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
1) Adjusted the cost of "Spawning Sequence" for Blessed Spawning units.
*Buffs
Blessed Terradon Riders: 100 -> 50
Blessed Chameleon Skinks: 100 -> 50
Blessed Chameleon Stalkers: 150 -> 100
Blessed Salamander Hunting Pack: 150 -> 100
Blessed Razordon Hunting Pack: 150 -> 100
Blessed Temple Guard (Sword & Shield): 250 -> 200
Blessed Ancient Salamander: 300 -> 250
Blessed Carnosaurs: 350 -> 300
*Nerfs
Blessed Saurus Warriors (Shields): 100 -> 150
Blessed Horned Ones: 200 -> 250
2) Fixed the Blessed Spawning cost icon so that it displays the correct resource instead of money.
The maximum geomantic energy output from settlements, as designed in the mod, is intended to be around that amount.
In a previous version, there were too few ways to spend the energy, which led to a surplus of the resource — so this adjustment was made for balance.
However, the current production level seems to be too low, so adjustments are expected soon.
I just have a question about the geomantic energy. I see I can produce up to ~20ish/province (settlements+buildings), what would be a tier 7 edict.
How can I produce more geomantic energy? I don't see any tech or anything like that that boost it. Is it in the landmarks maybe?
Thanks :)
Salamander Pack & Ancient Salamander Adjustments
1) Salamander units have been buffed without any raw damage increase.
- Discovered that the explosive impact of their ranged attacks was inadvertently making enemy infantry units invincible by knocking them down.
- The impact force of their projectiles has been adjusted to match that of the Dwarves Iron Drakes.
2) Improved pack units behavior
- Reduced the issue of Salamander Pack and Razordon Pack units bumping into each other during movement.
Steam server crashed last night due to silk song (or last day). It will be resolved in time.
The reason I'm posting this reply is because the latest version removed the effect from the mod.