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-   -   Mod: Warhammer Nation: Lizardmen - v0.75 minor update (http://forum.shrapnelgames.com/showthread.php?t=38038)

rdonj April 1st, 2010 11:17 AM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
I really like this idea. It would do a lot to make them more balanced, while being thematic as anything and encouraging diversity of play. Nice!

This concept definitely has a lot of potential, and it will be interesting to see what the modding community does with it.

kianduatha April 1st, 2010 12:37 PM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
Definitely a nice idea--it allows for the concept of 'units' recruited at once. It especially works well with heroes and soforth, where the hero comes with an honor guard.

Sombre April 2nd, 2010 07:33 PM

Re: Warhammer Nation: Lizardmen - v0.7 minor update
 
-- version 0.7

-- TWEAK - Poison res values changed across the board to better match dom3 styling

-- FIX - Crest plate for warchiefs, no crest plate for skink scouts

-- TWEAK - Temple Guard now spawned by Slann when they first arrive in their 'awakening' state

-- TWEAK - Both 4th and 5th gen Slann more expensive to recruit, but same upkeep

-- TWEAK - Sacred spawnings now have armour for e9 bless, but still no helmets

-- FIX - 3rd gen shapechange further fixed, doh

-- FIX - flood of serpents cost bug fixed

Sombre April 17th, 2010 08:23 PM

Re: Warhammer Nation: Lizardmen - v0.75 minor update
 
-- version 0.75

-- TWEAK - remove 1 astral income

-- TWEAK - major reduction of magic weapons, now only on the Temple Guard halberds (it was severely limiting options vs Lizards, which was lame)

-- FIX - Salamanders now animals!

-- TWEAK - Stegadons considerably higher cost in res and gold



I will add this latest version to the new Middle Combo Mod soon.


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