Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
just asking kindly if you would make a submod for "Wood Elves Eternal Guard Mod - Version 6" as this mod expands the woodelves roster by only some units which gives a little bit more diversity to the woodelves.
In my campaign when I take a settlement and choose the option to get amber ... but I dont get amber with Orion at the first minor settlement Karak Buhfdar.
Altough I have a lot of mods activated ...the only one I can imagine making troubles is Woodelves enhanced and its submods...if that could be the case
https://steamproxy.net/sharedfiles/filedetails/?id=2325988584
Wardancer WS buff is straight up better than Bladesinger WS buff, since it's not only full AP, but also 5 vs 3.5-4 from the 10% bladesinger buff. Consider swapping it or buffing the bladesinger buff?
Great Stag Knight armor buff is the only one really worth it (and it's really good). 10% charge (Thunderous Strides) is 7 charge bonus which is nothing. Maybe a 20% charge bonus instead? Or a flat charge bonus of ~15 to actually make it viable.
There rest are pretty good I think, and there is a lot variety but these are the ones I would probably never choose if I had the choice (it's especially painful for bladesinger because it almost makes it worth it to keep Wardancers)
If you ever feel like it, some more cool unique effects for certain units would probably be really cool too. Like a special contact effect for Waydancers for example.
Even the Data file shows the same thing, is it because my PFM is still version 5.13?
UNIT PURCHASABLE EFFECT
wh_dlc05_wef_inf_dryads_0 wef_aot_upgrade_physical_res
wh_dlc05_wef_inf_dryads_0 wef_aot_upgrade_melee_defense
wh_dlc05_wef_inf_dryads_0 wef_aot_upgrade_weapon_damage
wh_dlc05_wef_mon_treekin_0 wef_aot_upgrade_physical_res
wh_dlc05_wef_mon_treekin_0 wef_aot_upgrade_melee_defense
wh_dlc05_wef_mon_treekin_0 wef_aot_upgrade_weapon_damage
wh_dlc05_wef_mon_treeman_0 wef_aot_upgrade_physical_res
wh_dlc05_wef_mon_treeman_0 wef_aot_upgrade_melee_defense
wh_dlc05_wef_mon_treeman_0 wef_aot_upgrade_weapon_damage
In your "change notes" which states you removed the upgrade from them, just wondering if I can edit something to add them back?
On the other hand, the cost of the aspect is too high, I rather use normal upgrade if I have the option anyway.
Just wondering how do I enable the upgrade for the tree units like before?
Elves Upgrades: Orion, Sisters, Durthu and Drycha
Monsters Upgrades: Drycha
Tree Spirits Upgrades: Durthu and Drycha (Orion and Sisters get nothing for Tree Spirits)
I am currently looking at adding a new UI panel to display the Moonspring Crystals.
Will also release a sub-mod version to add upgrades for the new Ranged Tree Spirits mod that has recently appeared on the workshop.
Is this intended?