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Rapporter et oversættelsesproblem
Do are any of the level 1/2 wizards have the arcane conduit unlock requirements working properly?
but the curese of arnahair and transformation of kadon do not
I believe I've fixed this now.
All Level 2 and lower spellcasters should have their Level 3 spells count towards the Arcane Conduit unlock requirements."
still not fixed for dark elf sorceress of beasts
I'll keep it in the back of my mind but as I'm not using SFO at the moment, this probably won't come around for a long time, if it does at all. You're welcome to make your own patch in the interim though.
I believe I've fixed this now.
All Level 2 and lower spellcasters should have their Level 3 spells count towards the Arcane Conduit unlock requirements.
but does not seem to count skill points put on Wind of Death and Curse of Years
Arcane Conduit only unlocks for isabella when you put points in:
Evasion
Earthing
and Magical reserves
despite Wind of Death and Curse of Years being in same group
Level 1 - 40%, increased miscast chance
Level 2 - 30%, increased miscast chance
Level 3 - 20%, increased miscast chance
Level 4 - 10%, increased miscast chance
Or something like a negative ability.
Not sure if that would be easier
Would make magic more lore accurate and require more strategic use.
Something like:
35% miscast chance on normal cast
50% miscast chance on Overcast
Most characters get copious amounts of miscast reduction anyways in campaign
To the point where miscasting is virtually non existent currently
The Daemon Prince is still behaving the same aside from the UI being misleading.
I can hopefully fix this but for now I think this is preferable to Kairos's UI being bugged.
For the timebeing I've removed all changes to Kairos but there's still some bugs where he is missing some spells. I'll try and resolve but at least for the mod is back to being functional.
As an aside, 6.1 is going to need a few changes. Kairos needs another look at but there's also an issue causing a crash if mods include capital letters for table names, scripts and some other file types.
i think possible because all 3 mods have too much triggering at each turn start
I'm not familiar with the other mod you're referring to.
perhaps the mod that allow a drop down menu for skill slot descriptions could help you with this in regards to performace
the reduce spell capacity is respected when yuan bo turn into the Jade dragon, it however is not respected when his sister Miao ying turns into the storm dragon.
I have not yet tested for the other dragon sibling (metal fire dude, zhao ming?)
That said, the skill trees have been organised so that the skills are generally following this order:
ie Wizard Level->Spell Attribute->Signature Spell->Level 1 Spells->Upgraded Wizard Level->Level 3 Spells.
There's some variation depending on the starting wizard level (eg Level 4 Wizards) but in general, the signature spells are always after the spell attribute passive.
If you're referring to multi-lore characters, they are custom skills and already list out which spells are signature in the skill description. Those skills are due for an overhaul since there are some improvements to effects UI in WH3 I should be able to leverage for clarity.
When deciding on skill points, it is simply hard to remember, sometimes which is the signature spell, especially with the amount of factions and lores in the game
On the plus side I did discover (and fix) some issues with out of date spell data impacting the lores used by the dragons.
I vaguely recall there being a known issue with spells and transformed characters but can't find the source at the moment. Could be we're stuck with this for a while but I'll see what I can do.
otherwise there is little point in ever using the human form
I don't think that there is an issue with signature spells being a consistent good first pick to max out. This is consistent with vanilla CA design where some skills across all lines are obvious early picks.
As I honestly don’t know what the signature spell is sometimes, and do to it’s reliability there is no reason not to max it out before any of the other spells
@sarumanthecursed I'm pretty attached to the idea of signature spells. From a design point of view it is good to have something be consistent so you can rely on the spells. Especially since from a vanilla game point of view, all of CAs other design decisions assume you always have these spells.
Miscast is a trickier problem. I can change the miscast chance BUT this only works if the spells can already miscast (ie only the upgraded versions of spells). I can make the base versions of spell miscast but this will decrease compatibility by a fair bit. This is primarily the reason why I haven't made the change previously.
This could be a good idea for a submod though.
Level 1: gives no extra spell mastery since its base line
Level 2: gives +2%
Level 3: 4%
Level 4: 8%
Level 5: 16%
Regarding my comment on spell resistance: they currently do not affect debuffs which kindof makes spell resistance worthless right now. Try casting some spell vs dwarfs. Many spells overkills anyway so 20% resistance sometimes is totally meaningless. By making it also affect debuffs its value would be better. It could be possible via scripting according to chat gpt. But I dont know much about modding but I am a programmer myself so I might read up on modding a bit and join the modding scene :))
Again I based my thoughts on tabletop.
By default you used 2 dice for simple spells, and if I recall correctly you only got malfunction on double 1s.
Which makes it a 5.556% chance
But in terms of gameplay it would be simpler to put concrete numbers, and somewhere between 5% and 6%... Given my previous recommendations a 6 would be more convenient since it would make a level 4 sorcerer have an additional 12% chance of taking damage when casting a spell.
As I say, this would be increasing the chances that already exist in the vanilla game because with this mod, sorcerers, and especially legendary ones, are incredibly powerful since you have no way to counter them in a particularly efficient way.
In relation to the SI, perhaps it would be an option to double the MR% you offer to your army.
Just like on the board, the sorcerer generated fewer dice to counter enemy magic.
Another recommendation would be, for outstanding sorcerers like Teclis or Kairos that only they give 15% MR and have 30% spell intensity