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It really is enlightening to see how many people say they like the mod, and how many have grievances with the balance, you're all a crucial component in the development too so I thank those who have brought up their issues in terms of balance, we promise that the balance will be tuned to a state where everyone can play fairly and have fun with on a semi-competitive field.
The next update is coming very soon from Eisen, it will mostly be a graphics update with updated unit sprites/graphics for the Order, Caliphate, and Horde, who needed it to match the quality of the units from Tartarus.
Next update after graphics will be a balance one, the comments here have been helpful in the push for this, more details after the Graphics Update.
For Ajax - the roman-looking enemies are an exclusively lore faction for now, but there are plans in the future for more content on them by both me and the mod developer (I only write lore for now), and in regards to ships, it's a meme, but they will most likely not be added as functional units.
For PanzerMordor - glad you enjoyed the mod, the elf healers and slave trader mechanic is an addition from the Horde Update, but i'm glad that you were able to enjoy the newest update with them.
For Dragonskull - not planned (as far as I know) but it's a suggestion I've forwarded for consideration (I support a form of it).
For Timothy - there is currently only one map so far, Arnen outskirts which is not published here on Steam, visit the official RW server and ask for it specifically, I'm planning to release a map pack but only when I have enough maps to add to it (still learning it myself).
Also no sweat Machdamius!
I'm just very happy to see this mod is okay.
I am quite enjoying the CyberDemons personally!~
SCREW WHATEVER THE FUCK IM GOING
IM PLAYING THIS
THIS IS MY FAVOURITE MOD ON THIS GAME
LIKE PERIOD
I apologize for the inconvenience
The night sun rises you better have your shit together!
Wrapped Blade, there is a map made with this mod in mind but it has not yet been uploaded on Steam, I could upload it myself but I haven't asked permission to do so yet
lag will be reduced from the fireflies and villagers as they will be optimized
the influence from Order has to be gathered by the tax collector from a villager, the next update they will go for the building and not the villager to collect taxes for influence
in regards to defenses still being weak, the longer walls are stronger than single segments, which could be why a horseman could harm it a lot from your view, but otherwise, unique complaint
Lancer cavalry are intended to run back and forth to gain momentum when they charge, they are working as intended.
Defences have actually been complained about in this mod due to how powerful they can be, ; There are multiple options on both sides for dealing with massed infantry, such as Mortars for Order, or Sandstone towers (which need units in them), walls are the most effective asset you can use to defend your defensive buildings.
The heavy unit spam you are referring to could be related to the above response, most units in this mod have the capability to destroy bases quickly if they are improperly defended in defensive buildings and infantry.
The factions get stronger as the game progresses, units that have undergone upgrades 25 minutes in the game will perform 2-4x better than those at the start, it is just a part of the design of the mod.