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The description could be made quite a bit easier to read with some basic formatting, I think (e.g. taking out repetition like "capacity can be gained from...." or using HTLM formatting or CAPITALIZATION for headlines <3
-Added-
Centigors of Tzeentch {Limited} Capacity can be gained from honoring the Eagle
Minotaurs of Khorne (Great Weapons) {Limited} Capacity can be gained from honoring the Hound
Bile Trolls of Nurgle {Limited} Capacity can be gained from honoring the Crow
Fiends of Slaanesh {Limited} Capacity can be gained from honoring the Serpent
Recruited from Offering of Slaughter building.
Gorebeasts recruitment shifted to Ruinous Kiln
Razorgor Herd recruitment shifted to Beast Dens
Fix the last few bugs I could find, mostly just visual stuff and added the last unit to top the roster off.
Marauder Champions (Looted Rifles).
Overhauls Shaman-Sorcerer of Beasts (hopefully) killing any more bugs and while I was at it I added 2 new forms for him to transform into (Minotaur and Cold Blood)
Added "Cave Trolls" which is a powerful limited Troll unit only recruitable from Throggs Throne landmark building.
The Upgunned and Chaos Mammoths along with the new Cave Trolls are now limited to a capacity which is increased by the Lords Legendary Items and the Favor of the Gods mechanic. Mined resources also grant access to one additional Cave Troll unit. Making everything interconnected.
I'll look tomorrow if this is caused by the: reskined valkia model (made by LIG) or SCM: Tribes of the North and lastly possibly Eye of the Gods for the Norsca
I noticed some of the units where not getting bonuses from the tech tree an discovered a problem, which I was able to solve, but unfortunately this required me to rework some of the tables. Making the update not save compatible. So sorry to anyone that started a game over the last 2 days.
All the tech and skill bonuses should now be working as intended and I even rewrote much of the text of the effects to make it extra clear what unit the buffs apply to. The mod is currently being worked on but this *(hopefully)* is the only time an update will crash any running games.
Thanks for letting me know.
:Removed an ability the Mammoths were not supposed to have.
:Added relevant Attrition immunities to the new units. Didn't realize they were not active because I was doing a large amount of testing with Throgg and he makes units immune to attrition. Should be working just fine now. Sorry about that.
I dont want to 'steal' anyones work but I also dont like letting shit rot unused and un-updated.
Thats actually why I wanted to add it to my mod so I could edit it. You'll notice all my Mammoths are treated as proper ranged units so you can actually direct their fire. My fortress mammoth would function the same way. Plus it had explosive cannonballs making it actually use full for killing units not just walls.
Heck even the lizardmen have forward facing artillery on their monsters! It looks amazing before the initial clash, and needs WAY less micro
I wanted to add the Fortress Mammoth mod to this one for that very reason but the creator never got back to me.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859631246&searchtext=fortress+mammoth
It adds 1 new unit, 5 Regiments of Renown and 3 new building effects.
Happy Turkey day.