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Reduced magic resistance from tzeentch magic resist ability
Increased cost of rot, glorious rot
Reduced upkeep on daemons from campaign skillsets
Reduced upkeep on god path units from campaign skills by 50%
Reduced daemon upkeep from rifts by 50%.
Reduced global upkeep from weapons chain for units
Chaos Rifts (2nd Tier) now grant upkeep reducation on Forsaken/Chaos Spawn units.
Corrected battle kill buffing cultists etc so they do what thier tooltip actually says) melee attack instead of weapon damage)
Added a 'space' in that tooltip =p.
Fxied missing tooltipm 'Stories'
Made changes that shoudl fix Daemon Recruitment times with the appropriate tech.
Fixes to the Chaos invasion script.
Edit: not sure what you mean by "Fxied missing tooltipm 'Stories'"
Regarding the item problems, Mark of Tzeentch/Forbidden Rod/Talisman of Preservation etc. These are vanilla items, unedited. In order to change them woudl mean readically reducing mod compatiability which I'm not prepare dto do, yes some combos are very overpowered. If CA cannot correct the obviously unbalanced combos in the game one person isnt goign to be able to either! Basically if you want a fun game don't combine crazy item builds to amke yourself invincible.
Cultist heroes are meant to be early game, they are not as skilled as empire wizards (more hegde wizard heretics) and i think to make them such would be immersion breaking. Besides thier ability to heal Daemons makes them universally handy.
There will not be a Keeper of Secrets becasue teh animations do not exist to make it looks good.
Dunno about the Siggy quest thing, ahvent encountered that issue before.
Warriors of nurgle don't take two turns, I checked.
So Finally the battery thing is explained, I dont play the game on small units sizes. The mod is balanced for 'large' That sint somehting a modder can fix becaus ethe other settings reduce unit size by a set %.
If it is intended that cultist heroes are suppose to suck later, then they are working as intended and I will remove that. Maybe they can get some kind of niche role strategicly by doing some action others cant? Setting up cults in enemy lands, lowering public order/increasing corruption or something?
Would it be unacceptable to use a placeholder model for keeper of secrets, like some giant daemonette or giant modified chaos lord or something? Would this be too much a horrible sight that it overwhelms the needs of gameplay?
Did you check nurgle warriors without the 3rd upgrade that "grants 1 turn reduction to daemons"? If so, I will take it down from the list till i manage to reproduce it more consistently.
Orginally all the heroes had "provincial powers" -CA removed that for warhammer 2. That's why they lost that ability.
If I did a half assed version of a KOS it'd get more complaints than praise, If I can't make it look half decent, It isn't going in.
I checked the Nurgle guys in the DB.
Q: Corruption skill is pretty horrible because chaos armies get massive amounts of corruption anyway and increasing it by 4 or even 12 will only change the province max corruption by a tiny amount, which will never be reached anyway because chaos doesnt stay there long. Is it possible to make it give corruption to nearby provinces? / Corruption skill tooltip at lvl 2-3 suggests it does nothing at those levels.
A:-True-ish. The tooltip issue is caused by something rather complicated due to modding nature that can't be easily fixed -basically it isnt worth it. Also some skills ahve always been more useful than others, this one exists because some players just love to spam corruption for the big numbers and it's basically fun to out-do the Warrior Priests\Sigmar Fools.
Q: Slaanesh mark is terrible, as it grants psychology immunity on a faction with very high leadership and many fear causing/psych immune units. It is still useless for non slaanesh armies.
A: Meh, kinda true, but that's what it does in the board game too, It's always been underpowered. But I feel thier custom poison/mass heal debuff powers make up for it.
Q: Arch Heretic role requires level 10, but by the time the lord is level 10 they are not using cultists anymore but have moved onto better units. Maybe better to lower it to level 1 or something low so it can be properly assigned to the weak lords who use cultists can have it assigned to them.
A: True as well, but the titles really only exist for fun. Calling your dude an Arch Heretic is always a laugh, and besides if upkeep is an issue some people run a Bloodthirster with 19 cultists just for him to have a fan club.
Q: Plague doctor skill is very weak, granting 1% recovery per level which is less than skills other races get, and really insignificnant compared to the 10/30/60% net recovery from nurgle upgrades. It should either grant more recuperation, or do something more (extra attrition resistance maybe?).
A: Tried this at higher stats before, it was ridiculously overpowered in certain combinations.
Q: Tzeentch forces seems to like chaos spawns, having some ways to buff them, but no way to reduce their upkeep.
A: They do now.
Q: Slicing shards (slaanesh spell) seems rather weak in the damage it does,
A: Kinda true, but its fun to add insult to injury by slicing up thier best supposed elite unit. It is very situational like most Slaanesh stuff.
Q: Picking sigvald blocks quests for archaon and Kholec, so you cant get their items. Havent tested with others yet.
A: Sod knows. Never happened to me and I play Sigvald.
Q: On low unit size, pleasure cannon and hellfire batteries have just one unit in them.
A: By using a lower unit option in the menu you are basically running a mod that reduces all unit sizes by 33%. Answer? Turn that mod off.
Infernal gateway bug is presistant,. sometime sit works, sometimes not, I really dunno.
The skill tree bug is a new one and just plain weird, not exactly progress breaking though
Same with Artillery batteries. More is likely to get broken fixing those than it's worth.