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@Jyggalag Grimvar will retain recruitment of all units for the race. The new factions will have bonuses towards certain units, but I'm not sure if I want to flat out restrict units altogether. For example: Grau will buff beasts/wilds, Invireth will buff undead, etc. Something like a faction-wide buff to upkeep or stats to encourage certain types of units (like Ungrim with slayers). As the factions develop they may begin to have more distinct separation, going from units, to buildings, even into the tech tree. I tend to build thematic armies myself, so I'll probably come up with skills and mechanics that encourage that type of play. Thanks for the suggestion!
@BeatAsser I agree that the long turn timer and tunneling make it easy to maintain the win streak, but that's by design to overcome the poor growth in the early game and help the faction snowball. This also assumes that you never get an army wiped out and lose the bonus entirely. I'll keep an eye on bloodletting for balance, thanks for the suggestion!
-Ballista - low tier anti large artillery
-Crude Ballista - trash tier anti large artillery
-Catapult - low tier anti-infantry artillery
-Crude Catapult - trash tier anti-infantry artillery
-Falcon Warcast - low tier flying harasser
-Sun Bears - anti-large war beasts
-Duskgleam Lions - anti-infantry war beasts
-Warhawks - armor piercing flying war beasts
-Golden Plains Griffon - single entity flying war beast
-Updated unit cards to not steal from vanilla for all units
Next steps will be to play through the mod a few times and review all current content, adjusting as needed.
On the horizon: Experimenting with a few faction mechanics around the pooled resource. RoR additions as I have time to work on them. Separate factions for all LLs. Incorporation into TOW on hold for now.
Added "skill dumps" for all lords and heroes (health, melee, magic, ranged)
Changed bloodletting mechanic - 5 turns until streak reset but streak reset will completely remove all progress.
Unit balance changes to Meteor Cannon, Sanctum Guardian, Wardens, Leadmongers, and Zverag Grovekeepers.
Messing around with pooled resource "Glory" for faction. Currently has no use.
Fixed an issue where Disciple hero skills to reduce magic cost and cooldown did not appear.
Next steps:
1. Consider adding low tier artillery units
2. Consider adding additional units to round out cavalry building chain (unit selection seems sparse in comparison to other building chains)
3. Experiment with pooled resource faction mechanics (current implementation unknown, may be scrapped)
4. Research TOW mod and determine if adding Valorkin is possible.
As always please provide feedback regarding bugs, the current state of the mod, and any ideas you have for further additions.
Please report any bugs/issues to me and I will address them.
Please also comment with any thoughts you have on the new additions.
Next I will be looking into changing the "bloodletting" mechanic to be faction-wide instead of local to each army to see if it works better with the faction.
New Generic Lord: Zverag Grovelord - Melee/range/magic hybrid
New Generic Hero: Kanati Mystic - caster
New Unit: Zverag Grovekeepers - elite monstrous infantry
New Lore of Magic: Lore of the Earth - used by new generic lord and hero. Also has overcast options similar to vanilla lores.
Please report any bugs and I will get to them ASAP.
Please also leave your thoughts on the new units and lore of magic, especially with regards to balance (overpowered/underpowered).
Working on minor settlement buildings expansion next.
Considering updating the Lore of the Sun to have overpower/miscast options similar to the Lore of the Earth.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1. New generic lord, generic hero, 1 unit, 1 new lore of magic
2. Minor settlement buildings expansion - kanati/zverag options for minor settlements that require more investment but pay out more in the long run
3. Experiment with win streak mechanic faction wide instead of individual to each army
4. Attempt inclusion into TOW mod - likely a submod
5. Experiment with separate factions for each LL
6. Sporadic addition of RoRs
More stuff on the horizon but I have a skeleton put together for most of these new additions.
6 undead
-Returned Laborers (trash melee infantry)
-Returned Warriors (low tier melee infantry axe & shield)
-Returned Guardians (mid tier melee infantry axe & shield)
-Returned Champions (high tier melee infantry axe & shield)
-Returned Horsemen (mid tier melee cavalry)
-Returned Knights (high tier melee cavalry)
1 construct
-Ferrolith Mutilators (High tier melee infantry)
3 hybrid melee infantry
-Peacemakers (low tier axe and pistol)
-Powderfiends (mid tier axe and pistol)
-Leadmongers (high tier axe and pistol)
Spear melee infantry have been rebalanced to fit in with these new units.
Please let me know if you encounter any issues with the new additions.
@fredrowe234 Glad you are enjoying! I may add the ability to vassalize/subjugate other order factions only. Everything else wouldn't make sense for this faction.