全軍破敵:戰鎚2

全軍破敵:戰鎚2

Return to Glory: FEAR THE NIGHT
42 則留言
lancegraystar 5 月 3 日 下午 5:42 
please, port this to wh3!!
nigromanteunico1 2023 年 11 月 16 日 上午 9:31 
podrias ponerlo tambien para el 3
mongoose27 2023 年 6 月 16 日 下午 9:03 
can you port this over to TWW3?
RareParrot 2023 年 5 月 27 日 下午 5:53 
never played as the Vampire Counts before, will give it a try with all the new units, seems to run well, thanks :)
joonhana 2023 年 5 月 17 日 下午 3:53 
can you remove regenerate health 8 and 4?
I think 8 is more than enough
Gman9090 2023 年 5 月 13 日 下午 10:06 
AWESOME! I can't wait to try this MOD out! Thank you @Night Writer
Testikles 2023 年 4 月 26 日 上午 11:49 
You' re the Boss. Thank you kindly.
Night Writer  [作者] 2023 年 4 月 26 日 上午 8:48 
@Killua

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.:steamthumbsup:
Killua 2023 年 4 月 24 日 上午 7:01 
tested!! Appreciate your effort in making lots of units & changes. IMO, the units are too OP on the field and the garrisons are also too strong
kinngrimm 2023 年 4 月 7 日 下午 5:15 
rating was the first thing i did hrhr, that has become second nature for any mod i subcribe to or deam worth at some point later testing out ... which are a lot *sigh* ^^
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
Night Writer  [作者] 2023 年 4 月 7 日 下午 4:49 
@Kinngrimm

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.
kinngrimm 2023 年 4 月 7 日 上午 5:33 
that last one i wanted to balance a bit that mod that takes away certain recruitable leaders(which i never used anyways that much) but forces me to actively persue blood kisses for the bloodlines.
kinngrimm 2023 年 4 月 7 日 上午 5:31 
another change i am looking for is an increase per action to gain blood kisses, not by research, but when i kill an enemy leader, that one can get one more blood kiss. As i didnt find that sofar, i now decided to instead get more vampire hero limit from buildings and by that increase my chance to gain those blood kisses.
kinngrimm 2023 年 4 月 7 日 上午 5:28 
Should you intend to add features, not only TT/Lore friendly, but in terms of functionality different.
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.
kinngrimm 2023 年 4 月 7 日 上午 5:19 
you need to publish a feature list of your changes mate :)
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 ;)
Night Writer  [作者] 2023 年 4 月 7 日 上午 5:14 
@Kinngrimm, I just looked through your list of mods.. you won't even need 90% of them anymore. Trust me. My mod already includes features that make the Undead better than ever before, including better healing, better Necromancy, faster stronger combat, no crumbling improved raise dead and better VC garrison units. Trust me you will not need any of those other mods to enjoy a play through with Fear the Night.
kinngrimm 2023 年 4 月 7 日 上午 5:13 
Your dedication is commendable and i appreciate every modder putting their time into these mods.
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.
Night Writer  [作者] 2023 年 4 月 7 日 上午 4:49 
However I loved VC on the table top and loved the lore of the VC, so it was this interest in what the VC could/should be based on their lore, that pushed me to create this mod.

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). :steamthumbsup:
Night Writer  [作者] 2023 年 4 月 7 日 上午 4:49 
@Kinngrimm I would not be able to tell you which of the mods you listed would conflict with mine as I have not tested any of them.

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.
kinngrimm 2023 年 4 月 6 日 下午 4:40 
i vaguely remember a necromancer mod, mostly about their magic abilities, but also about their aura effects effects on the field of battle (large regen buff stacking with any other regen) within their area of influence circle. Can't find that one anymore, i just loved watching zombies endless munching on enemies that couldnt bring them down ... ah the little pleasures
kinngrimm 2023 年 4 月 6 日 下午 4:21 
the dead know no fear, no fatigue, warmth or cold(the only once which should not get a malus on getting into provinces of somone elses prefered climate). Ghouls regenerate while their touch spreads acid, vamps regen by feeding on blood, zombies regen after a kill by eating brains, ghosts/wraith can be hardly seen and just go through you if they want to attack somewhere else and regenerate aslong their pray feels fear and terror, units cast during a fight should prevail afterwards(maybe casting them need to be made more difficult though). no crumbling no degenaration

all these are aspects how i imagine the legions of death and i look for in mods :)
kinngrimm 2023 年 4 月 6 日 下午 4:09 
I am currently preparing a playthrough and was wondering if you could tell me which of the following VC mods might be an issue in terms of compatibility or even obsolete as you may have included some of their functionality already.
https://steamcommunity.com/sharedfiles/filedetails/?id=2958460145
Night Writer  [作者] 2023 年 3 月 18 日 下午 5:35 
IMPORTANT UPDATE:

