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 think 8 is more than enough
This is explained in the description, and is also why the units are more expensive than vanilla units. This is also why they are not receiving every buff imaginable. They are strong enough. They are Vampires/Undead..they are meant to be strong.
also you do you, get to a beach and have a blast, till you come back i may have tested the mod as well and can give informed feedback
Sorry just finished work. Yeah the mods got approximately 5 months of my life in it already and I haven't even ported it to TWWH3, so I would expect alot of added new features or me taking over anyone elses mods any time soon. I spent 8+ hours a day for 5 months straight making this mod. So I am on vacation right now. Not to mention less than 10% of subscribers are actually rating the mod, so not alot of motivation on my part right now.
The mod that allowed for an unbreakable vassal to start with, that you then can gift or take from provinces to increase their power or get the provinces you aim for. That i really would love to see.
Other than that, necromancy well done is a rare thing in games, It needs to have an exponential snowball feel to it and i therefor included the battlesite increase mod and looked for durable undead those which do not just crumble and maybe have a better regen(cap increase). To balance that i found that unbound mod, that made these effects dependent on the lords(map wide effects) and heros(only aura wide) effect being alife in a battle and the effects going away , reverting the units to the vanilla stats where crumble and disintegration take place. That i think is the most reasonable from the feel to necro style i found sofar.
i know you wrote it is too much for this mod discription, but maybe add a forum section below where you post a detailed change list. So chumps like me would not bother you with these most likely repeating questions over time.
My biggest concern currently is that this playthrough will be multiplayer and that many changes open up many possibilities where something could have gone wrong somewhere. I will definetly try in singleplayer though as now i have become rather currious ;)
I first played VC in WH I and later ofcause allso WH II. Myself while enjoying WH in pc games, have not ever played the TT version though i imagine it could be great fun. My perspective on games and mods is mostly what can mods do that the basegame can't in their functionality. I love QoL mods that takes clicks away, have neat UI changes. Where it comes here to the different races, the asynchonus playstyle with different approaches to the same game is why i come back to this game and therefor not so much tweacking of stats or additional units, but uniq changes a mod would make to game mechanics , changing game loops, affecting the feel on how a race is played.
I honestly have no idea how those other mods will interact with mine because I have not looked at what files they touch. However for the sake of not making your play through too buggy and or too EASY, I'd advise trying a play through using only your chosen version of Fear the Night, and any of my other mods, as they all work together (Return to Glory mod series).
One of the biggest reasons I made the Fear the Night mod is because I previously hated playing as VC, as they were sorely underpowered compared to other factions.
As I would typically start new games as High Elves, I don't have prior experience with previous VC mods in action as I essentially didn't like the VC play style and weaknesses.
all these are aspects how i imagine the legions of death and i look for in mods :)
https://steamcommunity.com/sharedfiles/filedetails/?id=1195298736
https://steamcommunity.com/sharedfiles/filedetails/?id=1864962329
https://steamcommunity.com/sharedfiles/filedetails/?id=1255955645
https://steamcommunity.com/sharedfiles/filedetails/?id=1468931959
https://steamcommunity.com/sharedfiles/filedetails/?id=1225044154
https://steamcommunity.com/sharedfiles/filedetails/?id=1194579209
https://steamcommunity.com/sharedfiles/filedetails/?id=1294998897
https://steamcommunity.com/sharedfiles/filedetails/?id=1904331705
https://steamcommunity.com/sharedfiles/filedetails/?id=1195312769
this dragon looks better than the one i currently chose because of balancing
https://steamcommunity.com/sharedfiles/filedetails/?id=1194579209
https://steamcommunity.com/sharedfiles/filedetails/?id=2958460145
JUST RELEASED> Return to Glory: FEAR THE NIGHT APOCALYPSE 3X SUBMOD
Which is 100% designed to work with my Return to Glory: Apocalypse Mod!
Check it out here>
https://steamcommunity.com/sharedfiles/filedetails/?id=2948910200
Or the Stand Alone "I fixed Magic", which will resolve your issues completely. Also make sure you are using the NecrOverhaul submod if you want the better Necro skills.
Load this two mods above Fear the Night in your Load order.
PS: Thanks for the awesome comments, and please remember to rate the Mod.
Also note: Almost every new unit in the game is buffed by an associated redline skill tree, I just didn't make new additions to skill trees. I simply rolled the new units into existing lines.
The appropriate units are buffed as intended. The artillery units are already so strong that they don't need buffing as you will see.
Modders are not allowed to accept donations/make a profit from TW Warhammer Mods. Several other big mods used to receive donations in the past, but Games Workshop said this is no longer permitted. Sorry.
I will be working on several iterations of this mod over the next few weeks to get it compatible with SFO and my own Return to Glory mod series, Apocalypse Mods.
Also I will be porting to TWW3
- Their economy should be markedly better Middle to late stage in a campaign because FTN units are cheaper to maintain, but more expensive initially. So you may see VC's still buying trash units in the first 15-20 turns to build economic growth, however be warned these will be better "trash" units than vanilla.
-The idea of this mod is that VC are now the true big bad of the Warhammer World. So they are designed as such. They were also balanced to be really fun to play for the VC player in a single player campaign. So naturally they will be more of an epic foe to deal with if you don't kill them quickly enough.
Let's just say this ..if I was playing Tyrion, I make a run on Sylvania as soon as possible.
Which means going way outta the way in early game to start keeping them in check.
- The unit roster is far more diverse, allowing for far more strategy than vanilla. Namely ranged units, artillery and magic chariots have been added as well as Hero Squads.
-Recruitment priority is completely different from Vanilla. VC will now recruit Ranged, Elites, monsters etc in different amounts. Army make up should be vastly improved.
(To test go to a custom battle and auto generate a Very Hard VC Army to fight against. If you are playing against them with anything other than High Elves, Dwarves, Dark Elves or Vamp Counts you will have a real hard time.)
-Their raise dead options are MUCH better than vanilla.
-Garrisons are stronger, but balanced.
-There are some units within the Roster that can be a pain to deal with if you allow them to get powerful enough.