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(Haven't really read up on the lore properly but I'm enjoying warhammer 2 a lot)
Anyways, great mod, man, thanks for making this
https://steamcommunity.com/sharedfiles/filedetails/?id=2696698032
@benettonkkb --- Thank you for your suggestions as always. I quite like your idea for stalkers and the ability for chameleon skinks. I don't know, however, if I am going to add Troglodon to his army. It takes a while for people to find out if it needs any buff. Which is the reason I decide to update Dwarfs first (Also I like Dwarfs more than Lizardmen).
For Tehenhauin, I think Ark of Sotek could be a good reinforcement. As I understand that unit is kinda meh in vanilla. It is also thematic for his army.
- "stalk" for troglodons - if oracles can stalk, surely troglodons can be trained to in oxy's army.
- Increased range. Maybe 30%? just to get them to 160. Nothing crazy, since they can stalk.
- Increased missile damage.
- Predatory senses that the saurus have - I don't know why the animal that's blind, and finds things by taste/smell doesn't have this in vanilla, but it's thematic, lore-friendly, and makes sense.
This is going to make them useful as High-value target sniper, against things like Ghorgons, artillery pieces, and large lords.
- Massively increased AP missile damage(similar to handbow black arks with Lokhir's trait)
- Bonus vs Large in melee(there's a special type of real-world indigenous blowgun called a "sumpit", which is blowgun fitted with a spearhead at the end.) Fits well for this case?
- Paralyzing shot - a 2-time ability(like Arahan & Naestra's Hawk Riders) fires a massively slowing and debuffing dart at a unit. Derived from "curare" which is a poison used in South American blowdarts that causes convulsions and cardiac arrest in its victims
For this, I think its better not to do the obvious and giving them range, since the entire flavor of these units are that theyre short-ranged units. With that being the case, I think the bit of anti-large is fitting for the risk of fast, large units and has referencial backup to the sumpit
Fair nuff regarding trogs and stego's. I just really hate it when one of a kind banners are the source of the special ammunition, and thus was throwing out ideas for missile units to attach banner effects too. You're right that they don't need buffs.
- increased charge bonus
- increased explosive damage
- "Stolen provisions" (passive ability, active for 20 seconds) - increases speed and regenerates ammo only charging during 15 second in melee. 3 charges.
- "they strike again" passive ability - active for 20 seconds increases charge bonus and Melee defense only during 15 seconds outside of combat.
This would make them a good hit-and-run shock unit, which you would use to attack, and then retreat after a time. During the 15 seconds their charge bonus is active, they are stealing parts(ammo) from the enemy, and then waiting to strike again.
Overall, I think an approach taking Oxyotl's native skills, as well as his hit-and-run style of play into account- as well as the things which would be massive obstacles for him in late game, since he focuses so much on these tier 2 units exclusively. I also think making his trait effects effective and clever, without being too bloaty will be important. Here are my respectful suggestions for consideration:
@Briar_Black --- It will take some time to reveal what units need to be buffed. For example, Stegadons are already Doomstack units and don't need any more buff. For all I know Troglodons has the potential to be OP as well. I still think Chameleon Skinks and Stalkers will be the best, and probably the only units in his army.
@Salty Boneman --- Will be fixed in the next update
As for the next race, the next one is definitely going to be the Dwarves. But still no plan for the race after them.