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I don't exactly understand what you are talking about, but I am pretty sure immortality only works if the unit is killed while having the immortal trait. If you transform into a non immortal unit, the immortality also goes away. So if you remove the immortal trait from a unit, it will always stay dead when killed.
It's actually a valid way to kill an immortal. For example if you have a living immortal and hit them with the Curse of the Frog Prince and then kill the frog, they also don't come back.
Further example:
Unit 1 = Worm mage (Immortal mage that has BOTH IMMORTALITY and BUG REFORM)
Unit 2 = Bug Cloud (Unit that upon death becomes swarm of bugs and can reform. ONLY HAS BUG REFORM)
If i give bug reform to Unit 2 it will acquire immortality even if it did not have it before (Thru the bug soul vessel) Now if i edit the bug soul vessel monster and remove its Immortality trait Unit 1 will no longer be able to benefit from immortality and will permanently die if bug soul vessel is slain.
The reason im complaining about this is because im trying to make a modded unit that has this ability but is also not set to a specific immortality (3 month reform from bug soul vessel) or even be immortal in the first place...
Instead they increased the price to +1 NINE for fear and EIGHT for Dread AND also required a separate scale of 1 turmoil or 1 magic.
Sort of overdoing it I think. Thats 3 nerfs at once, a nerf to how it worked, a nerf to the price and an additional scale cost as well.
I doubt it will be used very often.
On top of that the demilich nerf was warranted- but I think it will still be the meta pretender.
50 more points basically means it has to lose basically 1 scale, but it is still 20 points per path (unlike 40 for master lich and lich queen, who also got the nerf) combined with it being dom 3 results in it being still very affordable.
It needs to be moved to dom 2 and make it's paths 40 each, not have 50 points added to it for immortality- OR immortality needs to be brought back to 3 turns because 1 turn immortality is ludicrous- you risk nothing just dive bombing them into people over and over again.
But I think it's like 50x less important than the changes they made in this release; one no longer has to plan builds around how to fight fear cavalry who subtract 10 from your morale before turn 12.
"Fear can now lower morale by at most the same value as the fear effect (or max 10)"
Does this mean Fear caps at 10? Can you stack Fear effects higher?
If I summon a Leviathan (fear 10) and have it attack an enemy province with a mage who casts Terror (fear 3) do the enemies get hit with Fear 13? Or does only the largest fear effect apply?
What about pretenders like the Dracolich which has more than Fear 10?
https://illwiki.com/dom5/fear
"Aura considerations
Despite what is claimed in the manual, the area of effect of a fear aura is hardly changed over the feasibly obtainable range of fear values. Like all other auras, it requires a value of 25 or higher to hit further than a single square from the origin, and values instead alter the expected number of squares hit per turn."
^ If this still works it might still be worthwhile to pile death magic and a fear bless onto a dracolich to get Fear 25+