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Nation - Marignon Reborn *UPDATE* v. 1.4
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The battle for the souls of the people of Marignon lasted many years, and the methods used by the inquisition grew more brutal as time passed. Torture was a way of life for those grim-faced compassionless men, and indeed a necessity, since the general populace was kept in check by fear alone.
Those same men studied old testimonies screamed by the cultists under their care, tales of immortality and godlike power easily reached if one was only willing to give up human flesh and ally with the dark powers of the Underworld, and so the House of Just Fires became the Crimson Lodge. Would-be members of the Lodge are required to undergo torture and magical alteration until they either die in truth, or transcend the barrier between life and death, becoming beings of terrible strength and unrelenting desire to make the world a giant torture rack, where the screams of the living sing praise to the Lodge. A mod by Teraswaerto --------- Any comments, suggestions, praise or complaints would be appreciated. http://forum.shrapnelgames.com/images/smilies/happy.gif The mod replaces middle age Marignon, monster numbers 2001 and 2004 are used, and site numbers 751 and 752. Almost all MA Marignon units are modified. ---- Update 1.3: Graphics for all leaders Crimson Cardinals have fear Update 1.4: Baphomet modified to suit the modded nation: altered description, different paths, fear and new graphics. National spells: Crimson Revelation, Blood-red Rapture The final goal of the Lodgemasters, and the ultimate proof that their path is the right one: thought becomes flesh, flesh becomes thought, and there is no difference between the two. This spell creates a manifestation of the the Crimson faith: a being of terrible power. Coming next, MORE national spells! |
Re: Nation mod: Marignon Reborn
I think all the undead troops (and, although its thematic the living troops, although to a lesser extent) are overpriced, especially since they can be fairly easily banished (go take a look at ermors shadow vestals, they are sacred, have nice stats and are ethereal but still remain around that gold cost). Overall very nice, well made mod.
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Re: Nation mod: Marignon Reborn
Thanks for the comments. http://forum.shrapnelgames.com/images/smilies/happy.gif
I tried to avoid the common sin of making them overpowered, but maybe the MR needs to be raised. It would be thematic too. Twiceborn warriors tear through stuff, and the Word Made Flesh has disease attacks, which are powerful against a lot of things. |
Re: Nation mod: Marignon Reborn
The disease attacks are powerful vrs alot but their effect isnt exactly instant, dosnt spread and can only hit a max of 3 (human sized, the number decreases vrs cavalry/jotuns ect) enemies per turn. 460 gold is alot, maybe pop them down to 360 and raise all the undeads mr by 1 or 2.
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Re: Nation mod: Marignon Reborn
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Re: Nation mod: Marignon Reborn
The thing is his cheap undead units are more expensive than shadow vestals, have only claws and bite and arent sacred.
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Re: Nation mod: Marignon Reborn
It is very likely that the Shunned Ones are too expensive.
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Re: Nation mod: Marignon Reborn
I think the twiceborn warriors could do with either a gold decrease down to 50 or a lesser fear bonus.
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Re: Nation mod: Marignon Reborn
They originally had fear and gcost of 60, but they seemed overpowered. Playtesting needed to reach an accurate conclusion.
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