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Did you test it using only this mod? That bug usually occurs when a user’s mod contains an outdated version of the file. It’s likely a mod conflict.
lol. spell that can be used as a single point is very attractive, but -10% definitely makes more sense.
Modified done.
Thank you for your suggestion.
The set item effects and faction bonuses for Mazdamundi have been enhanced.
1) "Hexoatl" Lord Mazdamundi Enhance.
- The skill set of Lord Mazdamundi has been enhanced.
- The great Slann Lord can now access all passive abilities from all 9 common lores of magic.
- However, to prevent excessive skill point consumption, the existing enhancement skill tree has been limited to one selectable path.
2) New Skill: "Repentance of Hexoatl"
- Replaces the existing lord-exclusive army ability, "Deliverance of Itza".
3) "Hexoatl" Faction Penalty Adjustment
- The meaningless -10 global diplomacy penalty has been changed to +10 instead.
4) Other Minor Fixes.
- Removed the "Geomantic Nexus Avatar" feature in this mod, which had already been patched in last update.
- Reorganized the passive skill trees of Slann lords from all 9 lores to match vanilla standards.
Do you want Nakai to be a normal faction with the horde system? I’ve had similar thoughts, but it would take some time to implement that change. I’ll keep your suggestion in mind.
OMG. I had no idea the UI had changed since the Kislev patch.
Thank you for reporting. an issue has fixed.
Currently, there are no plans to rework the skill trees.
Also, the issue with Nakai's world tour has been fixed. Thanks for reporting.
Also Nakais event does not trigger on my end. Probably a mod conflict though. Could it be IEE?
Updated the color of the resource bar.
2) Balance Changes
Geomantic Nexus
-Increased initial construction cost (nerf).
-Reduced upgrade costs and construction time (buff).
-It is now easier to toggle the On/Off state.
Geomantic Nexus Resource Output
-Reduced resource production (nerf).
Battery Storage
-Slightly reduced resource storage capacity (nerf).
6.1 updated. it works well.
thanks. but I didn't.
Mod updated so that it does not appear for non-Lizardmen factions in multiplayer.
However, due to the lack of a multiplayer testing environment,(I never played) this change has not been tested.
Skill is working normally. Scales provide the highest level of defense when no damage is done, and they are designed to be weaker as they are damaged.
If "Old World Campaign" mod has geomantic web data with settlements, yes it would work.
Nakai's World-Wandering Event Added.
-Choose 1 of 6 starting positions (option to refuse included.)
-AI Nakai also uses this feature when starting a new game.
-AI Nakai has a 1/6 chance (include no change) for each destination.
added compatibility with Scrap Upgrade UI Framework.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3384239916
I know nothing about modding, is it possible for you to make it compatible?
-Geomantic Web System Overhaul
now Edicts enhanced beyond Strength 5 by using Geomantic Energy.
Perhaps someday?
However, Dwarf heroes do not have mount equipment. On the other hand, Lizardmen heroes have access to some of the most powerful beasts as their mounts among all factions.
At the moment, there are no plans to grant skill values that would bridge that gap.
-the "Konquata" region upgraded into a 8 slots sub-special settlement.
(start with 2 slots in Tier 1)
Thanks! that cleared my doubt.
A number of airborne units has doubled. Unit mass remains unchanged.
it works when two mods activated.
I will fix the mod if I find bugs or errors while playing the game.
if you are planning on doing anything more with this mod with it not being completely compatible with other lizardmen mods you have a lot of options.
Something for the character skill trees to make it so once you have everything on the scar veterans and chiefs there is something more, Sfo does this well with making the scar veterans be able to either buff units in the army or become lone hunters, or the skink chiefs can buff the skink units.
Potentially looking at the landmark spawning mod and working out how to integrate their units.
Same for the Lizardmen upgrade mod which lets you upgrade units in a similar manner as the orcs and goblin scrap.
Overall I love this mod and might be worth posting it on Loremaster of Sotecs Discord as I feel he would love this.