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- Fixed a bug where staff skins were not held properly with Gloomstrider and Naga transformations.
@Vote, thank you!
@HzT, I just reused the same Fire Breath ability from the base game.
@Hebrux, it's on my backlog but no promises!
You can make them expensive but I don't want to have to create my own modded version again just to have those infusions =(
@SevereArtisan, I can certainly review the base game icons to see which ones are missing in the forge. I think most should be accounted for.
When I Gold Infused a tier 1 trinket with 1 infusion point, it take no turn. So the item is finish on the same turn.
I can just spam this over and over as long If I have a lot of binding essence. Then I disenchant all of them to gain overabundance of gold + 50 binding essence back on the same turn. So really require only 75 binding essence.
So if I have 500 total binding essence, I can craft tier 1 gold infusion trinket 4 time. Disenchant all 4 on the same turn, to gain 300 Binding essence back + 480 gold. Then I can continue to craft 2 more tier 1 trinket with 250/300 binding essence..
You can see how can this get out of hand with a higher amount of binding essence.
Or maybe my play through is bugged, i'm not sure.
- Golden Golem and Inquisitor sword skins: +2 Melee damage to match other one handed weapon skins.
- Trident skin: +4 Physical Ranged damage to match the javelin skin.
- Shade sword and kunai skin: -2 Physical Ranged damage to match the sword and kunai skin.
@Scifive, yes different magic orb skins are interesting. I can review when I have a chance.
MOREEEE!!!!
@Ezmode, thank you for the bug report, this 1.5 year old bug is now fixed! The change was not intentional, as I do not modify base game files. Fortunately the actual effect of 10% healing has always worked and it was a tooltip bug only. I was new to modding and did not create the tooltip properly. Cheers.
@伊尔翎, yes more support style upgrades would be great for the dragon claw. I will consider it the next time I plan an update.
- Added 4 new wand icons.
- New active abilities for Staff and Wand items: Static Field, Spread Flames
- Fixed a bug where custom staff skins were missing their damage channel FX.
- Added Conjure Greater Animal for staves and wands. This summon spell works on all terrain types and summons an animal unit based on the terrain.
It's von schnitzel's extra units mods and in my savegame suddenly their torsos and weapons disappeared. But it's very strange, because viewing the same unit with the form, enchantments etc. in the encyclopedia is not broken, so it's some savegame shenanigans. I just went with the first thing that fit timewise.
- Added Aura of Disease for Legs.
Forging Catalyst doesnt show up in the crafting menu. Is this not part of your mod? Its show in the pictures highlighted and looks pretty cool. rest of the mod works fine. thanks.
You can look for my modding tutorials on YouTube or stop by the official Discord's modding channel for more assistance. Good luck!
@Dio, thank you! Another modder is working on a mod that adds culture specific upgrades for the item forge. I know the Primal Animal summons are included in that, lets see how the mod turns out.
@Hzt, any suggestions for magical properties?
I've made a korean translation
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3464058920
It's first for me to make any translation and upload it.
So, do I need to get a permission from you? or just uploading it is okay?
BTW do you think you can add some magical properties to dragon claw weapons?
as a Dragon Lord - mage player, the magical aspect from the equipments for dragons really feel lacking
@NotSoEasy, thank you for your kind comments!
@GildedWraith, yes good idea. I can add the Liege Guard shield.
Maybe adding the "Liege Guard" shield as an option in the forge?