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=> GREENSKINS scraps income improved x10 (tech +100 per turn & building +10/+20/+50 per turn)
have fun !
=> SIGVALD eyes of chaos opening are now the slaaneshi/azazel version instead of undivided
THIS MEANS YOU CAN GET THE SLAANESH BLADE from realm of chaos (doesnt overlap if azazel drops it)
- added a new screenshot to show that i met the slaanesh blade for example turn 20
- edited description
have fun !
=> unique change for the morathi's effect from name of power
- morathi's skill ABSOLUTE DEVOTION no longer buff monsters (we have enough with the other legendary lords)
- morathi's skill ABSOLUTE DEVOTION can get '+10 leadership AND +10% physical resistance for bleakswords, dreadspears and darkshards' from "fangshield" name of power (more unique and balanced with the entire line)
=> changed description and screenshot to reflect the changes
have fun !
=> updated to 6.2 (no changes, no bugs found)
have fun !
- morathi gets ROR daemonette and ROR keeper of secrets
- lokhir no longer gets ROR daemonette
have fun !
=> 6.1 update !
=> deleted all economy edits for kislev in the mod ! as kislev is finally fixed !
=> edited and shortened description ! (+ deleted kislev screens in mod's page)
have fun !
IMPORTANT UPDATE:
=> fully corrected a script bug on unlocked RoR not waiting 10 turns to be recreated
- affecting AI and potential army spam, because the script was loading every turn
- it was resetting RoR training each turn... making AI trains RoR everytime they lost one
=> script is now tested and working as intended !
have fun !
=> dear mother morathi clearing (closer to vanilla)
- left dilemma doesnt add ward save to sisters anymore, keeping focus on her renegade roster (right still got beasts)
- arnzipal horror deleted from top unique chain (she is already overpowered and got enough toys already)
=> deleted both screenshots involved in these 2 changes
have fun !
=> little update:
- mod description edited
- CLEANING UP SCREENSHOTS: all deleted effects of the mods (since 6.0) are no longer in the mod's screenshot
=> lokhir's skill SLAVER gets 'frost breath for kharybdis' instead of +10 armor
=> lokhir gets ror daemonette (ror only, purely easter egg)
=> DELETED strigoi bloodline no longer upgrade ethereal units (= back to vanilla)
have fun !
=> 6.0 update !
- added missing khorne RoR to sigvald, kholek, archaon, belakor (modified ID entries)
- mod's main image edited
- deleted some forgettable minor edits done by the mod:
*NOTE* this allows to clarify main goal of the mod and keeping most things vanilla)
-> deleted unique cylostra opera effects
-> deleted vampire coast lighthouse abilities
-> deleted defensive tower from nuln unique building
-> deleted bone giant increasing limit from necrotechs
-> deleted sylvanian boost from "supernatural horror" skill
-> deleted bretonnia bonus to infantry from lvl 4 barrack
- mod's description heavily edited to be clearer to read
- FORGOTTEN NOTE: confederation is now far easier if you are at "best friends" relations
have fun !
=> updated for 5.3 !
have fun !
=> updated for 5.2 !
have fun !
=> updated for 5.1 !
have fun !
(deleted 1 screenshot and added 6 new one + mod description edits)
=> deleted karl franz "elector count steam tank" unlock (not working, need deep scripting...)
=> ELSPETH unique techs improve more schematics gathering (25% + 15% + 15% + 15%)
=> NULN unique building improve defensive buildings (it already gives too much garrison, no need for yellow line)
have fun !
=> updated for 5.0
- edited description + deleted 1 screenshot + added 1 screenshot
- 4 undivided WoC get the 2 new nurgle RoR (they already got the rot knight RoR)
- volkmar no longer has blazing sun upkeep effect
- imperial palace in altdorf allows to train "empire wrath" elector count unit
(so franz can access the steam tank while another player is playing elspeth)
have fun !
=> added screens in description to show economic change son kislev and previous daemon prince (daniel) changes !
