Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To answer your question preemptively, no. That's not enough of a reason for me to separate them.
Plus, it still gains the benefits of your race, something other mythic units don't, which can be worth a *lot*.
Maybe it needs a slight tweak up. But the taunt putting you in defense shield wall mode (something that I think might be missing from the tooltip right now, and needs adjustment), combined with life steal and watchful and the strengthened steal effect I've found to be pretty nuts.
But then again I could be bias as the strength of the Revenant in the 'Ice themed tomes' mod by Araragi, is almost unkillable.
That mod seen here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2977116671
Due to the rebalancing of the soul economy in the early game, Death Knight was probably producing way too many souls.
Sacrifice Dissidents soul gain was reduced to +5
Oppressor's Bastion's Soul gain was reduced to +5
Confessor's Quarters now grants Structure production for low stability, and food for high stability instead.
The Wraith Knight's demoralize breath demoralize chance was raised back up to 90%.
This update also introduces the Tome of Ivory towers. A tome focused on stability, souls, and strengthening hero and mythic units. This tome is partially inspired by the Camarilla and Ventrue from Vampire: the Masquerade. It features a vampiric, undead mythic unit who specializes in leading mortal armies (totally of their own volition, of course.)
Please leave any feedback!
Switched the wraith to be a wraith knight. Now a tier IV mounted unit with a demoralizing breath attack. Updated it visually.
Death Knight armor: no longer enchants fighters/skirmishers. This should help reduce the cost, no longer enchanting units that probably aren't "knights" and also not frontliners typically.
Serve the greater will: Removed soul cost on spell, is now a mana spell.
Please let me know of what you think of the changes and of any bugs found in the latest DLC.
Blood boil, tactical spell
chance of enemy unit exploding (higher chance with less hp), dealing damege to nearby units. If not, enemy unit takes 30 fire damage.
Blood farm, province improvement or city improvement
Decreases vampire unit upkeep (or something like that?)
Could do something around shapeshifting (mist/bat/wolf)
Is it possible to create a currency, for instance, blood (like souls)? Not a modder, don't know how hard are to do stuff
Great work so far, good sir.
And adds a particle effect to the death knight armor morale reflect.
Target enemy (humanoid/racial unit?) non-hero/mythic unit, % chance to instantly kill based on remaining hp and convert into vampire spawn, a weak fighter unit similar to zombie.
Exsanguinate, tactical spell
enemy units in radius suffering from weakened/bleeding take large physical damage
Tome of vampirism, tier IV shadow (shadow/order?)
Soul harvest, +2 shadow, other normal effects
Hero skill, Bloodcurse
apply bloodcurse to an enemy for duration of fight.
Vampire Crypt, Province improvement
Can only be built in throne city, -1 Ruler respawn timer, generate souls/(imperium?) per enemy hero in crypt?
Bloodgift effect: Whenever a hostile non-vampire, non-undead, unit dies, regain X health
Bloodcurse effect: Whenever a friendly non-vampire, non-undead unit dies, weaken/sunder defense/resist.
Vampirism, major race transform, costs souls
Appearance: changes skin pale, hair black, (spooky particle effect?)
Undead, Blight resist, spirit weakness, Blood gift, flying movement? Charm on hit (misfortune, distract?)
Taint blood, siege spell,
Afflict enemy army with bloodcurse
Unfortunately I've got my hands a bit full with the chaos mod and sea mod, and some other tomes I want to work on.
If you haven't checked it out, the Age of Tomes mod has a really good Hunger tome that has some vampire-y features in it!
Some blood magic spells for example an offensive one that could deal more damage the more dead units there are in the battle, or the more wounded the targeted units are
Unit enhancement or more tranformation that gives the race lifesteal, blight resistance and maybe like invisibility in underground biomes.
Maybeee a city targeted spell that kills off a level of population but heals the vampire and vampire tranformed units stationed at the city/province
Definitely some province/city improvement revolving either around blood or shadow but the specific idea of it eludes me at the moment
I realise those are a lot alike some already existing options in the game but i'm really trying to stick to the vampire aesthetic here xd
Works well with wightborn, but the decrepit undead visual doesn't fit
Wondering if there will be a Vampire Tome at some point
Reduced soul upkeep of death knight armor by half.
Added a new special province improvement that lower stability and generates souls. As well as knowledge per adjacent conduits and research posts.
Should make death knight armor more usable, and make pushing into lower stability easier for the structure to generate souls.
And with the passive income of the only vanilla building being at; +3 per turn per Soul Well
With a mod that adds SPT to the Archon Blood being at; +5 per turn
You would need to still have at least some income:
14 cities to have 4 stacks Vanilla.
Or
8 sources of modded Archon blood and no Soul wells
You see how quickly that 2 SPT adds up? It's just too damn expensive. And I don't think you know what your defending.
Yes, that spell is handy. But no, it don't really 'save' anything. Some of us play without free cities, some of us play without vassals, and most of us think that upkeep is just far too steep to even be a thing.
A higher soul cast cost, could easily have replaced the upkeep, and made it functional, and usable. But as it stands, most of us can't use it, because of it's draining SPT cost.
It's way too steep of a price even for 1 SPT, and that's simply because of how few options there are to get soul income. The Soulwell, and Archon Blood if you have the other mod, but that's it.