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* Nightfall sometimes only hits a single enemy when cast. It seems to function correctly when it repeats, but I haven't done a careful study.
* It's a bit ambiguous what "units of the same kind" means for Probe Weakness.
The second of the Shrouded Altar's benefits states "+5 Research Post". I think it's supposed to say "+5 Knowledge".
To be honest it's not surprising that there's an issue with Infiltrate Defenders, the mechanism behind that siege project is pretty janky and I never tested it in a defensive siege. The whole thing probably needs a rework.
I'll try to find a way to fix it when I get back into modding for the next update but I can't make any promises. I'll also add it to the known issues.
That being said, and apologies because this is kind of a double post from bug reports (I wasn't sure if you'd seen it), I can't seem to get Infiltrate Defenders to work. I saw the known issue but the siege project just doesn't seem to work. The icon never shows up and neither do the units it's supposed to summon. The thing is, I've only been able to test it in battles where the AI decides to attack me while I'm laying siege and I don't know if that factors into it at all.
Mostly since the AI always tries to hit me because numerically it has better forces than I do.
Thanks and keep up the good work :)
Thanks for catching that! Yes there's a property that needs to be set for which skills should be unlocked at the start of the game and it's currently set for too many skills, it should only be set for the tactical spell. I'll release an update shortly to fix it.
One problem though - when starting with the Tome of Whispers, it is possible to roll absolutely no combat spells at game start, and getting stuff like the siege project or army vision spell instead.
So i guess there needs to be some property set for certain spells to not appear in the initial spell selection.
It sounds like you are still running on the previous version of this mod. The problem you are describing was introduced by the Giant Kings patch and it is fixed in the mod update released on March 23rd.
You may need to unsubscribe and resubscribe to force the workshop to update. If that doesn't work try deleting the mod folder and redownload.
Thank you for all that you have done. i created a phenomenal culture with these tomes and your mod. Since the Giants King DLC, I have had crashes when the unites (cuthroat, temptress...) are visible on screen. In the map and in encyclopedia. When you have time, could you please address this? Thank you once again!
So with all that put together I just don't think a Tier 4 rogue tome is necessary anymore. All of the themes I had thought about expanding are represented already. Shadow affinity is really kind of blessed with how many options it has at Tier 4.
In addition to Oblivion and Severing I also quite like Tome of Calamity. The Accursed Trickster is a fun addition to a rogue-themed army.
A Tier 4 Rogue tome is definitely something I've thought about in the past but I've ultimately decided against it for several reasons.
I ruled out making a darkness-themed Tier 4 tome because in my mind this role is already taken by the Tome of Oblivion. My Tome of Darkness was specifically designed for Tier 3 to avoid upstaging it. (Likewise I made the Shadow Stalker a tier 3 unit to respect the Living Fog's role as the ultimate shadow unit)
I also don't think there's much more that can be done mechanically with another Darkness-themed Tome that hasn't already been covered. At least not with the tools I have access to. More Blind or Flanking synergy would be overkill. I tried several ways of implementing stealth mechanics in AoW4's tactical combat but none of them really worked to my liking. And I don't feel the need for more shadow transformations either. Living Shadows, Gloomstriders and Umbral Flesh fill this role well enough already.
I really want to see the major transformation you had in earlier versions of this mod again cause I thought it was really cool to have a another shadow affinity transformation thats not undead. Basicly making your race becoming one with the shadows and if possible perhaps making some kind of stealth mechanic in combat but at the very least make further uses of blind and flanking.
Perhaps some kind of t5 skrimisher-type unit?
Something you would be willing to think about? :)
If you find any issues I missed please let me know.
A fix will be coming eventually, sorry for the inconvenience.
Try deleting the mod folder and reinstalling a fresh copy of the mod. (Steam\steamapps\workshop\content\1669000\2989849682)
This is most likely being caused by the rogue backup .zip file which is mentioned under known issues. The old version of this mod had a Tome_Shades.rpk, which ended up being the same filename that the devs used for the DLC Tome of Shades.
This was replaced by the new Tome of Darkness with a different .rpk filename when WoW was released. But if you have the older version's mod .rpk is somewhere in the mod folder either because it failed to update or because of the backup file then then this will overwrite the DLC tome.
Is there any chance that you'll also make an Astral+Order themed tomes some day?
Just ran some tests with Culture Based Tome units and was not able to replicate your problem. It does not modify the visual appearance of the Tome units from this mod but all of the CBT visuals for the base game tome units are applying and I don't get any crashing issues.
Maybe try manually deleting the workshop mod folder (Steam\steamapps\workshop\content\1669000\2989849682) and redownloading it? The only thing I can think of on my end that could maybe cause the problem you are describing is the .zip file issue mentioned in the Known Issues section.
Should be compatible with any ongoing games.
They did use to be elementals in the previous version of this mod. I decided to switch them over to Ethereal in this version instead so that they match the Living Fog, since they are meant to be related to each other.
No worries this is an understandable question. This happened because of lack of foresight on my part. I should have looked more closely at the DLC previews!
You see Cutthroats used to evolve into Assassins in the previous version of this mod. The Assasin unit was removed in this version because of the addition of the Shade unit in the DLC. (They fill the same role and the Shade is an upgrade over the Assassin both mechanically and visually)
So my plan for the Cutthroats was to change it to evolve into Shades instead. Unfortunately I didn't realize until the day the DLC came out that Shades are a female unit.
So yea, it doesn't really make sense but I'm sort of stuck with it for the time being.
I'm looking into remaking the Cutthroat's modularity so that I can swap it to female but this will take time, and I didn't want to delay the update any further since this is only a visual issue and does not affect gameplay.
On the bright side, free tier III unit from just a tier I tome, always a plus on my book.
Am I being transphobic by asking this question? I hope not.
1) Shadow/Chaos felt more appropriate to me considering the themes and mechanics of the Tome of Whispers and Vice:
- The general theme of gaining gold through evil deeds like stealing and looting is a core chaos motif.
- The units: bandits are naturally chaos-aligned and the Succubus is an Infernal Fiend.
- The Wave of Panic spell and various abilities that inflict random negative status; effects also relate to chaos.
2) For a hybrid-affinity archetype I like the idea of having a shared primary affinity and some variety in secondary affinities. I was partially inspired by how the affinities were set up for the four "Dreadnought" Tomes added in Empires and Ashes.
This does leave the Tome of Darkness as feeling out of place as a pure shadow tome, but I just could not rationalize giving it any other affinity. In some ways it feels more like a part of the Doomherald>Oblivion tome line instead of a "Rogue" tome now.
If you have the same issue you will need to do the same. There's more detailed instructions listed under the Known Issues section of the mod description.
Unfortunately there is no way for me to fix this problem from my end. The workshop doesn't remove the file when it updates even though it's removed from my mod files. You have to remove it manually to fix it.
I hope that this will be the last time such a drastic redesign is needed. I had originally intended to retire this mod when official Rogue content was added to AoW4, but with just one Tome added I don't feel that the archetype is sufficiently represented in the base game yet. Hopefully there will be more Rogue content added in a future expansion.
It will also use blind mechanics which is interesting.