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the thing is, even when they only had 5 ammo they were a great unit, because they're a high speed flying wrecking ball with a devestating charge animation, that can easily go toe to toe with non magic enemies.
i actually manged to beat 1 1/2 sect really good of akhalee armies primarily with 3 Diao si gui, the rest of the army were hungry ghosts and cursed islanders who died very quickly to the magic attacks.
i commented this before on the curse of nonchang main mod, but it would be cool to see the bats reskinned to fit the eastern horror theme, even if it were something as simple as a swarm of severed heads.
I think it'd be cool if you added some defeat traits for your legendary lords. Akhalee could give the new bleeding contact effect you made, for example. The maiden of the black lotus could maybe give a double edged trait, because in a lot of horror movies defeating the great evil doesn't leave the hero unscathed.
It could be something like "Tainted": coming into contact with all the evils of nonchang has left you spiritually scarred
the lord gains the hungry ghosts cursed touch contact effect and then some negative effect(s)
no idea what Xu Yaoji would give, poison attacks is the obvious answer but thats not super exciting
Thank you!!
The following mods cause a crash to the database: jade_vamp_pol_lotM.pack
The first invalid database record is jbv_shrine_cult in table ancillaries_tables and pack file jade_vamp_pol_lotM.pack
The application will terminate now.
Does anyone know what I did wrong or how can I solve the above case? Not a modder btw. I just want to play this Mod :(
- Fixed Contortionist not being available to Contorted Man in Campaign
- Added a new skill for Xu Yaoji focusing on Nurgle diplomacy and plague immunity.
<3 not enough ppl i feel express how much they actually enjoy modders hard work <3 ^.^ id donate if i waste so broke <3
Additionally, previously before the update, Tor Elasor's HE LL deosn't have any traits. Is there an update coming?
Also the Avatar of Profane Sin mount for the Maiden of the Black Lotus is missing the passive ability Spirits of the Black Lotus. You can see it in the custom battle, but in a campaign there is no way to gain this passive.
Thanks for the great mods and hope this helps.
- Fixed Southern Night Lights not enabling spirit projection stance.
If you want a Cathay playthrough, you can check out my Curse of Nongchang mod.
Questions: How come they start next to Malus Darkblade and not on an island with a city they can take on turn 1?
Have you thought about placing her with a settlement in IEE's Ind or Kuresh?
Once you have dealt with Tor Elasor, any further war declaration against nearby factions along the coasts will send even more high elf colonists that will try to take back the island.
When I turn off Albion it start showing the Araby faction.
Someone know why this happens?
- The Diao Si Gui now fires its projectiles better without being ordered to shoot, however it can still be a bit janky and its actual effective range maybe shorter than what the UI shows so you may need to order the unit to move closer to the target.
- Fixed the riding anims for the Jade-Blooded Warlock when riding an undead Longma.
- Haunted Manifestation stance from Xu Yaoji now prevents Spirit Fade attrition of nearby armies in the province.
The haunted manifestation stance inflicts deadly attrition on any hostile armies in the province where the LL is currently at. You can see the tooltip when you hover over the units being affected.
It's just an abstract representation of nearby people being haunted to death by ghosts, or if you want to be specific, just imagine them undergoing their very own horror movie sequence where they stumble upon a strange abandoned hospital in the mist and promptly getting chased by ghosts inside it.
I'll try to reword it so that it's a bit clearer.
I described the bug I noticed with Diao Si Gui (Or Yurei):
1. They fire their missile attack.
2. They do a rear-up animation.
3. When the rear-up animation ends, they slide back down unnaturally.
4. Then they freeze midair, all signs of life (Hah) cease.
5. Ya have to give em new orders to fix em
I'm no modder but I poked around in RPFM and later Asset Editor and I couldn't spot anything obviously wrong. If I had to guess, maybe they're not entering a reload phase properly? Or maybe there isn't a reload animation for them? (Do missile units in this game even have reload animations?) Or maybe they're just failing to return to their default state after firing?
I'd need to crack open the animpack files to know for sure. I don't really feel like pirating Adobe Animate right now, but if I do and figure anything out, I'll update. If not... well... ¯\\_(ツ)_/¯
I feel like ya don't see that level of effort very often. I can smell the inspiration through the screen.
You said it's inspired by Poveglia Island and Fatal Frame 4 and I kinda wanna check those out now.