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
You can change the 29 in there to 49 and it'll mean that the skills unlock at level 50 (the reason it's 29 is because level 1 counts as 0 in the pack file for some reason).
If you need help with modding then there are plenty of great guides if you search. Otherwise, Da Modding Den is a great Discord to start with.
Alternativlly could you make it so defeated legendary lord "drops" their spells alongside their trait? It would make lord hunt way more rewarding!
Overall amazing mod with great care to add some flavour behind fun factor :D
I think having *any* lord being able to pick any spell they wish would require scripting which I'm not remotely experienced with, although I don't see why it wouldn't be possible through a ritual event. Perhaps a request to make in Da Modding Den Discord, or there are plenty of guides on how to learn this side of modding!
Sorry if that's not the answer you were looking for. Happy holidays! :-)
And yeah i didn't thought about Vlad beeing also a hero when you play as Isabella
For Vlad, I'll consider adding a spell for him when I push the next update. This mod doesn't touch heroes, partly because of the effort but mostly because it would be quite easy for some factions to double or triple the number of spells they might have access to if I did.
Decrease cooldown by a random non stacking value, or some Tzeentch associated number? I don't know off the top of my head what spells are already 0 cooldown with effect stacking ( Yuan Bo defeat, Prismatic Plurality), or whether the random value is needlessly complicated. Alternatively, add a sizable miscast chance (15%?) to represent the chaos. I think some Tzeentch skills already have this kind of downside in vanilla.
I guess the strengths between Command the Winds and Pendulum of Change just have to be different enough even if they cover similar effects.
Command the Winds: Reserve, Power Recharge/cost, Miscast reduction (usually not a significant benefit in vanilla)
Pendulum of Fate: Cooldown, Intensity
Also do u plan on making more cataclysm spells for the uncovered lores (big/little waaagh, wild etc...) ?
I agree that spells from Mirror of Change are too much powerful, and I only see them as one time option thing(like it requires a lot of magic winds and special curcumstances to use) or make weaker versions of them or atleast not instant kill.
- Increase blast radius and damage on Wrath of Khorne.
- Pendulum of Fate allowing spells to be cast with no cooldown. Unlike Command the Winds which provides winds for a slower, orderly style of casting, I'd like Pendulum of Fate to allow a caster to essentially bombard the battlefield with spells in a more chaotic manner. WIP as I'm not sure how it will work in practice.
- Buff Warpstorm to be on par with Thorsen's Thunderstorm.
- Add Rampage to phase 3 of the Great Red Pox.
No changes for Slothful Stupor and Dispel Mortal as I think they both fill a gap in the existing schools. I did consider some of the spells from The Mirror of Madness (thanks @UltraStrategyMan for the suggestion) but the way they're coded pretty much has them insta-kill foes rather than deal damage. I feel like this is probably too powerful for a cataclysm spell unless I can work out how to reverse-engineer them.
The Great Red Pox- to make it more different from Ashes & Dust and more like Lore of Plague, maybe poison effect or lower damage but add frenzy at the last stage? That way there will be more time for Skaven weapons to fire into the chaos.
Wrath of Khorne- could use a damage and radius boost to make it similar in power to the army spell Blade of Khorne
Slothful Stupor-phase 1 effect and duration makes it much weaker than Dance of Despair. Without phase 1 it's comparable but different.
Pendulum of Fate- it's the only spell with a downside and I don't feel like it gives enough momentum when it's beneficial. One of these additional effect might be good to make it different from Command the Winds: decrease WoM cost, or decrease spell resistance around the caster
Dispel Mortal- duration of phase 1 & 3 could be a bit shorter. 30 seconds of invulnerability is a long time. It also doesn't feel like a part of Lore of Tzeentch which is heavy on spamming AoE damage spells.
Warpstorm- I feel like it's somehow doing a much less damage than I expected for a bunch of Warp Lighting