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The Necropolis building paths are quite the labyrinth but I can recall you needed the Haunted Vault first. When hovering your mouse over the Haunted Vault building option it should be listed there as well as it's requirements.
Thank you for listening and for your reactivity !
Update released. As I looked at the unit some stats had to be reduced drastically. I believe last time I did any balance changes to it was 5 years ago which really speaks volumes to how important feedback is! Thank you!
The exact changes are in the notes (found below the mod header). While damage was kept, it's defenses and resistance has been significantly reduced.
If DB stay cheap and accessible, maybe they could have -1 in damage and defense, and a weakness to shock. But more importantly, I think Martial Arts an First Strike are skills for swordmasters, not mindless automated objects. They could have Overwhelm and/or Bleeding Wounds has promotion.
I agree Arboreal should get Forestry, they did not have that since I wanted to emphasize them being slow but it also makes sense they would know the shortcuts. I will add that to the next update since the Treeman has it by default (applied by being a Fey unit).
Dancing Swords can be tough but they can also be killed quickly depending if you can field a good counter, same with the Gargoyles and other unconventional units. Of course, if you can give me strong statistics and ideas for changes backed up by said statistics I am glad to look into it!
Thank you, it is a beautiful unit.
It's from Chivalrous Additions: Wasteland.
You need the Menhir of Fire before you can build the additional building that produces them.
May i know how to recruit "Forge Giant" ?
Is it from you ?
Currently you get the Intrepid Airship/Skyhaunt if you build a palace and has the Advanced Logistics research. I have had ideas in the past but if I ever do such a thing it will be in Additions: Wasteland due to the 100mb steam limit. The main problem that arises with siege engines is that you want to avoid a situation where fielding only or almost only them outside of playing dreadnought becomes a viable strategy to counter certain classes such as theocrats and necromancers.
There is also the Saker secret unit if you have a Mariner's Guild (which I am considering changing the model of at some point).
We have some ideas for the mysterious new playable race we are cooking up however! ;3
There was giant muchroom in uPatch 1.4 for SM. It moved VERY slow but had serious long range attack.
While I had long considered both these units I was wondering if the mod size would bloat beyond the steam limit once I get to the Karagh (if that ever happens) but thankfully that is not the case and the mod increased by only 1!
The main reason is also that they feel more flavorful and above all, play in a much more interesting way as I felt the crab was sort of redudant in it's "big tanky thing" role and the white griffin it's "first striking flyer" role for their respective races which is already covered by their default T3. The crab also felt sort of random for many and looked out of place when spammed from a desert city!
Hope you enjoy!
Maybe, now that I look at it. It was replaced with the Frostfire Artillery.
There were never any werewolves in the mod.
It cannot be applied onto attacks that does not have shock damage by default.
What +1 shock damage are you referring to?
Also is it a bug that the tier 3 High elf noble archer- does not get the +1 shock dmg?
There is a complete unit list thread for more details above! The priest can only be produced by Theocrats but rewarded or be given as a starting unit by all classes (a half-class unit if you will). You can also see this if you filter classes in the Tome of Wonders (though the tome is very limited in it's information on building links and such so be aware of that).
With "tin" I meant it's in the building descriptions.
How do i know what upgrade i need for the buildings to unlock?
Also what do you mean with tin?
You mean the three buildings it unlocks? You are the wrong class. It says so on the tin.
After building the Noble court for High elves, the other building don't show up?
I think you are in a better position to mod 4 than I am. Good luck!
It looks good, the thing is though that I copy mine over from a text document since when I upload it onto steam, the editor breaks the description when you open up the file so it needs to be remade every time I upload so I cannot use bold letters, etc.
I commend the effort however! I may consider it once I feel truly "done" (which likely involved the enigmatic "Karagh update", whenever that will be).
It should work. Frequency and when Cosmic Events show up is separated from the events themselves, which are originally split into early, mid and late game with events being able to appear in more than one of these. Unless any of these are removed (which is very unlikely) it should work as before.
Thank you!
This is a bug in the vanilla game that is most often encountered in the hero levelup screen. You can also find it often in the Tome of Wonders if the list is long enough. Unfortunately this bug can appear everywhere in the game a scroll wheel is present. It is however only a visual bug so nothing to worry about.
Happy to hear you are enjoying it! We are working on a few new projects which I hope to get done this year!
Necromancers benefit heavily from ghouling in late game and does not rely much on producing their own T4s.
They are class locked. Only classes that produce their base game T4 in cities have access to one of those buildings while the others gain new T3s instead due to balance reasons.
I did exactly that—combining all the small mods—and it helped so much, can recommend.
I believe 30 was the maximum mods in multiplayer before crashes occur. Also double check old mods if the comment section mentions issues that date after their latest update.
Could be an overload problem. These can occur if you run out of virtual memory either because of the aging engine or if there are a bunch of unnecessary background processes. A common issue are dirty edits such as duplicate IDs which are often the issue with mods adding new units. I have cleaned mine from any such instances. I try to keep my mods as clean as possible and also regularly cut down on unnecessary memory usage such as textures larger than they need to be to allow the engine to "breathe" more healthily.
By the sound of it you only encountered this once and not every time you tried this which is good but can certainly be frustrating. You can run the game in debug mode in the launcher if you ever encounter a repeatable crash to see what caused it. Running the game in debug during normal play is not recommended.
This seems to be an issue of the mod crashing due to another mod being full of issues and spreading problems throughout the game. Does this happen every time you do this or only once?
You need to be more specific than that. I cannot solve any issue without the problem being pinpointed. Crashes can occur even in vanilla gameplay so you have to be able to tell me exactly what the issue is.
The mod runs very smoothly at the moment and reported crash issues have had to do with other mods causing problems, mainly ancient half-finished ones with internal problems.