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Thanks for the feedback though, I'll consider bumping up the base poison resist if I find that it's still too troublesome.
Once I learned not to kill myself with poison (much), I came to a new frustration--everything fun costs fungus. Even your unique soldiery, your main gold sink, cost enough that spending your gold, if you have a lot, will necessarily cut into your ritual budget.
I'd propose expanding Adrophags to include some new ways to spend gold and iron to support their sticky masters. Androphag Lord is a good candidate for a ritual or two i think!
I think the ability to build a hillfort in swamps makes sense. You might think this steps on miasma's toes? But Miasma creates a no-man's land that only a very elite witch army can cross safely. So I think the use-cases for these options actually have little overlap.
I imagine something working more less like what the Barbarian does in tribal villages, or the Thief in Bandit holes. Costing a little Gold, and good chunk of Iron.
The Manflayer seems like a guy who knows his way around a corpse.
It would make sense if he had a ritual to turn humanoid corpses into resources.
Hard to imagine what resource type a "corpse leather" windfall would fall under. Leather armored soldiers usually cost pure gold, so gold it is I guess? This would be most useful if he also had an ability that SPENT that gold.
Turning corpses and gold into effigies?
Using corpses and gold to spawn/upgrade units?
My last idea: Something like an androphag war elephant. Big lizard, 25 iron cost. Swamp move. You get the idea. On a related note, is there some way I can easily browse the sprite pack you use, so I know what you have on hand?
I get the vast majority of my sprites from Dominions 6 extracts: https://steamhost.cn/steamcommunity_com/app/2511500/discussions/0/4132682727131370992/
While a few others are from other modders that are more artistically inclined and generously let others use their sprites for a credit. Namely: Juz and Sturm (He does Dominions 6 mods, so different workshop)
Selkie is a consumate loner. If she isn't alone in her swamp she can't ambush and is pretty useless. While she can have a home as part of a witch's army, anyplace the witch is is one where you can just plop some mushrooms down, so at some point she wants to break off on her own.
If she had stealth in her walking form, it would be easier for her to sneak her way someplace meaningful.
I also wonder if it is really necessary for her drown attack to be an assassination strike, and not simply a pre-battle one. That way you could give her some mushrooms to pal around with, and she could part of a real defense instead of just a suicide assassin.
I'm inclined to add an additional bonus to the "submerged" form so there's an incentive to have them camp on swamps and if someone happens across it the units killed in the ambush is a bonus rather than the entire package.
They reward the witch for having iron, which was a major weak point of the class before. But I think that's not even the best part of the change. It was such a mindblowing moment to recruit something on a citadel as witch that had POISON RES. There is a critical mass of summoning you do as witch where at that point, anything that isn't poison immune in your stack will die to friendly fire. Meaning your strong stacks are limited to summons only. The lizards let me actually support my main stack with recruitment. Makes the class feel a little less... oppressive to play as.
All this to say lizards are great and I love them. I would like to see more even. Here's the pitch:
Add unarmored lizard warriors to the mercenary lineup--50 G and 25 F.
Add fungus cost to the Swordslizards and Fen Guard. Fungus cost is thematic since you surely find them in the swamp, and they are pretty strong for their price currently, given their desirability.
New Commander, Lizard Priest. Has bile magic 1 and enables recruitment. Has a single ritual allowing them to settle in an Iron Bog, becoming a stationary "Lizard Armorer." In this form it has an iron bonus and a stronger enables recruitment, making it an opt-in to lizardfolk.
Since they yield less of the crucial fungus, the ability terraform a swamp into an Iron bog seems like it would not be broken. But i couldn't come up with an idea for it I liked.
I recommend nerfing the Cauldron Witch down to Maladies 1, securing the Hag's niche as the primo combat caster. I would also consider tweaking the costs of the promotion rituals and T3 rituals they unlock, as currently the T3 summon is such a mashable win button that messing around with hags seems less than optimal.
Swamp Ghosts are friendly-fire experts. They have a degree in it. They are probably the ghosts of people who friendly fired someone in the swamp. It may "add texture" i dunno. But they wouldn't be out of place in the ritual's roster if they were buffed to be Front+
A couple ideas -
1. Selkies should be able to submerge in shallow water in addition to swamps, ambushing shipgoers
2. Give the Erinyes a ritual that can only be done in inferno, costing either gold or a lot of ap (depending on which you think would be better balanced), which presses a dozen or so sinners and a couple lesser fiends into service. This gives a small but useful incentive to use your witches swamp teleport to invade inferno.
1. Building on the current split promotion path at level 2, I'll be expanding this to have 3 promotions at each level. Some of this is a new specialized "slot" for existing content and the Selkie is one of them. Currently they're kind of a gimmick, so they'll be reworked as a potential promotion at level 1 that grants mixed spell casting, an amphibious commander, and exclusive access to Marshlands ritual.
2. Lizardmen are being expanded from occasional merc recruits to more of a staple in the roster, with a mechanic where lizardmen warlord commanders can take over citadels to expand the types of troops that can be recruited.
Generally I steer away from mechanics focused too heavily on the outer planes, but what you suggested isn't too intrusive and could potentially be a little thematic flair for that unit.