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I do however, have a Norsca mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2972741400
The focus of this update has been a near week worth of work on updating and helping Wulfhart and his Expedition in the light of the recent 5.0 patch as i felt he has fallen behind the other lords quite a bit.
The update contains changes to skills, techs, climate and more, all to make Wulfharts expedition stand out more!
Some highlights:
Wulfhart's Expedition now has suitable climate for Temperate and Frozen climates, and Desert goes up from Uninhabitable to Unsuitable. It felt really weird that Gelt and even Karl had more suitable climates than Wulfhart, who is part of a grand Expedition that goes to foreign lands of all types.
Wulfhart's Exedition (the whole faction) now has access to the 'Masterful Ambush' stance, the improved ambush stance that normally only Wood Elves get.
Improvements to both Wulfhart and the Huntsman Generals skills, to make them more competetive with 5.0's additions.
Some new effects in the tech tree, related to Wulfhart's unique techs.
Gelt and Elspeth both get the new techs now.
Also upgraded the new items added for the Empire in the DLC. They were decent but still fell short of feeling great in some regards.
For example weapons being added that did very little down to nothing for the user in melee? Weird. All the weapons were given appropriate Weapon Strength or Armour Piercing damage, based on descriptions and feel.
The new techs were also bugging out for Wulfhart and Volkmar, fixed now.
Volkmar, Arch Lectors and Warrior Priests now have Immune to Psychology from the start, it never made sense to me that they'd be scared of monsters and ghoulies.
Battle Prayers have had their level requirements adjusted (downwards), and Volkmars personal skill "Second Nature" has been nerfed as with that plus faction effect and the 7th book of Nagash he managed to get above -100% battle prayer cooldowns, which feels like an oversight from CA. Now he will reach -78% cooldown which is still massively significant.
Currently Gelt and Elspeth are not getting the new techs that i made for this mod, i will add them momentarily.
I'll try another update, just in case, please force update on your end if it still crashes.
Also, obviously some changes have been made since TOD launched, several scale backs since the new effects, techs, and skills are strong.
I will be changing things as we go along into 5.0 and onward.
When Wulfhart stands still for 5 seconds it deploys and gives him lethal accuracy and faster firerate, but only for as long as he stands still.
Tweaked Witch Hunter skill trees making them generally better in both melee and ranged combat.
Added a new ability via the Tech Tree: "Full Steam Ahead" for Steam Tanks, which gives them the same ability that Iron Daemons get, press the button and watch them smash through things on the charge!
Also in the tech tree i have added a +20% shield block mechanic to Steam Tanks and War Wagons.
The "Not One Step Back" tech now gives +4 melee attack and melee defence to great swords in addition to its other effects.
A glorious return from Warhammer 2:
Empire Generals now also have the mutually exclusive background skills, these unlock at level 12 and give benefits based on where the general is from!
Also, yeah, probably not gonna work with anything that touches the Empire overly much.. sorry.
As always you can try both and see what happens :v
I'm assuming this mod will conflict with "Imperial Faith: Blessing of the Eight Gods". If I may ask, how would you compare the changes you made to the Empire Captain from it?
Great work!
np :-)
I enjoyed :-) thx for sharing (no harm I just use too much mods it seems g)
Sorry, but i mainly do these mods for my own enjoyment and make them in the manner of my own choosing, i decided to share them since I've found some people like the way i do things too and that's basically it since i have no intention to ask for donations or some such.
If you enjoy it, great! If not, move on.
I would also prefer if you where not buffing unit stats (attack, defense...) as most will use multiple mods this would be nice in therms of compability/balance,cause at some poinnt when touching too many aspects there has to be made a decision which mod to use (I liked your first 3 points in your highlights section) .... no harm at all just a hope g
You also seems to be a very sympathetic fellow so have a nice day !
Also insert SFO update meme here.
Witch Hunters and Warrior Priests heroes had a slight revision of their skill trees, making them better and more inline with Warhammer 3 standards!
Better Garrisons for Forts and Fully upgraded major towns, including with walls!
Made the Free Company Militia "Irregular Tactics" tech better, adding some melee attack and defence to them in there, but it also costs more as a result!
https://i.postimg.cc/261rNZb4/image.png
It'll most likely be added Soon (tm)