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Dark Land Orcs Faction
- adjusted the possible unit types in Waaagh armies
Dark Land Orcs Faction
- reverted some of the recent changes regarding the limited unit roster, i.e., the buildings for the recruitment of Squigs, Cavalry and Chariot units are now available again
- slightly reworked faction traits
- the Night Goblin Warboss is again accessible as a character for recruitment
- slightly reworked the effects of the Dark Land Orc recruitment building
@Bloodjunkie423: The Forest Goblins still did not make it back – they simply feel too much out of place for a faction that inhabits a basically burned and scarred region such as the Dark Lands. Besides, I never really enjoyed Raknik Spiderclaw…
when you removed the regular ork infantry tree, you also removed the increased recruit capacity along with it.... personally in my game before 6.3 broke it, I had different confederated greenskin ll with corresponding type units. what about the spider lord in the tech tree? his whole thing is spider riders and there ain't any now. hopefully you didnt just remove that too without replacing it?
I'm gonna stay subscribed because it is a very beautiful and well fleshed out mod, but I dont see myself playing the faction again as it is now.
General
- made the Dark Land Orc recruitment building more similar to vanilla building (removed defensive supplies and garrison units)
- reworked building localization
- MIXER and Audio Mixer are now officially listed as requirements
Dark Land Orcs Faction
- added new minor and major settlement building chains
- removed access to some vanilla buildings to limit the available unit roster
- removed access to some vanilla characters
- slightly changed the starting army composition and removed the initial garrison building
- slightly reworked faction traits
- adjusted faction potential to match the major vanilla Greenskin factions
- slightly changed the effects of the custom character innate skills
The second question was based off of reading the other comments. I saw that you were planning to disable some units to encourage using the ones from your mod with some overlap with vanilla ones. But I didn't realize that was still in the planning stages, so I see why that was a confusing question.
General
- New ability icons for ‘Armour of Dread’, ‘Lust for Battle’, ‘Gormok’s (Big) Waaagh!’, ‘Spiky Armour’ and ‘Spikez and Hornz’
- Armour of Dread: added passive ability ‘Causes Terror’
- New passive ability ‘Disciplined Brutez’ for most Dark Land Orcs infantry units
- Cleaned the DB (in regards of character skills) and fixed one localization error
- When playing as Drazhoath, the turn 1 fodder army of the Dark Land Orcs is now positioned a bit closer
Dark Land Orc Boyz
- added attribute: ‘Formation Attack’
- added passive ability: ‘Disciplined Brutez’
Dark Land Orc Big `Uns
- added attribute: ‘Charge Reflection’
- added attribute: ‘Formation Attack’
- added passive ability: ‘Disciplined Brutez’
Scrap Shootaz
- projectile Penetration: changed from ‘medium’ to ‘medium_3’ (also for RoR)
Dark Land Bulwarkz
- added attribute: ‘Charge Reflection’
- added passive ability: ‘Disciplined Brutez’ (also for RoR)
Dark Land Warboss
- added attribute: ‘Charge Reflection’
- 5 new innate skills
- added ‘Big ‘Ead Trophies’ and ‘Small ‘Ead Trophies’ skills
Dark Land Drake Rider
- Melee Attack: from 50 to 45
- 3 new innate skills
Gormok the Dark Armourer
- added attribute: ‘Charge Reflection’
- added the vanilla skills ‘Big ‘Ead Trophies’ and ‘Small ‘Ead Trophies’
Gurthok the Harbinger
- added the vanilla skill ‘Armed to da Teef!’
Again, you can add the change when you update the mod next, as it is not game breaking. Thank you again for the awesome mod.