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Legendary heroes and RoRs will be next, but no specific timetable on when they will be released. Will likely release individual units or small groups instead of one large RoR drop or several heroes at once.
@xenomegaman Thanks for the continued interest! I'll keep slowly working on the new additions, please let me know your thoughts as I continue to work on the mod.
Sabbatical is over and I'm getting back to modding. Current plan:
1. Rebalance Garrisons
2. Add RoRs (Probably 1 or a few at a time)
3. Legendary Heroes and better UI elements on the horizon
4. A second mod
...Still holding out hope either A: they'll eventually return to remake it for TWW3, or B: someone else will do it.
After all, like I said: building the faction's powers, abilities, and balance around their lore would be your best bet at...well...balancing them.
I salute you, sir, for doing what I could only dream of...
My prior comment was made before I actually started playing, so if it seems ignorant, I WAS ignorant of the details...
Have they always been a powerful people with strong stuff? Maybe higher than average upkeep is in order (Quality vs Quantity).
Are they a Chaos-related faction? Maybe taint their lands with Chaos Corruption.
Is there some kind of disagreement between the major leaders? Maybe they are difficult to confederate as they're ALWAYS fighting each other.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3557004221
For a power play fantasy this is good but it might get boring at some point and reduces replayability imo.
@everyone forgot to mention that a garrison rework is also being looked into on top of RoRs and legendary heroes for each faction. Rollout for new additions will take some time.
-Invireth and Hanami now have their own factions. Each has provincial recruitment of thematic units.
-Pooled resource "Glory" can now be spent with "Divine Mandates" a mortuary cult like feature where you can purchase followers, units for instant recruitment, and confederate the other legendary lords, even if their factions have been eliminated.
-Small balance changes to units and abilities. Significant cost increase to scorch tank.
Please report any issues with the new factions or features. Also comment your thoughts on balance and implementation of the Divine Mandates feature and Glory pooled resource, these will likely be re-balanced after more testing and feedback.
Next Steps:
-UI customization to make culture more distinct
-RoRs
2 more factions for the remaining legendary lords are next.
Please let me know if there are any bugs or other issues.
1. No sacking is more of a balance thing to prevent players from sacking a single city over and over to raise the victory streak counter and cheese the faction.
2. The bugged create vassal is unintended and vassals will be removed completely in a hotfix shortly, thank you for pointing this out. Vassal options may return in the future with more refinement.
3. Unfortunately, victory conditions are controlled in "startpos" which I can't mess with without making my mod incompatible with many, many other mods. I can indirectly make missions that act as victory conditions though, and would like to add this in the future. Probably after I have created separate factions for each legendary lord.
4. I feel that most units are balanced right now. Legendary lords and tier 4/5 units I'm keeping an eye on. I will be re-balancing buildings and garrisons in the near-ish future.
Thanks again for the thoughtful comment.
1. Interesting dynamic in that the armies need to be aggressive but the building is more defensive. The ability to sack settlements would aid in this greatly. Is there a Lore reason as to why you can not?
2. Create Vassal doesnt seem to work as intended. It creates a new faction that you have some wierd alliance with that they break the first chance they get.
3. Victory Conditions are a bit generic. Needs something that drives the narrative, the lore behind this faction other than cleanse the world.
4. I disagree with the comments that claim it needs a nerf. The strength is needed in the early game because by mid to long game you fall behind because of the slower growth so you need to be able to establish yourself or you will just get run over by Tamurkhan.
@Jyggalag Grimvar will retain recruitment of all units for the race. The new factions will have bonuses towards certain units, but I'm not sure if I want to flat out restrict units altogether. For example: Grau will buff beasts/wilds, Invireth will buff undead, etc. Something like a faction-wide buff to upkeep or stats to encourage certain types of units (like Ungrim with slayers). As the factions develop they may begin to have more distinct separation, going from units, to buildings, even into the tech tree. I tend to build thematic armies myself, so I'll probably come up with skills and mechanics that encourage that type of play. Thanks for the suggestion!
@BeatAsser I agree that the long turn timer and tunneling make it easy to maintain the win streak, but that's by design to overcome the poor growth in the early game and help the faction snowball. This also assumes that you never get an army wiped out and lose the bonus entirely. I'll keep an eye on bloodletting for balance, thanks for the suggestion!