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
Great mod, keep it up!
You were right ! I just fixed that, thanks for your notice
It should work well, and for Festus he will be able to use the modded traits for Nurgle heroes and the daemon prince, not much.
It is focused on Nurgle faction
The game doesn't appreciate new entries beind added
If i were to double or triple the availability of units for Nurgle here, this would break the balance for everyone else, even without this mod activated there's people who complains Tamurkhan is OP, because he's very tough and able to recruit a full stack in one turn, forcing the player to beat nurgle armies in waves until he empty his pools of units.
As a way to keep your units fresh for longer or to tire ennemy units faster.
It could also have a secondary effect, like leadership and/or the classic melee/defence alterations.
I didn't think of changing these but it would be doable indeed.
I find myself using the first army ability rarely, mostly to secure the kill of a routing enemy if needed.
army ability 2 being healing and 3 damaging it narrows army ability 1 to be either buff or debuff.
Since you asks, what effect do you think would be interesting as replacement ?
Nurgle cults doesn't bring anything up so my mod fix this, same for manifestations and ancillaries.
Tech may be a bit better, nurgle now boost more their non-demonic units but others units got some nerf, plaguebearers could have +7% ward save from tech and the special recipe plague which gave them extra 20% physical resistance, both are gone !
Meanwhile Ku'gath unique skill nodes gives factionwide bonus instead of his own armies, like regeneration for nurglings or slime trait for great unclean ones which is great.
Buildings gives way more units per cycles like my mod did too so i don't need to fix that anymore...
Perhaps still some pricing issues concerning recruting costs of unit and slight upkeep tweaks are needed here and there.
Better nurgle traits will still be on the menu aswell, perhaps making unique cheiftain getting a 5 turn debuff instead of being wounded, since getting your heroes out of your stack was a bit of a pain
What could be still improved are resource/cult buildings (some are decent, some are crap, depends on the resource), manifestations are still meh, ancillaries could do with a slight buff.
Naturally, the garrison effecting plagues and unique traits are always welcome.
Plenty of my modifications just got either fixed with 5.0 patch or doesn't works anymore because of changes.
I think i will ends up bringing less changes in the final version since Nurgle is now an overall better faction than before, thus requiring less buffs and fixing.
The gameplay "identity" have changed too, less focused on heroes and big sacking, now more on a regular faction with fixed economy and with a nerf on spamming heroes early for an overall buffed roster and units.
But worry not, just as before 5.0, this mod aims at making the faction even better / more enjoyable
So it will takes days after the release of the DLC for me to update the mod, to keep providing a better experience that doesn't make the race OP or out of touch !
You might have blank traits now on your lords and heroes, this is because I just updated the mod to fix the issues and i'm afraid you'll have to start a fresh campaign with plague daddy to enjoy the benefits !
I didn't just fix the traits for great unclean ones & daemon princes of nurgle... I also added 3 great and useful unique traits to plague cultists, exalted heroes.
I get rid of generic traits for all lords and heroes.
Multiple tech have been improved !
Enjoy !
@Umbra That's nice to read, i'm very curious to which changes and additions CA will bring to Nurgle in the next update
The last patch broke it, i'm on it
What is certain is it worked before the update
The effects of their traits are not displayed if you continued your campaign after having downloaded this mod, for reasons, the game doesn't like much the change of traits linking in between :/
At least they works isn't it ? You should be able to tell with the upkeep reduction of maraudeurs/chaos warriors units in your demon prince army, and the extra ability for the two great unclean ones.
With this mod you can drasticly reduce building cost with the Septic ancillary (now does -7% building cost) i have an army with just 6 heroes atm, they all have it plus the lord for a -49% cost on buildings !
Then on the other side, my others armies with the plague who gives +100% sacking income allows me to get plenty of cash.
Still yes, as you said, the economy is fragile indeed, but it is more bearable now.
You need to focus on your main settlements first and doesn't care about the other for some time until you got some good money, and a Ku gath army with mostly nurglings and a few heroes is rather cheap (2k gold)
If you are tired of nurglings as cheap infantry, marauders do the thing since their cost/upkeep have been reduced, especially on a demon prince who now reduce the upkeep further by 30% for all humans dedicated to nurgle.