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
Cultist
-Number of followers changed from 3 to 1 + 1/3 Hero Level with a cap at 5 followers.
-Gold Cost increased from 400 to 450.
-Cultist's now have a passive Animal Empathy
+Animal Empathy
-Animal Empathy confers bonuses to charmed animal's at the point at which they are charmed based on the Cultist's attributes.
-Animal Empathy increases the charmed minions Max HP by the Cultist's Level * 2.
-Animal Empathy increases the charmed minions Dodge value by the Cultist's Artifice / 2.
-Animal Empathy increases the charmed minions Attack value by the Cultist's Artifice / 3.
-Animal Empathy increases the charmed minions Parry value by the Cultist's Artifice / 4.
-Animal Empathy increases the charmed minions Magic Resistance value by the Cultist's Intelligence / 6.
-Animal Empathy increases the charmed minions Strength value by the Cultist's Strength / 10.
-The Cultist's max number of minions will be 1 at level 1, 2 at level 4, 3 at level 7, etc up to a maximum of 5 followers.
Dwarf
-Weapon Strength decreased by 1 from 12 to 11.
-Armor Strength increased by 3 from 9 to 12.
-Gold Cost increased from 500 to 650.
Priestess
-Cast Range increased by 25%
-Number of followers changed from 3 to 1 + 1/2 Hero Level, with a cap at 5 followers.
-Gold Cost increased from 400 to 475.
-Starting Health changed from 10 HP to 8 HP.
-Starting Vitality increased by 3.
-Drain Life heal amount changed from 5 to Intelligence / 4.
-Can learn the spell Wither at level 5 from the Library if your kingdom has at least 1 Arcane Spire.
The Priestess will have a lower starting HP but better HP gain per level of approximately 3 - 4 HP per level.
The Priestess's max number of minions will be 1 at level 1, 2 at level 3, 3 at level 5, etc. up to a maximum of 5 followers.
Priestess heal amount from Drain Life remains the same at the starting level and scales upward slowly from there, as opposed to before where it didn't scale at all.
The change to cast range and minion speed are to allow for the Priestess to more effectively use her summons to tank. She is far too often caught out in front of her minions and left to tank for them, resulting in even high level Priestesses dying from what would otherwise be trivial obstacles.
Ability Information
Wither: Decreases enemy movement and attack speed and lowers enemy strength.
-Wither debuffs stack with each other.
-Decreases target movement speed by 60 + (Intelligence)%.
-Decreases target attack speed by 150 + (Intelligence * 2)%.
-Decreases target Strength by 3 + (Intelligence / 5).
-Wither Duration: 8 + (Intelligence * 0.25) seconds.
-Cooldown Duration: 25 - (Intelligence * 0.25) seconds.
Skeletal Mastery: Confers bonuses to Summoned and, to a lesser degree, controlled undead based solely on the Priestess's level and Intelligence.
-Skeletal Mastery increases the Summoned minions Max HP by the Priestess's Level.
-Skeletal Mastery increases the Summoned minions Dodge value by the Priestess's Intelligence / 20.
-Skeletal Mastery increases the Summoned minions Strength value by the Priestess's Intelligence / 14.
-Skeletal Mastery increases the Summoned minions Magic Resistance value by the Priestess's Intelligence / 8.
-Skeletal Mastery increases the Summoned minions Sight Range value by the Priestess's Intelligence / 8.
-Skeletal Mastery increases the Summoned minions Attack value by the Priestess's Intelligence / 6.
-Skeletal Mastery increases the Summoned minions Parry value by the Priestess's Intelligence / 5.
-Controlled Undead receive half the value from the Priestess's Skeletal Mastery bonuses.
Rogue
-Cast Range set equal to Attack Range
-Can use the ability Explosive Bolt at level 6.
-Receives a Level 10 Event granting this Hero the Assassin ability.
Ability Information
Explosive Bolt: Deals regular damage to the primary target, and secondary explosive damage to all targets in an area, including the primary target.
-Deals 8 + (Artifice / 8) secondary spell damage to targets.
-Explosive damage radius is set to 60 + Artifice.
-Cooldown Duration: 24 seconds.
Assassin: Instantly turn invisible indefinitely, granting the Rogue increased movement speed, ranged accuracy, and the Assassinate ability.
-Increases movement speed by 50%.
-Increases Ranged Attack Value by 25.
-Lasts indefinitely and is only broken when the Rogue uses the ability Assassinate.
-Rogue's will automatically use Assassin the moment it comes off cooldown.
Assassinate: Deal heavy damage to a single enemy target. Deals normal damage to a building.
-Deals 5x this unit's damage to the target in a single attack if the attack connects.
-Puts Assassin ability under a Cooldown Duration of 60 - (Artifice * 0.25) seconds.
Warrior
-Receives a Level 10 Event that allows a Squire to be enlisted as a henchman for your kingdom.
Wizard
-Cast and Sight Range increased by 33%
-Gold Cost increased from 500 to 550.
-Decreased Parry value from 15 to 10.
-Decreased Dodge value from 25 to 20.
