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
If you find any issues I missed please let me know.
If that doesn't work you can find the link from the AoW subreddit.
Best starting guide I can recommend is to just open up an existing Tome Mod using the mod tools and looking at how they set up their SPIs. That's basically how I learned to do it, haha. ERICdb also has a series of tutorial videos on youtube but they're 2 years old so parts of them are dated.
If you get stuck I would recommend joining the AoW4 Discord Modding and asking questions in the modding channel. A bunch of us are active there and it'll be much easier to post screenshots to explain stuff.
If you find any issues I missed please let me know.
I just re-tested Blight Doctor transport ship modularity and confirmed that it is working correctly. Unless you're somehow stuck on a much older version of this mod it was probably a conflict with another mod.
It's mostly minor visual adjustments, no major changes were needed this time around. Let me know if I missed anything. (And be sure to mention the culture and form you are playing as to help me reproduce the issue)
The replacement "Wither" spell is intended to help address this problem by providing a way to counter inorganic and magical units that are immune to the Diseased status effect. It's something of a call-back to the "Rot" spell from older AoW games.
If you find any issues I missed please let me know. (And be sure to mention the culture and form you are playing as to help me reproduce the issue)
Well that's definitely a bug, sorry about that!
The spell is completely reworked with the Blight Boil removed in the future version I'm working on so it will be fixed eventually. It's only partially complete so unfortunately I can't release it now.
Yea this is a new thing that was changed in the Wolf Patch. This, in addition to the Crocodile Primal subculture, has resulted in an even wider range of units that are immune to Disease which poses a design problem for both the self-buffing and enemy-debuffing parts of this tome.
This is the main reason why the full update of this tome isn't finished yet, I'm working on different options to address the disease immunity issue.
I just encountered a Blight Boil inside a "Tree of Rot" lvl3 Wonder structure: it appeared as part of the stack inside before battle. It didn't show up in any way during the battle of course and also appeared as having died after the battle. I don't think the game should be adding them as a Tier I unit as part of neutral stacks (it was probably replacing a functional Tier I unit that should've been there)
Understandable! I really should have tagged it so the unit doesn't show up in the encyclopedia at all but it was my first mod and I was learning as I go.
If you're referring to the model Blight Boil never had one, it's basically a bomb that explodes as soon as it is spawned. (It's how the Vile Bloom spell does damage) The reason for this is the Diseased property is not "countable" so I had to use this workaround to make an effect that scales damage based on the number of Diseased units.
As long as the spell is still doing damage then everything is still working as intended for the moment. The Vile Bloom spell and the Blight Boil will be getting replaced with something less janky in an upcoming update.
Just uploaded an update for Wolf Patch compatibility and some smaller changes.
More changes will be coming soon but they're not quite ready for release yet.
I plan on updating this mod after Primal Fury either way, but what this will entail depends on what sort of Nature Tomes we get in the DLC.
I think there is a good chance that Triumph will add an official Plague/Disease tome which would make this mod redundant. If this happens then I plan to redesign this Tome into a different interpretation of the "Blight" theme.
If they don't add an official Disease tome then I will stay with the Disease theme and make some smaller adjustments and improvements.
I think this tome is due for some other updates also but I'm waiting to see what sort of new Nature tomes the devs come up with in the Primal Fury DLC. Got some other tome projects to work on in the meantime.
Let me know if you find any bugs that I missed.
I'm dealing with an AI casting it twice and fighting unkillable tier 1/2 units regaining +20hp per turn and have 4 stacks of evasion (from a hero or race trait IIRC).
It even out regens vile bloom hitting for 30-45 dmg on the first round.
There probably could have been a version of this concept that would have fit as Chaos/Nature but I think the mechanics I ended up using lean decisively towards Shadow. (Inflicting weakend, interacting with the decaying status effect and using zombies as disease carriers) I also think the infestation theme fits Shadow more than Chaos but maybe that's up to interpretation.
I get the desire for more diversity but I think all of the Shadow/Nature mods that the community have made so far do belong as Shadow/Nature. What can I say, it's a fun concept that's why it's so popular.
I'm sure future tome mods will give us more content covering the other affinities and even things out. My next project is Chaos/Shadow themed for what it's worth.
It's probably possible but it'd be a lot of extra work if it's just for a cosmetic effect. I'm working on my next project right now but when I revisit this Tome in the future I'll consider it.