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the reduce spell capacity is respected when yuan bo turn into the Jade dragon, it however is not respected when his sister Miao ying turns into the storm dragon.
I have not yet tested for the other dragon sibling (metal fire dude, zhao ming?)
That said, the skill trees have been organised so that the skills are generally following this order:
ie Wizard Level->Spell Attribute->Signature Spell->Level 1 Spells->Upgraded Wizard Level->Level 3 Spells.
There's some variation depending on the starting wizard level (eg Level 4 Wizards) but in general, the signature spells are always after the spell attribute passive.
If you're referring to multi-lore characters, they are custom skills and already list out which spells are signature in the skill description. Those skills are due for an overhaul since there are some improvements to effects UI in WH3 I should be able to leverage for clarity.
When deciding on skill points, it is simply hard to remember, sometimes which is the signature spell, especially with the amount of factions and lores in the game
On the plus side I did discover (and fix) some issues with out of date spell data impacting the lores used by the dragons.
I vaguely recall there being a known issue with spells and transformed characters but can't find the source at the moment. Could be we're stuck with this for a while but I'll see what I can do.
otherwise there is little point in ever using the human form
I don't think that there is an issue with signature spells being a consistent good first pick to max out. This is consistent with vanilla CA design where some skills across all lines are obvious early picks.
As I honestly don’t know what the signature spell is sometimes, and do to it’s reliability there is no reason not to max it out before any of the other spells
@sarumanthecursed I'm pretty attached to the idea of signature spells. From a design point of view it is good to have something be consistent so you can rely on the spells. Especially since from a vanilla game point of view, all of CAs other design decisions assume you always have these spells.
Miscast is a trickier problem. I can change the miscast chance BUT this only works if the spells can already miscast (ie only the upgraded versions of spells). I can make the base versions of spell miscast but this will decrease compatibility by a fair bit. This is primarily the reason why I haven't made the change previously.
This could be a good idea for a submod though.
Level 1: gives no extra spell mastery since its base line
Level 2: gives +2%
Level 3: 4%
Level 4: 8%
Level 5: 16%
Regarding my comment on spell resistance: they currently do not affect debuffs which kindof makes spell resistance worthless right now. Try casting some spell vs dwarfs. Many spells overkills anyway so 20% resistance sometimes is totally meaningless. By making it also affect debuffs its value would be better. It could be possible via scripting according to chat gpt. But I dont know much about modding but I am a programmer myself so I might read up on modding a bit and join the modding scene :))
Again I based my thoughts on tabletop.
By default you used 2 dice for simple spells, and if I recall correctly you only got malfunction on double 1s.
Which makes it a 5.556% chance
But in terms of gameplay it would be simpler to put concrete numbers, and somewhere between 5% and 6%... Given my previous recommendations a 6 would be more convenient since it would make a level 4 sorcerer have an additional 12% chance of taking damage when casting a spell.
As I say, this would be increasing the chances that already exist in the vanilla game because with this mod, sorcerers, and especially legendary ones, are incredibly powerful since you have no way to counter them in a particularly efficient way.
In relation to the SI, perhaps it would be an option to double the MR% you offer to your army.
Just like on the board, the sorcerer generated fewer dice to counter enemy magic.
Another recommendation would be, for outstanding sorcerers like Teclis or Kairos that only they give 15% MR and have 30% spell intensity
On another note: I am annoyed over how spell resistance work in the game. Is it possible to make it affect debuffs?
Agree that the signature spell slot is usually the best first choice. Short of removing the ability to buff it, I'm not sure if there is anything I can do to change this unless I make it mandatory to level it up to 3 before the others unlock.
I use the Tasteful level up mod so I get two skill points every second level which gives me some more options for how I spend these skills. Depending on the lore, I'll invest early in some of the weaker spells so they're more appealing if the characters end up receiving them.
I don't understanding what you mean by Yuan Bo, are you saying he should have Yin?
Yuan Bo's lores have been chosen based on his elemental lore association (which last time I checked was heavens) and one of the yin/yang lores. IIRC this I chose yang over yin because he had more yang spells by default. This is the pattern I intend to follow for all the dragon children.
Most of the patches are still working fine.
When Unwashed Masses and Wez Speshul is updated they will need an update.
There could be another mod that interferes with the community bug fix mod that causes a script break. I know the 'Lost & Found Chaos: Sigvald, Champion of Slaanesh' mod used to cause a similar issue. It still might but I stopped using it after I found the conflict.
Character gets sloted into a random fixed lore with random number of spells.
Fay would have 2 spells, 4 the next battle then 3. Always of the same lore but different lores each battle. Essentially jumbled the mod
Removed CBF and mod worked as intended
was hoping to see this!