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Not all careers will do the same amount of damage, they each have their own archetypes, kinda like MMORPG games.
A healer will not deal the same damage as a DPS.
Keep in mind warhammer is an existing universe, we do not "make" this up. He has a healing spell because thats part of the necromancy lore, same as in tabletop.
He only has 1 lore of magic because thats all a human can handle in warhammer.
Gaze of nagash is an early type spell, ofc it wont deal alot of damage, master tier spells will.
His wom pool is the same as most, you level it up by leveling spellcraft.
I understand your problem, but you have to realize that the mod is far from finished and you can feel that, especially in the balance in some places.
If it helps, I'm currently using a few other mods to make the TOR mod more enjoyable, just the way I imagined it.
I can currently recommend these to you because, as far as I can tell, they don't cause any compatibility issues.
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The Old Realms Submod: Master Every Magic
YuefTORSetting
Bannerlord.XPTweaks
Stop Starving Yourselves
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CC's Banners
Wealthy Workshops - Fixed 1.2.7-1.2.9
The Old Realms - Armory Hair Submod
LargerFoodStocksUpperLimit
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But yes we are still in the early stages of developing i'd say. When most races and map is completed, we can focus more on the little things.
However if that mod to master all magic is one of your points, something like that will never happen in TOR itself, our mod is based on the warhammer universe, that essentially destroys it and makes it something lesser.
You're free to use other mods with TOR ofcourse, just keep in mind we cannot help you when issues do arise, all we can say is delete all other mods, your affected saves, and start over.
I see it similarly.
But it's an alternative for some as long as they're not satisfied with the vanilla setting.
Which is a common phenomenon in large-scale games like Bannerlords or the Total Conversation TOR.
In this game Damsels of the Prophetess get 3 lores at the same time with maxed renown, but in the tabletop they have to choose one of the three.
All according to 8th ed, very much according to the tabletop.
Feel free to check 8th ed rules here[8th.whfb.app]
Or the wiki page here[warhammerfantasy.fandom.com]
I see. I always thought they could only learn from one path like every other human and could just choose from those 3. Well at least you guys controlled their power by not giving her lots of damage buffs.
I never played against them and never had their book. Brettonia is too niche for anyone to play them near me. Everyone want to be undead (both Sylvania and Tomb Kings), orks, or chaos where I live.
I tried an Eonir run to start, but stopped when I recruited a vampire, who I think was feeding on my army because half of them were constantly injured. Probably great to level up healing, but I restarted as a necromancer, and .. well to start I'm finding it easier than the Eonir run, secondly, have you seen the stats of a basic vampire companion? Vampires start with armor that, well all I can say is yoink. As for Wight kings, well I expect to get the rewards for 90% of the tournaments I enter, even if I don't make it to the end myself.
I'm kinda old school in that I don't believe each build has to be equal in power. The original baldur's gate went all in on high level mages being able to wipe most encounters on their own. There was some skill involved because you're still quite squishy, but the spell system was deep enough that you could render yourself entirely immune to every single type of threat, and then murder the threat and everything within 60 feet of it. This feels a bit like that.
A small suggestion to the devs, you've set vampires so their companions are only recruitable in 2 towns, although this increases if more towns are taken. I had to recruit 3 wights and a necromancer in order to make my first vampire available. I booted the necromancer after stealing all his gear. I think this problem is only going to get worse as you introduce more factions, dwarves and orcs perhaps would be ok, because there are probably many more towns for both, but chaos has probably also not many towns to start? Simplest fix is to allow multiple companions per town? To players now though, as long as you have 15k gold to hire a wight, take them, which clears the companion so a new one can spawn, then wander around until you encounter a travelling merchant. They pay full value for equipment, so sell the wight's gear for a fat profit, dismiss the wight, and hire the next companion, until you get the one you want. @Devs you may want to fix that merchant, but it's also quite a useful exploit, which you can simply not abuse if you don't think it's ok.
Companion prices ( for the most part ) are based on the cost of their gear, so you should be about breakeven when you hire one you dont want but you can sell his gear, can also save at that point and reload every time to check for a new companion until you get the one you want.