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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.
If you've had a crash since the start, maybe the mod hasn't been updated yet. Please unsubscribe the mod and try subscribing again.
- Unit caps have been set for blessed units.
- You can increase the cap for blessed units through the Star Chamber.
- The Scrying Pool now produces the "Chant of Spawning" resource.
Other Balance Changes
1) "Sharpened Obsidian Weapons" effect has been removed from all Saurus units. (Nerf)
2) The "Lizardmen in the Jungle" effect no longer applies to armies. However, it still provides buffs in settlements. (Nerf)
*Known bugs and Nakai-related balance issues will not be handled in this mod, as CA has already announced official fixes.
Thank you.
1) Updated mod data to version 6.3.
- The tech tree has been revamped to follow the reworked vanilla research tree.
- As a result, some of the powerful research effects from previous versions are no longer available.
- Legion skills data still exists, but it has not yet been decided whether to reintegrate them into the mod.
2) New Units Added
- Saurus Warriors (Great Weapons) / Blessed Saurus Warriors (Great Weapons)
- Temple Guards (Sword & Shield) / Blessed Temple Guards (Sword & Shield) / Regiment of Renown
3) Building Rework
- The "Smiths" chain, previously removed in earlier mod versions, has been restored.
- Temple Guard recruitment has been moved to the "Smiths" chain.
- A new "Energy Crystal" building has been added to control Blessed Spawning.
Thx :D
I might be asking to much but, could you maybe make so it's compatible with Singe's Heroes: Kroxigor Warden?
sure. here is all added units 'land_units_table' key
wh2_main_lzd_cav_horned_ones_1_mod
wh2_main_lzd_cav_horned_ones_1_blessed_mod
wh2_main_lzd_cav_horned_ones_1_ror_mod
wh2_main_lzd_mon_kroxigors_ror
The greatest problem of this faction is imho there buildings and awefull researchtree.
Great work.
Could you post the unit keys for the added units?
I would like to try a blessed templestrider doomstack. XD
Did you test it using only this mod? That bug usually occurs when a user’s mod contains an outdated version of the file. It’s likely a mod conflict.
lol. spell that can be used as a single point is very attractive, but -10% definitely makes more sense.
Modified done.
Thank you for your suggestion.
The set item effects and faction bonuses for Mazdamundi have been enhanced.
1) "Hexoatl" Lord Mazdamundi Enhance.
- The skill set of Lord Mazdamundi has been enhanced.
- The great Slann Lord can now access all passive abilities from all 9 common lores of magic.
- However, to prevent excessive skill point consumption, the existing enhancement skill tree has been limited to one selectable path.
2) New Skill: "Repentance of Hexoatl"
- Replaces the existing lord-exclusive army ability, "Deliverance of Itza".
3) "Hexoatl" Faction Penalty Adjustment
- The meaningless -10 global diplomacy penalty has been changed to +10 instead.
4) Other Minor Fixes.
- Removed the "Geomantic Nexus Avatar" feature in this mod, which had already been patched in last update.
- Reorganized the passive skill trees of Slann lords from all 9 lores to match vanilla standards.
Do you want Nakai to be a normal faction with the horde system? I’ve had similar thoughts, but it would take some time to implement that change. I’ll keep your suggestion in mind.
OMG. I had no idea the UI had changed since the Kislev patch.
Thank you for reporting. an issue has fixed.
Currently, there are no plans to rework the skill trees.
Also, the issue with Nakai's world tour has been fixed. Thanks for reporting.
Also Nakais event does not trigger on my end. Probably a mod conflict though. Could it be IEE?
Updated the color of the resource bar.
2) Balance Changes
Geomantic Nexus
-Increased initial construction cost (nerf).
-Reduced upgrade costs and construction time (buff).
-It is now easier to toggle the On/Off state.
Geomantic Nexus Resource Output
-Reduced resource production (nerf).
Battery Storage
-Slightly reduced resource storage capacity (nerf).
6.1 updated. it works well.
thanks. but I didn't.
Mod updated so that it does not appear for non-Lizardmen factions in multiplayer.
However, due to the lack of a multiplayer testing environment,(I never played) this change has not been tested.
Skill is working normally. Scales provide the highest level of defense when no damage is done, and they are designed to be weaker as they are damaged.