=> added screens of the minor vampirates tweaks
=> KISLEV ECONOMY:
- normal cities (t1/t2/t3/t4/t5) 100/150/200/250/300 changed to 100/200/300/500/600
- farms (t1/t2/t3) 50/75/100 changed to 100/150/200 (+50% possibility still with normal forest buildings)
- (DLC) haunted forest (t2/t3/t5) 75/100/125 changed to 100/200/400
=> unique cylostra OPERA now adds spectral bombard ability and +20% physical resistance to syreens, bloated corpses and mournguls
=> vampire coast LIGHTHOUSE unique building now allows all army abilities (like fleet artillery building)
have fun !
=> updated for 4.2
have fun !
=> updated for 4.1
- deleted ghorgon ROR from the mod as CA finally fixed it for horne + valkia + daemon prince !
- edited ID numbers for mods compatibility
have fun !
=> Regiments Of Renown fixed !
- undivided (sigvald, kholek, archaon, belakor) get access to ROR pack 1 and pack 2 and completed pack 3 (they already have access to pack 4 by default)
- azazel gets finally access to marauders from ROR pack 4
- khorne (skarbrand, valkia, daemon prince) get finally access to ghorgon ROR
- bonus: morathi gets daemonette ROR from pack 1
=> FOR MODDERS: this mod uses IDs in "building_units_allowed_tables" from 120000000 to 12000006 and from 120000100 to 12000114
have fun !
=> updated for 4.0 !
have fun !
have fun
updated to 3.1 (no changes) !
have fun !
UP TO DATE
=> DAEMON PRINCE (daniel) first skill of undivided line does an additionnal bonus (same in all levels): +20 melee atk/def and +50% seductive money (all armies)
=> UPDATED DESCRIPTION AND SCREENSHOTS
have fun !
=> ADDED SCREENSHOTS TO SHOW DAEMON PRINCE CHANGES (daniel)
=> DAEMON PRINCE (daniel) first skill of each line does an additionnal bonus (same in all levels)
- undivided: +20% post battle captives
- khorne: +15 melee atk
- nurgle: +15 melee def
- slaanesh: +50% seductive money (all armies)
- tzeench: +10% ward save
NOTE: this make daemon prince on par with any other lords with yellow lines + item slots (which daniel doesnt have)
slaanesh bonus makes the seductive mechanic working a little on lategame (even herald lords do not have buffs to it)
=> one specific lategame helmet (ponytail) got seductive frenzy and -50% seduction cost
NOTE: this helmet does NOT allow equiping slaanesh set, it just allows more campaign diversity with slaanesh design
this should make daniel more playable from start with more constant funs without cheating him
have fun !
should be updated to 2.4 !
have fun !
updated to 2.3 !
have fun !
updated to 2.2 !
(edited 2 screenshots to adapt to new morathi tech patch)
have fun !
(edited description + edited a screennshot + added a screenshot)
=> ARANESSA flagship unique building: improved bonus to sartosan (+20 atk & def) and ogre (+50 arm)
=> BRETONNIA level 4 "royal barrack":
- adds +3 melee atk to all infantry (factionwide and stackable per major city)
- adds +1 piercing damage to all infantry (factionwide and stackable per major city)
- adds +3 melee defense to mobs and all 5 man-at-arms (factionwide and stackable per major city)
(NOTE: this allows new viable options for bretonnia and improve alberic/repanse/morgiana indirectly)
have fun !
VAMPIRE COUNTS UPDATE (edited description and changelogs !)
+ edited mod's name
have fun !
STILL UP TO DATE FOR 2.1 !
have fun !
=> arnzipal horror spell moved at morathi's skill "first sorceress" (no longer in dilemma)
=> updated description and screenshots
have fun !
=> its possible to add effects to another units, but it will affects every techs/red skill, so it will improve mortal units in a way that will be too OP and not control-able (and it will appear in all vampire coast factions, which is unwanted)
=> the bonus i made are factionwide and accessible only to sartosa, and the effect i have chosen are easily modable and they are factionwide so all of sartosa faction can profit from it, having a full control on the effects allows more clarity and control on what affects them (i took the maneater bonus from ogre techs-tree)
=> so i prefer to keep it simple and not spreading effects everywhere
either way thanks for the mod