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
So I am going to try to move weakened by light into a buff that ONLY activates on the surface. Once that is done, its going to also have a morale buff/debuff. Lastly, they are going to get a spirit weakness nerf. (yes that means humans and theocracy scare them badly)
Blade Master.
the blade master is going to be getting some type of nerf. I don't know what yet, but its probably going to be a nerf vs ranged.
Spider Queens.
The final curse is going to get some kind of rework, and spider queens are going to have resurrect moved up. They die to often in victorious battles. Also, spider queen's aura is going to be giving spirit resistance to counter the racial-wide spirit nerf.
Irregulars.
I am also going to nerf the tormentors a bit, but the question of what/where is eating me up. Right now, two tormentors can pin down ANY melee unit, and that really has got to stop. at the same time, if an enemy gets to a tormentor, its game over. So I am probably going to be putting in a specialized slow for them.
Pikemen.
Pikemen need a buff. Plain and simple, they are used rarely, and when they are used it is lackluster. I am going to try to do things for them. First, some sort of entanglement bonus. When you get caught in melee with them, you stay in melee with them. Secondly, they are defensive types, and really need to charge and defend so probably they will be getting a sprint without the ability to ignore attacks of opportunity, but having the naturally high foot speed of the dark elves clipped back to normal foot speed.
Kursed.
Warriors are now getting their names changed to Kursed. They will also listen to death metal at all times, and play wicked rifts on their guitars when they go to svartaelfheim in blood and glory.
Structures.
With the tower cores built, I am going to be looking into building more things. There are a couple of things that I want to have
•differentiation, many lines are mutually exclusive:
Enchanted Homes Lines (exclusive with slaves) (hospital icon)
--Safety enchantments -10mana +50 pop
--Food Spoilage Sigil -10mana +100pop
--Fire Supression glyphs -10mana +1 domain size +15 gold.
Slave Pits Line (exclusive with homes) (pits upgrade icon)
--Slave cages -5gold +10production
--Whipping posts -5gold +15production
--Labor Camps -10gold +25 production
Mageschool Line (exclusive with slave pits and war academy) (grand tample icon)
--Academy of Aesculapius +5hp to supports.
--Spellbound Mind +20%spirit resist to supports.
--Finishing School +1medal to supports
War Academy line (exclusive with Enchanted Homes and mageschool) (warhall icon)
--Archer school +1dmg to archers
--Bootcamp +5hp to infantry, pikemen
--Cavalry School +1dmg to cavalry
-------------------------------------------------------------------------------------------------------------------------------------
Mana lines preclude Domina Towers. Both are started from Mana converters.
Mana from good Line (exclusive with all) (good icon)
--requires shrine: donation pendants -5production +5mana
--requires temple & donation pendants: pendant exchange jars -5production +5mana
--grand temple & pendant exchange jars: pendant birth rites -15production +15mana
Mana from evil Line (eclusive with all)(evil icon)
--Chamber of Pain -100pop + 5 mana
--Reliquary of Torment -100pop +5 mana
--Agonizing Death Rites -300pop +15mana
Delf racial units are receiving nerfs.
Population requirement is going to come into play. That means that conventional dark elves are going to be coming from large cities with no pop growth requirements.
Secondly, The Dark Elf city racial is going to be nerfed to have slow population growth. With this nerf to the dark elf units to ensure they are unspammable. Instead, they will preside over armies of creatures of the dark.
Kursed warriors are going to get a nerf. First, they are going to no longer have martial arts. They are becoming a t2, moving to the warhall and at gold recieve a upkeep nerf. They are going to have their destructively explosive deaths pushed back as well. At gold, they receive Valhallar Morguhllis. It is a strike they can use without going into Kursed Form. It costs 10 health to perform. It is free from a movepoint view, and can be counterattacked. It basically allows the Kursed to unleash a barrage of blows, pounding through multiple units until they die.