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Just in case it matters: Body was Elfin but with the Human proportions and Culture was Oathsworn (Secrecy Oath, which is another mod. I can't imagine the oath would be the cause but just in case)
Sword Testing - Keep as it is, 90 hp is a really harsh threshold, but it was chosen exactly because only some type of hero classes can participate on it. (It is a sword mastery themed tome after all.)
Additionally reworked the following with the help of feedback (thank everyone for their input):
Tranquilizing Pressure Point - Now only can target T3 or lesser, (Still situationally powerful, but not an insta-win against the strongest units anymore,)
Also, I would like to echo the report that tactical spells are causing CTD.
Otherwise great mod. Thanks.
As for T1 spells, I get it—I think a simple increase in mana cost will already make it more rational. ^^
I agree that outpost spamming is a fair and potentially problematic strategy in vanilla. However, the stability gains were especially too strong and almost quite removed stability issues. On a single building, that’s probably too much. :3
I kinda dislike how T1 spells are meant to be phased on really quickly in this iteration of the game, i believe that these type of spells should be always situational very powerful to keep up with the higher tier spells as considerations once the 1 spell per turn really takes it toll.
(As an example, Tome of Roots has a pitifully weak spell that can never hold a candle to the latter tiers, and i find it very sad how it feels like it may not even exist beyond a point)
So i will think carefully how to find the balance it needs.
I plan to make a balance pass once Giant Kings hit and take all your guys feedback in consideration.
I also agree that the Tea House is a bit too powerful right now, however i don't want to balance around outpost spamming strategy, since while it's a fair way to play the game, and could break the game if left on vanilla, as this is ultimately a mod i think i have a bit more liberty to let the players do as they please.
I love the idea of the Kensei unit, and the rework of the Accursed Lantern is interesting. It's fun to see your take on affinities. I like the Tome of the Vagabond, but I’d prefer for the Tome of Inner Peace to keep its original alignment, as it ties to Masamune’s vision in the Oelian Empire (a roleplay project of mine).
I’ve seen some comments suggesting that certain tomes are a bit overpowered. I have to admit that the Tome of Inner Peace, as you've remastered it, is quite strong.
The cumulative bonus of the Tea House should probably be lowered.
The Sento is a powerful building; in my original version, I made it cost money for more decision-making for your population stability or rentability.
As for Tranquilizing Pressure Point, it might not need to have a 100% chance of Neutralizing, considering how other Tier I tomes work.
I love what you did with the Imperial Guard! And I’m glad you kept the Tea Elemental
- Tranquilizing Pressure Point is extremely strong in low unit count matchups, which are common in the T1 Tome period. In 1v1s, it's game-breakingly powerful, and even in 6v6s, having the ability to just Neutralize their strongest unit for a turn is ridiculously strong.
- Tea House is outright broken.
Scaling stability is already strong enough, even if it was 3 + 1 per Tea House as you can spam it on outposts to make your city Teahouses stronger, it's worth the cheap cost (60% of Tavern) and lack of pre-reqs... With the original 2 knowledge flat income, it made for a small subsidy for resource outposts.
But scaling Knowledge? On a 60 gold cost? That's ridiculously broken. It makes outpost spam viable (cost 38 gold for outpost + 60 tea house, -10 gold upkeep, 2 knowledge + 2 per teahouse?!)
Rebalanced Kensei (Same functionality, just easier to use in general).
Rebalanced damage of Imperial Guards.
Rebalanced 1 Pantheon Ascension choice from Vagabond tome.
Fixed some Soothing Elemental issues.
Ship Modularity Bugs.