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
Makes me hesitant to suggest another leader, since you have so many as this faction. It's a little crowded, and a little samey. The sameyness is strong though... it makes them versatile. But I think there might be room to make them a little more distinct.
For instance, the Malefic Markmeister, the vampires sired by the Master? They are pretty much clearly your endgame ritual. And they are worth it, just a little underwhelming for being at the end of such a looong tech tree. I think they aught to have something like the ghoul lords do. A unit recruitment in all your bases as long as you have one alive. Something like--
Marksknights:
7 HP, 4 Str, 6 Morale, 1 Armor
Weapons, As hussar, with +1 damage across the board.
Regen(5), battlefast, Shield, +vampire traits.
Costs 10 Gold, 5 Iron, 5 HoG for a set of 5.
.
Maybe restrict them to ancient castles instead of all citadels?
Find Inheritance: Cast on fortified hoburg. Costs 5 Gold, 10 HoG, and 3 AP. Maps a Ruined Castle anywhere on the map.
With this, the class is less nerfed by not having a ruined castle nearby.
I'm still early in planning it, but I also have some concepts for expanding the ghoul and reanimator sides of the faction, while also adding a unique interaction with forests that would replace "Desecrate Forest" for this class to further differentiate them from the necromancer. So while old castle ruins will always be important, this may not end up being necessary due to the other options available.
I got to thinking about how the Markgraf is this pretender to royalty right? So I figure, if you need a new branch for his tech tree, theme it around that?
So I figure, give the Graf something to do to castles--he can use it on a regular castle fine, but use destroyed ones too. That way, he doesn't need to tech up to use it, but it stays relevant.
Here's a pitch for one option:
Found Marksknight Order, 200 gold, 50 iron: Enchant castle or ruined castle. TIle will freespawn "Marksknights" (the vampire ones from my earlier post can be renamed "Black Yeoman")
Meant as like a "one-up" on the Burgher, these guys have armor 3, and are quite elite, for a hoburgh. They probably lose battlefast. In terms of spawn rate, you get a drip of them more than a trickle.
They should eventually be upgradeable to "Marksknights Maelific," gaining vampire traits(regen!).
If you wanted to restrict these guys to after you had the Maelific Markgraf, you could give him the ritual to promote him. If it tested like a lategame feature, you could even put it on his progeny, which will put at the end of the main tech tree.
The spawn could lose their necro rituals and get this instead. (You get a ton of necro list champs in this class)