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Some more feedback - for whatever reason KrootHoundAlpha's PackFrenzy ability doesn't work consistently:
- sometimes KrootHounds near Alpha don't get the trait
- sometimes KrootHounds get the ability at start of Neutrals phase and then "loose it" when player's phase begins.
- I have also seen couple times Catachan Devils getting this trait...
I have a save to backit up if needed.
Also because trait increases maxMorale and later loss of this modifier "takes" from base Morale first, I often see KrootHounds with 4/8 morale simply because they gained and later lost the trait :D Funny thing how those traits work
https://steamhost.cn/steamcommunity_com/profiles/76561198036660548/screenshot/2301969478612664813/
In my last game, I turtled as Necrons for a long time. When I eventually ventured out, an entire northern continent belonged to Cultist scum, no-one ventured there. I also clashed with Sisters in a narrow bridge of land between water, only for a dozen ANGRY stingwings to buzz up out of nowhere and strike from the water, causing both sides to fall back. It's quite something to see a Canoness stung to death by neutrals.
Of course that would mean more modding work. Sooo ... perhaps self-replicating hybrids?
I left the spawn abilities hidden because I think it makes the neutrals seem a little more natural as you don't know which ones are going to spawn new units soon.
It also prevents the player from using the ability when converting Kroot Hounds so I don't need to make a work-around for that which could cause some compatibility issues.
On an overwhelming number of creeps on an gigantic map im already an T9 with devastor centurions and haven't meet my AI enemy XD.
Would be a blessing if you could add tooltips and visible abilities, telling when and how every single creature replicate. Like the spawn ability from the promethian or the infest ability from the psychneuein.
I've just set xp a little more than vanilla values now.
I admit I was a bit rash with those xp values, and I only tested to make sure the adjustments worked. I flat out doubled most units and a little more for leader type units.
I'll go over it again :)
The morale should actually be higher now. I increased the kroot hounds a little and the alpha a lot, to try and make it run away less from fights. Didn't change it on other units iirc.
Increased xp values, buffed Kroot Hound Alpha and made Neutral Pack add-on:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988658895
Sorry if I broke anyone's save games.
Could you please also add what game pace you were playing on?
The spawn intervals currently scale with pace, so the results can vary wildly.
Nametagg, I could add something like that to the Kroot Alpha. Any suggestions what would make a good buff? How was your experience in terms of spawn rates?
It was really fun to run into overlord enslavers and coordinate assaults on it and it's personal army of enslavers and enslaved, especially with Gladius+'s difference in scaling making both the Traitor Bastion and the Overlord absolutely titanic on the field
Psychneuein replicating off kill was also pretty fun as we were a mix of sisters, guardsmen, and marines so having the marines splitting off to deal with bugs that rose from guardsmen getting slaughtered was nice.
kinda wish the kroot Alpha acted more like a captain unit that can buff the kroot around it but that probably is more difficult to make as a neutral unit
I've done limited testing with it, so I may need to adjust some values.
Also note that the spawn times scales with game pace right now, so they may be too high for fast paces.