Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I was going to suggest doing a full retool of the Fimir section, like replacing the Fimir units with Ogre ones if there's an Ogre chieftain and bonuses for them to fully lean into that theme. I guess in my mind it's go big or go home, either Fimir or Ogre (and I do miss not having bonuses to Ogres given Tamurkhan's theme) but I realize that'd be a lot more work on your part than simply replacing the Fimir hero with an Ogre one.
If I have the time I'll try doing that submod, and perhaps even contact you for assistance in making sure it's as lightweight and unbuggy of a negation as possible if you have time to spare when it's updated.
A Fimir sorcerer was never in his lore, but it's also not far out of the realm of possibility given his encounters with them and the great horde he amassed, as well as the Fimir's attempts to rekindle the attention of the Gods.
I won't continue to yammer on, as I've made about as good of a case for keeping the Fimir hero as I can I think. But I appreciate that you've at least considered what I've said, regardless of your final decision. :)