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Should also add commands that makes communion master choose less deadly spell for slaves when in communion.
Like R'lyeth mage with earth path should not spam gifts from heaven instead water spells that cost almost no fatigue for slaves.
Seriously, how do you nerf solar brilliance and solar rays (lol) without touching foul vapours? Or was it intentional for it to be 10 times as powerful as it is in dominions 4? I'm sorry for my tone, but I don't really care about trivial fixes like these while this bizarre mechanic makes every battle a tedious slog. Cloud effects should NOT trigger 4 times per round...is that too much to ask?
https://imgur.com/a/vnd7Ezp
It seems to be variable how many times it occurs, but the fact that its possible for a poison cloud to trigger 6 times in a single round is so over the top ridiculous... you can see why I'm frustrated and surprised that it wasn't addressed at all. Is this bug hardcoded into the simultaneous turns?
More importantly, does Buer the Goat Sun of the Inferno count as a sun presence? He is admittedly only a lesser sun, but one would hope that that should count for more than a mere fragment of the Sun.
Suposedly its meant to trigger, was it 3 timers per round, for 1/3 of the damage each?
But due to exploding dice that suddenly makes the spell far deadlier.
Inspector was just updated and I noticed a description change "The Solar Disc claims to be a manifestation of the Sun. It gives and takes life and commands great power over Fire. The Solar Disc is extremely hot and anyone who comes close will be burned to cinders. Any province where this god is, will always count as if it is in the presence of the sun."
Caves and deep seas have no sun presence.
Darkness and utterdark does not remove the sun, just stops its light, thus Solar Brilliance is castable during utterdark and banishes the darkness.
Theft of the sun removes the sun and unless you cast second sun there is no sun presence while theft of the sun is up.
Have a great day!
Cheers
Now, I have to go test if Erytheia's troops with sun awe (who apparently have it improved under a second sun) are boosted by other "counts as a sun" things.
" Any province where this god is, will always count as if it is in the presence of the sun."
Might want to write it, since people might reasonably believe that as a lesser, ground-bound sun Buer will not count.
PS: Is there any mechanical difference between "Heat of Buer" (what he autocasts) and "Heat from Hell"? Looks like it's the same enchantment, so unlikely doesn't stack if so might as well make him use Heat from Hell, which is very fitting anyway since he's a Demon Lord.
Maybe the sun spells should be castable when fighting in Xibalba's capital province? Not sure this is worth coding, though (and maybe the sun is not just there but also 'locked'/hidden, otherwise the cave province would also be illuminated right?)
Well since Kristoffer is here maybe he can just tell us :P If every sun source stacks that sun awe could get ridicolously high...
I cannot reproduce your incredibly poisoned barbarian.
I think the spell is as efficient as intended (compared to fire storm and similar spells), but it might be too easy to cast and/or too cheap in gems. (Noted for the next balance patch).
Firestorm is a great example! Foul vapour is pretty much on par with firestorm, if not a bit stronger. It seems that foul vapour hits about 3 times when it targets a square (meaning 3 chances for a big roll) vs firestorm only rolling once (but 6 damage vs 1 damage * 3).
However, while most units will wear armour (even 10 or so armour means firestorm needs many hits to kill a unit), few units are innately poison resistant. And most mages can cast fire-resistance or buff spells (N = elemental fortitude + regen, E = marble warriors/legions of steel/temper flesh, F = fire resistance, W = fire resistance), there is literally only one path that can stop the poison damage; nature.
This makes foul vapours MUCH harder to counter, especially for a nation without N magic which is completely screwed. They need to get indie nature mages and empower one, or trade for a thistle mace, and then need to get enough N gems to make thistle maces and cast poison ward in EVERY single army they have. That means targeting constr4 and ench4 immediately, because foul vapours does so much damage so quickly that fighting a battle without PR is the complete death of your army.
Here's the kicker; firestorm is evo7. Most nations will not be rushing evo7, because they have tons of other paths they need to hit. Even Abysia, which loves fire, needs conj5 for fire elementals, and probably constr6 for lanterns, along with blood and thaum for their blood and astral mages. It will be a while before they hit evo7, and nations will have plenty of ways to counter it by then. And of course it needs a mage to have at least F3, which very few nations can do natively, and the fire helmet is very expensive and hard to make.
Meanwhile foul vapours is at ench5, which lots of nations are going to hit for other spells anyways. C'tis for example will rush it for horde of skeletons + quagmire (as will Pythium), Jomon wants it on the way to arrow fend, etc. And the resist spell (at Ench4 and Ench7) is on the same path as foul vapours itself; how convenient! Not to mention any N2W1 can cast it, and any N1W1 can cast it with an easy-to-make thistle mace.
Thus, though it seems like on the surface foul vapours and fire storm are similar in power level, only one of them is completely warping the meta in every single game its in. If you think they work similarly, then shouldn't foul vapours be at ench7 as well? Or at least Ench6?