You need at least one hero to cast a spell, but the hero does not have to be part of the battle. Once you are out of spell points, you can't spend any more mana. That's how much cost you can throw in one tactical match. Then there are spell points, the gold stars. That's how much "money" you can spend on casting spells. There are mana points, the little blue crystal flowers. 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.I'll probably miss or forget something, but maybe this will get you started: 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. This mod reworks the racial hero upgrades from my hero development mod and replaces them with three different mutual exclusive upgrade paths.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |