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Re: Test Mod: New Crobuzon
Main issues remaining with the mod:
- I think that, with too many important leaders to recruit and only one place to recruit them from, the Militia Commander will get lost and with him 2 whole units <font color="green"> Added "sergeant" leader that can be recruited in other forts and summons the same two units </font> ; - Slake-moth vs blindness; - Cactacae immunity to piercing weapons. I would appreciate any suggestions. |
Re: Test Mod: New Crobuzon
Version 0.03
- Added "Man-o'-war Rider" - Fixed conflict with my other LE mods - Did some reorganizing of unit recruitment (Colonials are non-capital now) - Site "Perdido Street Station" now gives 30 res (was 20) |
Re: Test Mod: New Crobuzon
- Commissar gained Inquisitor attribute
- Peacekeeper gained Tower Shield and Patrol(1) attribute - Colonial Militia received Tower Shield (instead of Shield) |
Re: Test Mod: New Crobuzon
Added "Shunn Rider".
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Re: Test Mod: New Crobuzon
I'm interested, Amos, it's a great idea and looks like a great mod! I can't test it out though, because my computer blew up http://forum.shrapnelgames.com/images/smilies/frown.gif but I certainly will, as soon as possible.
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Re: Test Mod: New Crobuzon
Apart from testing and fine-balancing I think this mod is finished. I'm reworking "Angelic Crusade" sprites now, as I meant to for a long time. Unless you find some imbalance or think something is missing this mod is done.
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Re: Test Mod: New Crobuzon
Version 0.04
- Added another multihero "Captain of the Guard" (so you might still get "Parliamentary Guard" even if you choose pretender other than the Mayor) - Commissar gets "standard 7" - Some sprite corrections |
Re: Test Mod: New Crobuzon
Added "Elemental Servant" summoning spell.
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Re: Test Mod: New Crobuzon
Lowered Commissar summons to 1 Colonial Militia (it was 2 for testing and I forgot to lower it for release).
Added "Mercenary" unit. |
Re: Test Mod: New Crobuzon
Added "Colonial Demilancer" unit.
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