runecrafting reduction from -50% to -20%.
The new prices for runes are as follows:
150 Oath Gold for Normal Runes (up from 30)
400 Oath Gold for Master Runes (up from 50)
I feel with how you can generate Oath Gold both passively and actively, this is not really an issue, instead you should now feel a need to be careful when spending Oath Gold, it should potentially become more valuable in your mind.
This is all for now!
The unmentionables.
They must be stopped.
Khazukan Kazakit Ha!
or does it still work?
Nice that other Lords get their mounts unlocked automatically, some kind of compensation for Dawi Lords would be nice.
Also, PFM? Don't you mean RPFM, PFM is really old.
As for it being part of a bug fix mod, i didn't want to have another mod to keep track of sorry.
Maybe the fine folks at the community bug fix mod will rectify this issue.
Currently in vanilla said multipliers are a bit insane:
https://media.discordapp.net/attachments/187981150772264960/1014276903630282953/unknown.png
At turn 5, grudge severity goes +50%, at turn 10 +100%, turn 20 +500% and at turn 50 it is a ten time increase or 1000%.
Not only is this far too much, it comes in far too early.
https://cdn.discordapp.com/attachments/290098078806179842/1016021967276613702/unknown.png
This is my solution, there are to be no increases of grudge severity for the first 30 turns, at which point it goes up by +50%, before capping out at 60 turns for a +100% increase in grudge severity.
This may seem too lenient, i won't deny it, but its better than vanillas currently absurd punishing levels.