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I'm not really sure what to do with Mournguls. I found them effective when putting them within a blob of zombies to soak up some damage, I could have a play with making them a full unit again but they're single entity monsters in the core rules.
I can take a look at these two rule-pairs later, don't have much time at the moment (will try and sort soon tho).
Since there are now rules available for The Old World, I have taken those that are available and have applied them to the Cathay roster. I need to run some tests to make sure the new rules play ok and I will upload the update after.
There's a few drastic changes from vanilla - on tabletop, there's no precedent for Dwarfs being good at receiving charges - in fact their rules boost their charge profeciency instead. https://8th.whfb.app/special-rules/resolute-dwarfs
I've pushed a change that makes a few fixes tweaks to the dwarfs:
* The tabletop rules for doomseekers donm't have them particularly powerful. I tried to stick to these rules, but I think making them just more hench giant slayers might actually provide better gameplay variety
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* Grudge Settler artillery units now properly use cluster-style projectiles instead of expecting to use the same missiles as their base variants. Other grudge units are untouched.
* Also fixed flamethrower units, such as gyrocopters with brimstones guns
https://6th.whfb.app/unit/doomseeker
I found them very hard to translate into the game, as they cause a lot of hits based on how many models are around them - but this doesn't necessarily translate into more damage. So the idea was that throwing them against a blob of units (i.e. clanrats) they would cause a lot of damage, whereas against monsters they wouldn't be quite as effective.
I would be curious how you would envision them performing ingame to make them perform more akin to tabletop?
Would you consider taking a second look at doomseekers? I am not suggesting re implementing them as a hero, but their melee weapon damage (35) is far below every single entity unit in the game. IIRC whirlwind of death gave d3 hits on single entities which could be abstracted as a higher weapon damage / bonus vs large on the mortis engine effect. Additionally their upkeep cost is ludicrously low at ~100 for a unit of its power. The unit is plenty useful, this observation was just something that felt a bit off coming from tabletop. I love the rest of the changes!
I would add a silence, or increase miscast chance or a draining enemy winds of magic, they just seem rather redundant
Otherwise, it negates a whole entire aspect of the tzeentch campaign and makes a lot of parts of it just useless and redundant, making for a very Janky campaign
Instead, I've created a sub-mod which replaces all the Tzeentch ward saves with barriers. If popular enough, I can easily merge it with the main mod.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3437221393
* Balefire carts provide a magic debuff versus an explicit fire attack
* Breath attacks are always a bit peculiar, seems they require specific trajectories to do proper damage. There's a few projectile-related fixes I think I need to look into when I have more time
* Have fixed 'The Hunger' and 'The Curse' passive to prevent duplicates. It still might appear in the tech trees and not do anything, but as a quick fix should prevent over-regeneration or too much damage occurring.
* Perfect vigour is an upgrade, the existing vigor upgrade is only when a lord is nearby
I recommend combining the two
Balefire corpse carps has lost a lot of its use by removing its grant of flaming and magical attacks
Pestilence Breath from Manfred Zombie Dragon does very little damage, good at disrupting though (unsure if intentional)
Vampire Technology granting Perfect Vigour for skeletons is largely useless now
* Gave Teclis stats for a horse instead of an eagle
* Created new icon for Forest Stalker
* Fixed new unit names for 'We's Speshul' compatability
Most of these are working as intended:
* I couldn't see the slayer passive for pink daemon lords... you mean the Heralds?
* In my tests, slashing attacks were quite effective (tested against skavenslaves)
* Doom Knights have magical attacks since the Disc of Tzeentch grants them 'Daemonic Attacks'
* I was unsure what to do with Barriers, I was going to tweak the campaign mechanics to be 'add +N barrier' vs 'add +% barrier' so that it becomes campaign specific
* Pink fire should be better versus blobs, blue fire versus single targets... just like canons / grapeshots. In practice, it's likely one is better than the other
* Nurglings are supposed to have 100 strength, as they have 4 attacks. I haven't done extensive in-game testing on swarms . They also do not have poisoned attacks.
* Bloodgreed applies three stacks of frenzy - which removes the ability to 'parry' If no shields, this has no ingame effect (IIUC)