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
stefan_kolbe 2023 年 3 月 17 日 下午 12:42 
Thanks for the quick response. Of course I saw that the ranged units were a tad bit overpowered. BTW - I use your submod, but not the fixed magic mod. This is because I use another magic overhaul and this overhaul would, as I know, cause issues. The more I play Manfreds Campaign, the more I recognize how strong the VC are against the empire factions. Will be intersting Manfred versus Balthazar Gelt, my most favored empire character. Again many thanks for your excellent work. Best greetings from Heidelberg/Germany. :steamhappy::steamhappy::steamhappy:
Night Writer  [作者] 2023 年 3 月 17 日 上午 9:53 
@stefan_kolbe I'd advise you to take a look at my other mod, "I fixed Magic and Dragons."

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.:steamhappy:
stefan_kolbe 2023 年 3 月 17 日 上午 6:38 
But - There are some additions that I'm missing for this mod. The ranged units have no buffs in the red line skill tree either for infantry or artillery. I would appreciate a skill for Caster Lords at level 30 or above for lesser wind of magic for using spells and a quicker cooldown time. Mixu's tabletop lords have such a skill called Magister at level 30 which reduces the cooldown time by 30% and winds of magic reduction of all spells by 25%. Nevertheless - this is a very good mod and want to say thank you for it. :steamhappy:
stefan_kolbe 2023 年 3 月 17 日 上午 6:29 
I am deeply impressed by this mod. I didn't think anyone could ever do a good mod or overhaul for TWW2 after TWW3 was released - I was wrong. This is by far one of the best mods that have been made for TWW2. :steamhappy:
Night Writer  [作者] 2023 年 3 月 15 日 下午 7:18 
@wclinton93, thanks Man. Hope you enjoy it. Let me know how it goes.:steamthumbsup:
wclinton93 2023 年 3 月 15 日 下午 7:03 
This is an incredible amount of detail, especially for a mod. I'm reinstalling wh2 to try it out. I made sure to rate it, just wanted to say that this is really cool.
Night Writer  [作者] 2023 年 3 月 15 日 下午 1:18 
Also there might be more motivation on my part if more than 15% of the subscribers actually rated the mod.:steamthumbsup:
Night Writer  [作者] 2023 年 3 月 15 日 下午 1:16 
@larrys1998

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
Night Writer  [作者] 2023 年 3 月 15 日 下午 1:01 
Continued:

- 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.
Night Writer  [作者] 2023 年 3 月 15 日 下午 12:56 
You will notice Vamps should be more difficult. You'll see these changes if playing against them:

- 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.
larrys1998 2023 年 3 月 15 日 下午 12:42 
will you take donations? id love to get this sfo compatible as soon as possible
CJAShadow 2023 年 3 月 15 日 上午 11:16 
Thanks for the Mod. Have you tested the Vampire Counts AI with your Mod, are they more powerful as well or just can't function correctly with it?
Night Writer  [作者] 2023 年 3 月 14 日 下午 2:31 
@Funfact yes. Hope you enjoy the mod,Please rate it thank you.:tdealwithit:
John Helldiver 2023 年 3 月 14 日 下午 2:00 
Will you be making a SFO version?
Night Writer  [作者] 2023 年 3 月 13 日 下午 5:06 
Please make sure to rate the mod thanks!:tdealwithit:
Night Writer  [作者] 2023 年 3 月 13 日 下午 12:38 
Glad you like it my friend:steamthumbsup:
nigromanteunico1 2023 年 3 月 13 日 上午 7:26 
me encanta
Night Writer  [作者] 2023 年 3 月 13 日 上午 1:49 
BEFORE ANYONE ASKS: (Yes I will be porting to TWWH:3):steamthumbsup: