Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Still, the off-set of the Mercenary skill (that makes actions cost more) makes it an interesting choice, so I was thinking - what if you gave all the second stage skills a small "negative"? For instance, and this is just me thinking out loud, give the Assassin boosts of the second stage a minor campaign movement debuff (to represent the cautious nature of planning so well for an assassination that a hero needs to slow down and study their suroundings better, for example). And so on for all of those.
I mean I think the skills are good and are balanced generally speaking, but I think for certain kits the small increments might work a little too well once the hero is high enough in level.
Anyway, just food for thought, hope you consider it :)
But I have to ask. On how many Heroes/Lords have you tried it? Because I remember the chances of assassination and wounding differed quite a bit from character to character. If you give me a bit more info and test out the odds (aka confirm it's around 95% consistently) then I'll consider it.
I like the idea tbh.
+ added the new blue skill node to all Heroes that I've worked on so far
(this beta is for now just posted on the patreon page as I haven't done much testing)
- finishing Dwarf ghosts (forgot to do when I was doing dwarves)
After I finish up the dwarf ghosts I'll update here. Expect 2-3 days since I have to test everything.
For next update I'll be tackling:
- all WH3 factions will get some touch-ups that have been bothering me (new heroes that were added and the old ones a bit)
- most likely Vampire Coast or Lizardmen are next since 2 votes were placed for each
Vampire Counts
- now a part of the Extended Hero Skill Trees
Dwarfs
- Ghosts now also have Extended Hero Skill Trees
General
- added new icons
- improved some old icons
- new node in the blue tree "Scout" that gives 15/30/50% increased line of sight to the agent (P.S. this is not much)
- warrior priest blue line order of nodes correctly rearanged
Buffs:
- Blue tree nodes "Lieutenant, Captain and General" have recieved buffs
- all 3 nodes have gained the Supplies bonus in local region (in order): 50/100/150 (additive so it rounds up to 300 supplies in local region)
- all 3 nodes have had their Line of sight increased from 5/10/15% to 10/15/25% (additive so it rounds up to 50% LoS increase)
- all 3 nodes no longer have the campaign movement node as it wasn't working anyway, it was intended to give the agents movement range on the campaign map but that seems to be impossible (P.S. Strategist trait and the Ancillaries that are supposed to give campaign movement range to heroes do not work in the base game either, it's a vanilla game bug that agents cannot gain extra movement on the campaign map and I found no way of changing it - trust me I tried... if anyone knows how, let me know)
P.S.P.S I know it's possible to give the Lords campaign movement speed but that wasn't the intention of these nodes so it wont be added
- Second Damage building node: 6/12/20% to 5/15/30%
Nerfs:
- Blue tree node "Logistics" changed from 100/200/400 to 100/200/300
- requirement for "General" increased from 6 to 9 nodes in the previous group (previous group has recieved a new node "Scout" to compensate)
- Light wizard's "Winds of Hysh" Barrier to all units in the army changed from 45/90/150 to 30/60/100 Barrier
- Empire captain's "Rugged" Physical damage reduction changed from 1/3/5% to 1/2/4% (prevents invulnerability stacking)
- Empire captain's "Machine Spirit" movement speed changed from 2/4/8% to 2/4/6%
Blue nodes that serve as upgrades to the original ones have had their effect reduced to half of the value of the original nodes, except "damage building" that was buffed.
- assault garrison: 6/12/20% to 5/10/15%
- assault units: 3/6/10% to 2/4/8%
- assassinate: 3/6/10% to 2/4/8%
- block army: 3/6/10% to 2/4/8%
- hinder replenish: 10/20/30% to 6/12/20%
- steal tech: 2/4/6% to 1/3/5%
- wound: 5/10/15% to 3/7/12%
- Assault Units and Assault Unit are now properly differentiated with a different icon (both vanilla and my additions) and the values have been adjusted
P.S. I didn't even realize these were 2 different things - wat... Assault Unit targets individual
lords and heroes and damages them while Assault Units targets the armies
- Assault Unit (vanilla) was buffed from 5/15/30% to 10/25/50%
- Assault Unit (extended) has values of 8/16/25%
- all special nodes located on the top right of each Hero skill tree have been standardized from lvl 20 requirement to lvl 15 requirement
- Iridescent Horror (Tzeentch) now properly has "Assault Unit" as it was in vanilla (accidentaly was overwritten with "Assault Units" by my mistake
maybe swap it our for some stuff relating to the weaker and less used late game daemons like toads and flies? rotflies are pretty unloved in vanilla which is a shame for how cool they are.
also having mortal champion heroes give buffs to mortal units like warriors and chosen while heralds giving to daemons would be a nice duality. (since the mortal heroes dont seem to have any skills yet)
- fixed Plaguebearers and Alluress Heroes having scuffed magic trees, it's aligned properly now
- fixed some chaos factions having wrong assist army modifiers
Fyi guys I've started working on the new Heroes that they added to the Wh3 chaos factions. The exalted Heroes and Sorcerers. For now only Khorne exalted dude got the blue and yellow tree extension. Will probably take a while.
P.S. 20.02 I start my irl job so most likely even less updates. Sadge, BUT how scholars would say. It is what it is.
Heroes that have recieved the new skill trees:
- Exalted Hero of Khorne
- Exalted Hero of Nurgle
- Chaos Sorcerer of Tzeentch (Metal/Tzeentch)
- Chaos Sorcerer of Slaanesh (Shadows/Slaanesh)
Pushed the vampire count new unique lines 1 row below.
Fixed some skill line background colors.
- fixed the Wight King unique skill trees
Gunnery Wright
- Increased Range for army's ballistics weapons
-faster army's reloading times for army
- Necroflex collousus mount?
- more training
-income grwoth bonuses (especially to industry or ships)
Mourngal
- FASter army movement
- better raiding
-assault units
-terror
-Faster reinforcement rate
vampire captain
-inceased loyalty (or loyalty decrease takes longer)
-population growth (raising zombies)
-more post battle loot
-more spells and charge rate
-increase control
- updated tables that needed updating for 3.0.0
Skaven (not complete)
- all skaven Heroes have the blue tree implemented
- Skaven Assassin skill tree completely done
- Eshin Sorcerer skill tree completely done, some spell skills updated to be actually useful
Monogods
- I think I also updated the monogod chaos heroes but don't really remember
Just an aside, this mod is incredible BTW. I love what you've done with the various skill trees.