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I'll will update the mod to play with it. Do I have your permission to publish this or in your name?
You will then be named as the creator.
Changes:
-Changebringers of Tzeentch have been renamed to Fatebringers of Tzeentch due to the new Changebringers unit being added
-Orange Horrors have been reworked from a frontline tanky-ish unit into a skirmisher with decent melee capability, and their projectile is does less explosive damage and more projectile damage
-Flaming chariots have been removed, as they're pretty much just worse versions of Changebringers now. However, they will be getting their own submod in case anyone wants them for some reason
-Fatebringers and the Eidolon have their unit categories fixed: fatebringers are now flying missile cavalry, while Eidolons are flying artillery monsters.
Nothing was needed to be fixed for the new update aside from small table updates, so my other mods should be good to go, but if any issues arise/if you have any feedback, please feel free to leave a comment.
In terms of upcoming changes with the new patch, I'll probably remove the flaming chariots due to overlap with changebringers (or at least move them to a sub-mod), and I have plans to rework orange horrors in to more of a skirmishing type unit
I'm not sure when I'll be able to do this, I've kinda been out of WH3 modding (and WH3 in general) for a bit due to college/life stuff but I'll try to do it when I can
Again, thank you all so much for checking this mod out, and I hope you all enjoy 4.2! :^D
As for an anti-large unit, I feel like with some stat adjustments the changebringers can take that role, if their mortal counterpart the doom knights are anti-infantry, changebringers can be the opposite, like how base game bloodcrushers and skullcrushers mirror each other.
On the early anti-large, I originally thought that Tzeentch's shooting + blue fire would be enough to deal with large targets before getting halberd warriors, but some other tools would definitely help. Frankly, daemons as a whole kind of lack anti-large, which might be an intended weakness but probably one that isn't really fun for the player. I'm not sure what tzeentch's anti-large would be like, but I'll definitely think about it (maybe some cheap monstrous infantry).
Again, thank you for the feedback, I really appreciate it.
I know you stated that you will hold off on further development for now (and you probably should as CA is reworking Shadows of Change), but here is some input to consider if you touch this mod again:
- The Orange Horrors are kind of redundant right now, because the Early Game roster is already packed. I would not recruit them over Tzaangors or Forsaken.
- Tzeentch could use a skirmisher unit, harassment like that is right up their alley. Maybe change Orange Horrors to skirmishers? That would give them a unique role in the roster.
- Early anti-large options are very bad right now, both Marauders and Screamers are trash. Additional units in this department would be welcome.
Thanks for this mod. I will keep an eye out for your other projects on the daemon races.
Btw i'm into a mod too, and i think you may like it(never done before), your help would be really cool !
If you want, add me on discord to discuss about it :D : deliel_live
@pseudomonarchiadaiymo currently no, I might change it later down the line but it’s not super high on my priority list atm (at least, not until I finish the other monogod unit packs).
@Rincewind322 not intentionally, it does give me an idea for a ROR (if I ever get around to making any)
Thanks for the quick reply, and for not telling me off for a silly question haha
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3113531421