-Can learn the spell Transmute at level 4 from the Library if your kingdom has at least 1 Arcane Spire.
Felt the Wizard needed a bit more range to effectively serve the function of a glass cannon without compromising himself over much. In exchange for better ranged combat, his Dodge and Parry skills in melee combat have been reduced. This should also help against some monsters having an increase in movement speed.
Ability Information
Transmute: Instantly kills an enemy at low HP and converts the remaining HP into gold and experience.
-Target must have less than or equal to 10 + (Intelligence / 6)% remaining HP.
-The remaining flat HP amount is multiplied by the Wizard's Intelligence and converted to gold for the Wizard.
-Two-thirds of the conversion to gold is given as experience. This experience is scaled the same way other experience is in relation to hero level.
-Cooldown Duration: 30 - (Intelligence * 0.25) seconds.
Monster Changes
Hellbear
-Increased Experience value from 450 to 500.
-Increased movement speed by a factor of 1.
-Increased HP from 45 HP to 65 HP.
-Increased Attack value from 50 to 55.
-Increased Parry value from 35 to 45.
-Increased Strength value from 16 to 17.
-Increased Magic Resistance from 0 to 5.
-Increased Gold reward from 40 to 45.
-Decreased Dodge value from 25 to 20.
Hellbears were lacking in stats for what they were supposed to have been: a tankier minion and an upgrade from the Varg for Cultists with a Level 3 temple. This change aims to reflect that.
Roc
-Increased Sight Range from 160 to 240.
They are flying creatures so a sight boost compared to land based monsters made sense. They'll be useful in this aspect if charmed by Cultists.
Skeleton
-Increased movement speed by a factor of one to allow for better Kingdom traffic and rushing to tank for the Priestess.
New Monster: Sanguine Peasant
-A Sanguine Peasant can only emerge from Sanguine Pits and aims only to destroy the buildings of your kingdom.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.
Stats
-HP: 40
-Experience Value: 225
-Sight Range: 200
-Attack Range: 1
-Strength: 2
-Attack Value: 5
-Parry Value: 6
-Dodge Value: 12
-Magic Resistance Value: 0
-Armor Value: 0
-Movement Speed: 1
-Gold Value: 45
Destroys your buildings at a rate equal to a normal Peasant + Strength.
New Monster: Gore Guard
-A Gore Guard can only emerge from Sanguine Pits that have City, Veteran, or Palace Guard corpses contained.
-Attacks your kingdom relentlessly until death.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.
Stats
-HP: 34
-Experience Value: 300
-Sight Range: 220
-Attack Range: 1
-Strength: 15
-Attack Value: 50
-Parry Value: 45
-Dodge Value: 10
-Magic Resistance Value: 0
-Armor Value: 7
-Movement Speed: 1
-Gold Value: 50
New Monster: Crimson Archer
-A Crimson Archer can only emerge from Sanguine Pits that have Royal Archer corpses contained.
-Attacks your kingdom relentlessly until death.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.
Stats
-HP: 36
-Experience Value: 325
-Sight Range: 250
-Attack Range: 175
-Strength: 16
-Attack Value: 70
-Parry Value: 10
-Dodge Value: 55
-Magic Resistance Value: 0
-Armor Value: 15
-Movement Speed: 2
-Gold Value: 55
New Monster: Maniacal Arbalest
-A Maniacal Arbalest can only emerge from Sanguine Pits that have Mercenary Arbalest corpses contained.
-Attacks your kingdom relentlessly until death.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.
Stats
-HP: 27
-Experience Value: 350
-Sight Range: 200
-Attack Range: 280
-Strength: 25
-Attack Value: 75
-Parry Value: 0
-Dodge Value: 0
-Magic Resistance Value: 0
-Armor Value: 1
-Movement Speed: 1
-Gold Value: 60
New Monster: Blood Mage
-A Blood Mage can only emerge from Sanguine Pits that have Court Mage corpses contained.
-Transforms your weakened living Henchmen into their warped versions.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.
Stats
-HP: 27
-Experience Value: 450
-Sight Range: 270
-Attack Range: 220
-Strength: 2
-Intelligence: 36
-Attack Value: 25
-Parry Value: 0
-Dodge Value: 0
-Magic Resistance Value: 40
-Armor Value: 2
-Movement Speed: 1
-Gold Value: 80
Ability Information
Consume Life: Deals 6 Spell Damage and heals the Blood Mage for (Intelligence / 4) HP. Low HP targets are converted into warped versions of themselves.
-Consume Life will turn a henchman if their HP falls below the Blood Mage's (Intelligence / 6).
-Henchmen that are turned will not add to your kingdom's Henchmen Death counter or add a body to a nearby Sanguine Pit.
New Monster: Scarlet Squire
-A Scarlet Squire can only emerge from Sanguine Pits that have Squire corpses contained.
-Attacks your kingdom relentlessly until death.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.
