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Necro prob oferbuffed
Dislike the golem rider's changes; I want it to stay squishy. In other games that is called a 'glass cannon'. Remove hp buff and attack nerf, a few def should do the job.
Stalwarts will do 0 damage now and we'll have another Stone Sentinel
Wyvern crazy buffs, this will now be the best scount in the game
Sad that you didn't bring winter movement from the original mod for clans. They live on the desert, and thus it makes sense to better handle moving in snow
Could you buff geomancer's non-lava-standing buff values?
Unsure on the necros yet, haven't gotten to test them. I think the big health buff on Proliferators is justified, though - Necros were WAY too weak against ranged hero squads, as the proliferators just died too quickly - and they are quite expensive to boot.
Foragers might be OP now, but I quite like auto-heal. They now have an actual role alongside necrodrones.
Golem Riders are still comparably frail with the changes. A good glass cannon is cheaper than they are - like Warlocks or assassins.
Stalwarts were just amazing is the thing. They are supposed to hit like a wet noodle for being simultaneously the cheapest, yet almost tankiest frontline in the game. However, I am open to reconsider the nerf.
Wyvern were pretty weak in vanilla, even with ELCP changes. Also, flying units got nerfed to 4 world movement, down from 6. Their main role is being a scout, but the global nerf to flying made htem much worse as scouts. SO yeah, they got big buffs, but deservedly, I believe. Im open to take away one of the two scouting buffs(vision or movement).
I personally thought that RC having winter movement reduction made rather little sense in terms of flavor. As you said.. they are used to desert, not snow. Those are completely different types of terrain and they wouldnt have a lot of experience in traveling through snow.
I havent thoroughly tested kapaku yet. If I - or you - find geomancers still underperforming, I will buff the spell.
Additionally, I'm not a fan of +1 speed for Fanatic (doesn't look like a fast unit at all) and +1 for all Forgoten units (they're all on foot). There are other ways to give all your units movespeed (if u use MilitaryRevoulution mod, SearchParty tech does the trick). Forgottens are already invisible, and with speed they'd be obnoxious to deal with. Also, Skyfin still 8 map speed when other flying 4 ?
I will consider dropping the vision range for now. Id like to keep the +1 speed, as thats just partial compensation for the global flying nerf.
Fanatics do look quite fast to me, tbh. I mean, it's a cavalry and they look like cavalry after all.
Map movement is also, in my opinion, a very smart buff. Cultists, by default, struggle with map movement(no roads), yet they have a great need to patrol a big area tightly, cause of how converted villages work.
Fanatics were a bit weak, but mainly cause they did not excel at anything. Their stats are fine, all things considered. So it was hard to directly buff them meaningfully. Map movement buffs are highly appreciated, but do not directly impact cultist army power, which I like.
I am reconsidering the map movement buffs on forgotten. Idea was that their units are very fragile, but instead of just beefing them up, I wanted to give lean more into their maneauverability. But, having tested forgotten quite a bit already, they feel OP with that, so I will revert that change soon.
Skyfin are kind of a special case. They are exceptionally expensive and cannot be compared to "normal" units. I could nerf their movement down by 1-2, but Allayi already got pretty sizeable nerfs in this mod with the big nerfs to monk.
How about keeping Skyfin at 6 speed but increasing its battle prowess? It is extremely tanky but has little attack, damage and initiative.
If they aren't straight OP right now, I wouldn't nerf their movement speed. But it would be a good consideration if Allayi are too strong.
If assassins are underpowered, I'd likely buff their atk or dmg. Don't think they are underperforming now, though. They exist well alongside predatores and mysts, as predatores have much lower damage output individually and mysts are all about their insane AoE, while Assassins excel at single target damage.
https://endlesslegend.fandom.com/wiki/Assassin
Furthermore, the production cost is different as ELCP says 'Cheap + Cheap' instead of 'Cheaper + Cheaper'.