This support group likes to start with aversion therapy. Why don't you play for 24hrs straight to get it out of your system?
seanw3
One thing I mentioned before, but no one has commented on is the caravan pirating. I gave caravans gold loot. So killing your enemy's caravan can boost your income during war. A bandit nation could declare total war and use this as the mainline of their economy. Anyone tried it yet?
Right. There is a bad design IMO in the vanilla where zone of control kicks a monster off their lair. We had to take away all movement from lair defenders to prevent them from leaving. The lair boss has 0 moves from the start of the game. So he can't move and always defends the lair. No more using outposts to clear lairs. This also prevents the AI from sending hordes of monsters roaming about by putting outposts in stupid places. Mostly the lair will spawn a new army soon and destroy the
Not to mention immune to normal weapons with +10 damage taken from silver weapons.
Great update. My crap PC is running this thing like the Pentagon now. Keep it up!
I wonder what the demographics are from the 50,000 that bought it on Steam. Probably the younger crowd.
Hey Hf, what do you think about making a werewolf model? There is that fairly rare hirsute unit called a Krigoth. Take off the horns and protrude the face a little. Bam! Werewolf.
[quote who="crimsongekko" reply="628" id="3272563"]monster density setting only governs the number of lairs, while world difficulty governs how fast they evolve and how strong the monsters are. correct? also, what happens when a border expands over an immobile lair boss?[/quote] Correct. The "Some" monster setting has very few monsters nearby. One starting lair and a distance of 10 or so for all others. Borders don't affect la
Version 1.01.015b is up. I fixed the core abilities, which all had the wrong wording for elemental resistance. Also nerfed magic damage bonuses a little now that the spells are so much more powerful. Spellsword now gets +10 Weight capacity to be more competitive with other fighters. Archer now uses the correct blind ability. Keep those bug reports coming.
Thanks for the report. I'll make a check and do a minor update. Hope it didn't ruin your game.
Version 1.01.015 is up. Changelog updated. There were some staff modding things we wanted to get in tonight, but once again we are defeated by a pack of hardcode demons. Despite our Tinkerer's genius mind, we are right back where we started and Steve is dead. Oh, you guys didn't know about Steve helping with the mod? Well, he's dead now. So is Blair and Jeremy, but that was for a totally unrelated event. We don't really put the interns in the OP un
[quote who="Tasunke" reply="31" id="3272472"]I mean, I don't want to choose between the AI only using my most recently created designs (plus stock units), and having to sift through nearly 100 units just to get to the one I was going to make today.[/quote] Just click retire to hide old units, but keep them for next game. It doesn't delete them.
That would probably send me screaming into the streets. I have been doing some insanely good stuff with unit customization. It's part of what people mean when they say the game has alot of potential. Hope it doesn't change and I really don't think it will. Why change it now when we have come so far?
Well, I'll use it as a backup, but not my main way of distribution then. If people are willing to wait, they can also get it from the mod library. Not a huge deal.
Play Tarth if you feel like it. Trogs, Tarth, Resoln, Magnar would all be good.
What is the difference between elemental defense and elemental resistance. Did they sneak this by me? Does elemental defense work the same as physical defense?
Yes. There are new mechanics and better spell balance coming in tonight as soon as I get the files updated. Also got the Trog traits to show up.
Minor minor update. Version 1.01.014c is up. Changlog updated. I somehow made changes and then they were deleted. They are back.
*Cough* My mod is up... [e digicons]:-"[/e]
Winnihym, stop talking about my mod! I don't want to become too vanilla.
Minor update. Version 1.01.014b is up. Changelog updated. Basically I used an XML program to get rid of some tag errors and lower case issues. I probably didn't get all of them, so post it if you see it. Also some minor adjustments to lair settings.
Maybe I am completely wrong. That's never stopped me before.
I am betting that they tried to give him instant approval, but it failed somehow. So the moderator is assuming it is automatic, but it's not. Thus we have to wait until someone at Stardock reads this post and freaks out about it.
No way to show it. You can make notes on the average lair spawn times.
I am somewhere between liking high fantasy, but getting annoyed at the heavily repetitive use of it in games. Stormworld has the best lore from many a stories. It's a great melting pot of high fantasy. In contrast, I am going for a more humanistic approach to factions. I want to cut out every bit of the usual tropes. My Tarth, recently freed slaves. A whole nation of gladiators with a chip on their collective shoulder. My Gilden, a highly ordered hierarchical caste system. M