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As for the gems, that's been an ongoing problem. I'll change one of the Crystal Forests to a Market Village in the next update. I'm just testing out a change to how much iron the Dreamers, Spellweavers, Spellshapers, Conjurors and Coruscant Wellsprings generate each turn. Right now it's clearly too much.
Any advice on making it more balanced? Does it seem too strong or too weak, or just too all over the place? Also, what difficulty AI are you playing it against? I'm currently testing it against Count difficulty AI as a sort of middle ground.
I've added a few tile enchantments to some of the Conjurors who have reached at least Spellweaver (level 2) status. These are based on what variant they are. Parched (desert) variants, for instance, can create Vafur Flames at fortified locations.
I've also increased the recruitment chance of Dreamers from 2% to 3%.
Hmm, several of the conjurors have rituals that summon stationary things like Guardians and Guardian Statues, that will spawn Gargoyle minions over time. I hadn't looked into tile enchantments at all yet, but I'll take a gander and see if I think it'd be doable. I'm not sure if I want to add a variant that can just guaranteed summon a stationary unit every time, but I'll give it some thought. As it is, you have to try the rituals a few times until you get the right one. Your best bet is probably the Shaping rituals. A lot of the Weaves also have stationary units, but Shaping generally has fewer possibilities, so your odds are better.
A few of the summoning rituals, especially the lower level ones, have over 30 different units they can possibly summon. Others, especially the high level ones, have only a few, and some even have just one possibility.
Next time I play I will have to take notes hehe. Keep it up
Sea Dragons are also removed from Affluent summoning rituals. That was an oversight on my part. I missed that one. They shouldn't have been there in the first place.
Neither of these fixes should break save files I think.
That's disappointing to hear the pirate ships don't work. *sigh* Oh well. I'll have to remove those.
Expect an update in just a little while today. <3 Thanks for the feedback!
Dreamers and their leveled up forms, and mutate minions do not spawn free units. Only conjured units summoned via rituals have a chance to do that each turn. Not all conjured units have free spawn, though. Generally the stronger, or leader type conjured units are the ones that will have that ability. For instance a Conjured Red Dragon Spawn won't spawn anything. A Conjured Red Dragon Spawn Chief will spawn Conjured Red Dragon Spawns.
Additionally one of the affluent summons, i forget which one, summons a sea dragon, it isntantly dies the next turn because sea dragons can't survive on land, that needs removed, or moved over to the thalassic dreamer, as that one is water only.
Some are one step faster, such as the Ephemerals, due to their fleeting nature, and the Peregrines, being associated with the element of wind.
All Conjurors become faster as they level up. Some just get there one step faster than the others.
I've been meaning to look into more reliable ways to generate gems of each color in particular.
To that end, in the update I've just posted, I've added terraforming rituals that can turn forests, jungles, swamps, mountains and shallow seas into other terrain that generate gold and/or gems.
The player will have to decide how many forests, swamps and jungles to convert, in particular, as you do still need herbs and fungus.
The Dreamers themselves, and their upgraded variants, generate small amounts of herbs, fungi, gold and iron each month, depending on what type of Dreamer they are, but no gems. This isn't always shown in their information in game, but if you look at your income you should see the extra income coming from seemingly nowhere.
I'll also try to test out the Hut upgrades and make sure they're working as intended.
After that comes a Crystal Tower, 2 gold. Then a Tower of the Elements, 2 Gold, 2 random Gems. Then a Crystal Palace, 4 gold, 2 random Gems.
At least that's how it's supposed to work.
The Conjuror units are also intentionally vulnerable to things like Assassins and Siege weapons, especially at the lower levels.
Hmm, that workaround could be doable, but I'd like to keep events down to a minimum, as they increase turn times.
In regards to the Conjuror units (including the roaming spellmarkerd units) I think they are very well done. Its so fun to see them battle the enemies and often its kind of unpredictable because many of the battles depends on the Conjurors to use there first few turns to summon creatures and if they do they can win over rather large armies.
Glad to hear the early game is feeling good. Now I just hope the mid to late game has the right balance, too. In the updates before this one, the higher tier summoning rituals were way too cheap. xD
I avoided any spell schools that include things like confusion, command or enslave, because the Conjuror isn't supposed to be able to recruit any units except Dreamers. If you gain control of commanders from other classes, it would negate that. Hence no Astrology on the Eerie variants. None of the creatures you can summon in combat or via summoning rituals have spells like that either.
Also I was wondering why the Eiry Conjoror didnt have any Astrology spells?
Thank you so much, Faceless! I've spent weeks on it, yeah. ^_^ Some days I worked 12 hours straight.
The crystal forests are supposed to be there. Part of the effects of the Dreamer on reality near their home. The upgrade rituals eventually will let you turn the hut into a tower, then a crystal tower, a tower of the elements and finally a crystal palace.
I love the mod! I've enjoyed this far more then most I try out. Must of been a ton of work too.
Yep, some Dreamers/Spellweavers/etc. by their nature move with a bit more haste than most of the others, like the Peregrine and Ephemeral ones, so they're one step faster. All Conjurors get faster as they level up. Those ones just get there quicker.
Hmm you have a point there. I originally had her start in the Palace because I wanted something fortified, so the class doesn't just get wiped out immediately in the early game. Hence the big army as well. The Palace seemed the most thematic out of the fortified locations.
Also I didn't realize the Palace had that teleporting ability that only the Illlusionist can actually use, so it's a bit misleading.
I'll change it up a bit, have her start in a hut and give her rituals to upgrade it as she levels up.
I'll also give the early game and starting units another look. It's a tricky thing to balance, but this feedback is really helping! <3
I still find it a bit boring in the beginning. Basically your starting unit is to weak to roam around and I find myself sitting and waiting for gold and especially mushrooms. Waiting is no fun so early game is as of now not very enjoyable. I need something to do.
Also usually I have alot of herbs that I cant use for anything. Maybe you could enable the conjurer to summon some roaming forest units to help with claiming jungles, forest and swamps. That would give me something to do while I wait to upgrade my conjurer.
I have have a question about the lore and the mod. My understanding is that the Conjurer is a kind of freak kid that has a natural gift for manipulating reality. I would think that the game should reflect that this kid grow in power and yet she start out by having a big catle and a massive army. I dont get that. Wouldnt it be more in sync with the lore if she started out in a hut and in the beginning now and then spawned roaming units and as she grew these units would become more powerfull and maybe even contrallable. I would prefer that progression instead of the big army and castle and it think in would be more aligned to the lore you started with. Anyways thanks again for the updates