Stats
-HP: 75
-Experience Value: 500
-Sight Range: 240
-Attack Range: 1
-Strength: 18
-Attack Value: 80
-Parry Value: 15
-Dodge Value: 14
-Magic Resistance Value: 0
-Armor Value: 15
-Movement Speed: 1
-Gold Value: 90
New Monster: Spirit Troll
-A Spirit Troll will spawn instead of a normal Troll after 5000 Gold has been vaporized in your kingdom.
-Increases Max HP by 1% every 0.3 seconds after spawning.
-Regenerates HP equal to 0.5% of Max HP on top of Troll normal Regeneration Rate.
Stats
-HP: 94
-Experience Value: 2000
-Sight Range: 200
-Attack Range: 1
-Strength: 16
-Intelligence: 10
-Attack Value: 75
-Parry Value: 60
-Dodge Value: 90
-Magic Resistance Value:12
-Armor Value: 2
-Movement Speed: 1
-Gold Value: 400
New Monster: Minotaur Lord
-A Minotaur Lord will spawn instead of a normal Minotaur after 100 Blacksmith Visits in your kingdom.
-The Minotaur Lords basic attack cleaves through 2 additional nearby enemies.
-Minotaur Lords attack slower than normal Minotaurs.
Stats
-HP: 145
-Experience Value: 2750
-Sight Range: 250
-Attack Range: 1
-Strength: 30
-Intelligence: 21
-Attack Value: 100
-Parry Value: 70
-Dodge Value: 30
-Magic Resistance Value: 3
-Armor Value: 10
-Movement Speed: 1
-Gold Value: 700
New Monster: Elder Orbs
-An Elder Orbs will spawn instead of an Evil Oculus after 80 Library Visits in your kingdom.
-The Elder Orbs have the Vortex spell available to them on top of the normal spells of an Evil Oculus.
Stats
-HP: 110
-Experience Value: 5000
-Sight Range: 275
-Attack Range: 240
-Strength: 5
-Intelligence: 24
-Attack Value: 20
-Parry Value: 10
-Dodge Value: 15
-Magic Resistance Value: 98
-Armor Value: 2
-Movement Speed: 1
-Gold Value: 1000
Lair Changes
New Lair: Sanguine Pit
-A Sanguine Pit spawns in place of a Sewer Entrance when 25 Henchmen die in your kingdom (not including Tax Collectors/Caravans).
-Each pit after the last requires 25 more Henchmen to die before another will emerge. (25 Henchmen must die for 1, 50 more for 2, 75 more for 3).
-The Palace eliminates a Henchman corpse every Palace revenue cycle.
-Sanguine Pits are invulnerable.
-Dead henchman are added to the nearest Sanguine Pit to be turned into warped versions of themselves to spawn from the pit later.
-Spawned warped versions of henchmen reduce the corpse count of that henchman in the pit.
-The number of corpses in a pit and the number of Sanguine Pits increase the total number of potential spawns at a time from the pit.
-The number of corpses in a pit and the number of Sanguine Pits increase the spawn rate of the Sanguine Pit.
-If no henchmen corpses remain in a Sanguine Pit, at most a few Sanguine Peasants will be all that spawn from it.
-Sanguine Pits start improving their spawns upon every new pit past the first one.
-Increases movement speed of all warped Henchmen by 15%.
-Increases attack speed of all warped Henchmen by 27%.
-Increases Sight Range of all warped Henchmen by 10.
-Increases Attack Range of all ranged warped Henchmen by 10.
-Increases HP of all warped Henchmen by 8%.
-Increases Dodge value of all warped Henchmen by 1.
-Increases Parry value of all warped Henchmen by 2.
-Increases Melee Attack value of all warped Henchmen by 3.
-Increases Ranged Attack value of all warped Henchmen by 3.
-Increases Strength value of all warped Henchmen by 1.
-Increases Armor value of all warped Henchmen by 1.
System Changes
New Spellcasting/Ability system (currently implemented only for *new* spells/abilities)
-Allows for abilities/spells to have cooldowns vary based on the caster's attributes/levels rather than a static amount.
-Allows for durational, non-damage and damage effects to scale based on caster's attributes/levels rather than remain a static amount.
-Allows for area of effect duration spells to carry stat numbers from the caster, and not rely on the flat number amounts like Meteor Storm does.
-Allows for development of unique spell types and behaviors to use them.
-Allows for development of Aura abilities.
-Allows for development of a mana system.
It shows up in the Hero's spell list if they went to the Library to learn the spell.
It does not show up as a Research Tab in the Library, nor would it be possible to do so for any additional spell created until SDK functionality allows it.
The only way you can tell if your Libraries will have new spells available would be to simply know based on the number of Arcane Spires present in your kingdom. Since new spells have been implemented only for the first Spire, you'll know that new spells are available in the Library for a hero to learn if you have any Spires for the current state of this mod.
I love the Level 10 Events for the Heroes. This adds a lot to their long term growth. Do you plan to add these to the rest of the Heroes?
The events were an early attempt to see if I could add any more variety to heroes with respect to their progression.
They won't be necessary and will eventually be phased out in future releases as other new systems/functions will more easily aid in Hero Development, such as the Skill Tree system currently being prototyped.