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Spell Forced Evolution also gets me 1000 imperium when the unit evolves up. Using Curse of the Moon, Descendants of Darwin, Airbenders, and Merchant Kingdom with a Fire Giant ruler / Orcoid build.
That is not intentional, I'll add it to the buglist. Thank you for letting me know.
At the start of the game and when you select a Tome, if you have 1 affinity higher than all others you gain 1 affinity towards its countertype.
For example if you have 4 nature and 3 chaos, you'll receive 1 towards the counterpart of nature. Thus your shadow affinity increases with 1.
Secondly, sorry for the long and sudden period of absence, something urgent came up and is still keeping me quite busy.
I've had bigger plans that have sadly thus been delayed, in the mean time I thought I'd just release this update with some bugfixes and a few new goodies.
Getting a T3 from Mountain Raisers at the start is also very strong, comparing it to Perfectionist artisans that bring with it a hefty penalty of double production costs. Maybe add something to balance that out, like farms and foresters providing less resources, for example?
Just a few initial thoughts, let me know if you want more feedback. <3
I made Japanese translation mod :)
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3486996213
ah cool... so you´re building big ^^ go for it. If I´ll do another tome at all it will be most likely a while in the future, so probably yours are done then already and I don´t need to start one at all xD
For the context, how does it look like using the game for homebrew DnD campaigns? you just rebuilt your DnD characters to use in AoW4 or how can i picture it?
I've got a homebrew setting for my DnD campaigns and some of these traits, Soul Forger included were needed to represent some of them.
And as always I love to hear feedback, take your time and I hope you enjoy the playthrough.
Some traits are base on super nice ideas. The soul forge trait actually has the same name and base idea I planned for a future tome mod xD As you asked for feedback I might test it out a bit.
But sadly I have really few time to play ^^"
It'll be fixed in the upcoming days, perhaps as soon as tomorrow even.
I'm reading all the feedback I've received, both here and on the discord and rest assured. A balance patch will be coming up soon.
Perhaps I'll even add another trait as well if I've got the time.
-Anything that gives imperium requires a huge rework, even the Merchant's open borders boost is huge (+30 is a nontrivial increase, especially as early as you can get it).
-The Nomad start is deceptively spammable, if you invest your early money in just putting outposts everywhere, the result scales way too hard, even without the insane imperium income.
-Though i love it, the Star-touched early boost to every affinity is way too powerful. Affinity points are sooo strong because they gate so much. Even without the other two awesome (maybe a lil op) aspects of this delicious start, it would need one hell of a downside.
There are definitely scale issues to address on most of the others, but I am a huge fan of the ideas nonetheless.
if you'd like help brainstorming some negatives, im sure a discussion thread being opened would get some input from the community as well if you'd like.
either way really looking forward to future updates! :D