![]() ![]() Apart from that there are still some smaller features planned, like a secret spell for the werewolf mechanic or a complete documentation of the mod, so there are still going to be some updates. So there may still be some bugs around which I encourage you to report here. With only the base game + DLC's it is 7!) When using both of my hero mods there are 9 (races) x 3 (professions) x 7 (classes) x 3 (specializations) = 567 different hero setups based on the set of learnable hero upgrades! (With only the hero development mod active that number is 189. – Tigrans: Savannah Hunter/Mystic/Pharaoh Guard – Draconians: Fire Priest/Dragon Heir/Nest Warden ![]() – Goblins: Blight Doctor/Pest Keeper/Pyromancer – Orcs: Gladiator/Slavedriver/Voodoo Priest ![]() – Frostlings: Frost Witch/Hut Warden/Lumberjack Additionaly at lvl 5, each professions unlocks a learnable spell from among the existing non-class dependant spells. Some of them are abilities from the vanilla game, others come from my racial heritage mod and yet others are entirely new. The new hero upgrades are unlocked by choosing one of three professions and can be learned at levels 1,2,4,6,8,10 and 13. Namely, extra spells (on heroes, not your leader) will require you to have purchased more casting points for them. Later skills can be better in some cases, but you may need to buy lower tier ones to get access to them. This mod reworks the racial hero upgrades from my hero development mod and replaces them with three different mutual exclusive upgrade paths. 1 Black Hammer 6:17am They do accumulate. ![]()
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