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In regards to the Conjuror units (including the roaming spellmarkerd units) I think they are very well done. Its so fun to see them battle the enemies and often its kind of unpredictable because many of the battles depends on the Conjurors to use there first few turns to summon creatures and if they do they can win over rather large armies.
Glad to hear the early game is feeling good. Now I just hope the mid to late game has the right balance, too. In the updates before this one, the higher tier summoning rituals were way too cheap. xD
I avoided any spell schools that include things like confusion, command or enslave, because the Conjuror isn't supposed to be able to recruit any units except Dreamers. If you gain control of commanders from other classes, it would negate that. Hence no Astrology on the Eerie variants. None of the creatures you can summon in combat or via summoning rituals have spells like that either.
Also I was wondering why the Eiry Conjoror didnt have any Astrology spells?
Thank you so much, Faceless! I've spent weeks on it, yeah. ^_^ Some days I worked 12 hours straight.
The crystal forests are supposed to be there. Part of the effects of the Dreamer on reality near their home. The upgrade rituals eventually will let you turn the hut into a tower, then a crystal tower, a tower of the elements and finally a crystal palace.
I love the mod! I've enjoyed this far more then most I try out. Must of been a ton of work too.
Yep, some Dreamers/Spellweavers/etc. by their nature move with a bit more haste than most of the others, like the Peregrine and Ephemeral ones, so they're one step faster. All Conjurors get faster as they level up. Those ones just get there quicker.
Hmm you have a point there. I originally had her start in the Palace because I wanted something fortified, so the class doesn't just get wiped out immediately in the early game. Hence the big army as well. The Palace seemed the most thematic out of the fortified locations.
Also I didn't realize the Palace had that teleporting ability that only the Illlusionist can actually use, so it's a bit misleading.
I'll change it up a bit, have her start in a hut and give her rituals to upgrade it as she levels up.
I'll also give the early game and starting units another look. It's a tricky thing to balance, but this feedback is really helping! <3
I still find it a bit boring in the beginning. Basically your starting unit is to weak to roam around and I find myself sitting and waiting for gold and especially mushrooms. Waiting is no fun so early game is as of now not very enjoyable. I need something to do.
Also usually I have alot of herbs that I cant use for anything. Maybe you could enable the conjurer to summon some roaming forest units to help with claiming jungles, forest and swamps. That would give me something to do while I wait to upgrade my conjurer.
I have have a question about the lore and the mod. My understanding is that the Conjurer is a kind of freak kid that has a natural gift for manipulating reality. I would think that the game should reflect that this kid grow in power and yet she start out by having a big catle and a massive army. I dont get that. Wouldnt it be more in sync with the lore if she started out in a hut and in the beginning now and then spawned roaming units and as she grew these units would become more powerfull and maybe even contrallable. I would prefer that progression instead of the big army and castle and it think in would be more aligned to the lore you started with. Anyways thanks again for the updates
For reference, you have a warrior summon that takes 150 gold and 30 diamonds, this is a net worth of 210 for 1 warrior. Warlocks can summon 3d4 (3-12, avarage 6) warriors for a combined 50 gems, a net worth of 100/6 per warrior. That makes your stupid warrior 12 times more expensive than the non stupid warriors.
You get more value per turn than a warlock as you have more types of resource, but that value can't be spend as everything depends on gold.
Civilization includes creatures that prey on human settlements, like Rocs. It's more of a loose association.
The mutate minions such as Dreamtouched, Spellmarked, Warped, Altered and Awry, are definitely something I'm still adjusting. I had a suspicion they were too strong. Will probably nerf them here today somehow.
Hmm I think I'll change the starting commander to the Affluent Dreamer. Her summoning rituals only cost gold.
The summoning rituals are supposed to be very random and vague, so you never know what you're going to get. That and some other factors are supposed to make each run a bit different. That can be either fun or really frustrating. xD But RNG is definitely a factor here.
The Conjuring ritual is just supposed to promote the Spellshaper to a Conjuror. The promotion rituals are Dreaming, Spellweaver, Spellshaping, Conjuring, and Lucidity. Not sure if the promotions to Conjuror and Coruscant Wellspring are working. Haven't had a chance to test that yet.
First off is either making your starting commander use rubies or making the palace of dreams give diamonds. As it stands, it just makes the start unbearable when your one starting army inevitably kills it's self and you have no way to summon more unless you get super lucky with a diamond spawn.
Second is to make the dreamers and their upgrades use one of their summons and their rod/hand move every turn. As it stands its just frustrating when they die because the guy whose entire gimmick is summoning refused to summon anything three turns in a row.
(also the starting lord's spellmarked follow him even though they're meant to be stupid)
All in all, great mod that has real potential, but needs some good quality of life upgrades in my opinion.
Also excellent lore, thanks :)