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1) Cutthroats still have the Evolve trait, but don't actually evolve at legendary XP rank
2) Clinging Shadows - the description says "is replaced by Clinging Mist" but i guess it should be the other way round? Assuming it's meant to make melee attackers fumble or miss and prevent Charge attacks, which works like a charm on its own
(since ranged enemies shouldn't be an issue when you inflict Blind at range with Stygian Magic anyways)
The "Crime Ring" SPI is also very odd and perhaps could be replaced with something more thematic.
Bug report: the Cutthroat does not evolve into a Shade when reaching legendary rank. I have the DLC, a tier 3 city, and shade researched. When looking at the rank description pop up for the cutthroat, there is no text under the word legendary.
Hopefully this is an easy fix or maybe it's an issue on my end somehow. The evolve to shade is my favorite addition you made to this mod
I'll only miss Exploit Weakness. I thought the all-of-one-type targeting was fun and interesting.
First, I'm not sure I like the added torment effects in these tomes. I feel like Tome of Darkness and Tome of Torment have too much overlap now, being the same tier and affinity. Maybe Darkness could have a sunless terraform spell instead. And a way to ignore sunless penalties for non-vampire/undead.
Second, the succubus is a great unit. I'm just wondering why she deals frost damage. As an infernal fiend, shouldn't she be dealing fire damage?
Balance for the new tome is also somewhat uncertain as my time for playtesting was limited, I may follow up with some balance changes later.
That being said I have been thinking about possibly changing some of these tomes to Shadow-Materium or Shadow-Shadow. Partly because they're going to overlap with the new Shadow-Chaos blood tomes in the upcoming DLC.
Not fully decided yet either way, I might wait to see what they do with the Empire Tree rework which should be coming with the Rise from Ruin DLC next year.
Fact is, I'd argue very little about this is "chaos", besides the overly vague implications of havoc magic. It probably actually is just pure shadow, but I cannot miss that Shades slots in perfectly to the three, and the three slot perfectly with Shades. If I had my druthers, Oblivion would've been re-fit as well, since the Fog also shares the armor-piercing shtick.
If you find any issues I missed please let me know.
Thanks for the bug reports, I will look into and fix the Shrouded Altar tooltip and Succubus Seduce ability for the next update.
Exploit Weakness targets multiples of the same unit. For example if you cast it on a Gremlin it will affect all enemy Gremlins on the battlefield.
There isn't really a succinct way to communicate that without a whole paragraph so I just made sure to use different phrasing from "unit type" which refers to whether the unit is an animal/undead/celestial/etc.
* 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.