[MOD] MagisterModmod

I encountered a failure to start the mod.
FFH2, EMM, MNAI all work well. Only Magister mod mod failed to start.
GFC Error: failed to initialize the primary control theme

I edited the Civ4Theme_Common file to get bigger font in big monitor.

GFont .Size1_Normal = GFont("Sylfaen", "Regular", 12, GFlags(GFontFeature, GFC_FONT_ALPHA));
Change 12 to 15 or 16. The next lines to change are:

GFont .Size2_Normal = GFont("Sylfaen", "Regular", 14, GFlags(GFontFeature, GFC_FONT_ALPHA));
GFont .Size2_Bold = GFont("Sylfaen", "Bold", 14, GFlags(GFontFeature, GFC_FONT_BOLD, GFC_FONT_ALPHA));
GFont .Size2_Italic = GFont("Sylfaen", "Italic", 14, GFlags(GFontFeature, GFC_FONT_ITALIC, GFC_FONT_ALPHA), 0, GRectMargin(1));
Change all three 14 to 16-18.​
I changed back, but the failure still occured.
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My bad. After rereading the OP, I found the below instruction:

If you have any trouble with the installer (probably the result of having Civ IV installed in a non-standard location) you may instead opt to extract the file and folder structure from Magister Modmod for FfH2 July 1 2020 Changes.zip. You should manually make a copy of Fall from Heaven 2 and name it Magister Modmod for FfH2, and then copy the contents of Magister Modmod for FfH2 July 1 2020 Changes into this folder.
 
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After playing a lot of RifE/AoE over the years I've tried this mod for the first time over a few days and I'm enjoying it a lot! One thing I could just not figure out though (and can't seem to find using google or reading through parts of this thread) is how to capture sea beasts like sea serpents, kraken or tortoises?

From AoE I'm very used to having the conquest of the waves start with creating fleets capable of taming an abundance of Sea Serpents. My "whaling expeditions" serving as a pre-cursor to full colony fleets that set out to establish far-flung colonies.

(I am also a bit overwhelmed by the Kraken blockades, but that was discussed earlier and I don't really have anything to add there except that large amounts of aggressive high-powered Krakens made my Lanun play in a weird way for a bit in that it had to ignore the sea more than seemed appropriate while I got the techs necessary to strike out and start trying to kill them)
 
I have been playing this a bit, it is a great mod. I have a few thoughts:
  • Now that adepts can upgrade to ritualists, the Khazad can fairly easily get level 2 magic users. This seems to remove the primary downside of this civ. Since ritualists do not have the "extra 20% cost per unit in play" it is much easier to get a large army of them than it would be with mages.
  • With the combination of per turn trades for one off trades and the high value assigned to mana, I was able to buy about 100 turns worth of techs for 10 turns of a single source of creation mana. This seems a bit much, especially with no downside of immediately breaking the trade by declaring war.
  • Is there a way to optimise the getting of affinities? I had 2 sources of creation mana, I built about 10 adepts before converting to Ashen Veil, and about 20 after (so having only 1 effective source). I have not got affinity adepts at all, and only a couple of entropy ritualists on upgrade despite upgrading most on a creation mana node. I do have a lot of other manas.
 
first game since the huges changes (I still played with decembers version until now ^^)
awesome !
I got an earth affinity great merchant in a lair... way to not-get-1500 gold !
the Shadow cloak (urbasomething) is also awesome... giving shadow affinity (and thus all spells) changes the early game.

the item giving +2 holy +spirit affinity has a -3effective range... and thus behaves as a "defensive only" unit... is that normal ?

I didn't get a wanderer upon building the foxman tower and founding the religion (quest for air or something)... (maybe I wasn't really the first one ?)

I'd really like to have more details on the minor religions .. how to found them an all.
maybe some text in the civopedia ?

hippus found the mage-scholar minor religion by building the Crown of A by turn 50.

the Occis ... didn't appear yet... I have all the prerequists to get the first Aeron's chosen promotion, but it doesn't appear. I guess I'll have to wait for Brujahs...

I expect the merchants are founded by building the Bazar of Mamon

for the brotherhood, or the chainbreakers I couldn't identify the triggers (didn't spend enough time in the pedia)

For Matronae, I got one of the masks while killing a "HN" centaur ... I expect I'll find the corresponding Archangel somewhere in the pedia.

I'm Calabim, founded and converted to RoK, got the Foxmen wonder for 1 air mana... and then when I build an air mana node.. I still got only 1 (hovering the mouse above the mana says "Mars has 2", whereas it is written only "1")


thanks for all, I'm having a lot of fun.
 
After playing a lot of RifE/AoE over the years I've tried this mod for the first time over a few days and I'm enjoying it a lot! One thing I could just not figure out though (and can't seem to find using google or reading through parts of this thread) is how to capture sea beasts like sea serpents, kraken or tortoises?

I seem to recall it being easier to capture them before, but that might be in vanilla FFH. As it stands, i think the only way to capture them is to have a Water Walking unit with Subdue Beasts/Nature III to capture Sea Serpents and Tortoises, and ditto for Krakens except you need Subdue Beasts, which is a rather late-game promotion. It's worth mentioning that the Undertow high priests can summon a kraken, although that only gives you a total of 3 (+2 more if you get Gaelan > Burnt Priest and give him Twincast).
Edit: Bonus thing with The Burnt Priest and the krakens is that summoning a kraken isn't tied to a specific high priest, meaning that you can have (over the course of a few turns) TBP summon all of your krakens, meaning they can potentially benefit from Heroic Strength, Spell Extension Blitz or similar hero-specific benefits.



  • Now that adepts can upgrade to ritualists, the Khazad can fairly easily get level 2 magic users. This seems to remove the primary downside of this civ. Since ritualists do not have the "extra 20% cost per unit in play" it is much easier to get a large army of them than it would be with mages.

It used to be that ritualists could only get evil mana promotions, so no Earth, Air, Life, Creation etc etc. Looking at their promotions they have Channeling II, so i think they can get any sphere now, but they are still unable to build mana nodes of other types. So there's still some value in adepts for Khazad, but lessened.
I have not tried Khazad + AV myself, but it does seem appropriate that AV would lead to pathways many consider to be.. unnatural. The stacking cost should probably be applied to ritualists too though.

  • Is there a way to optimize the getting of affinities? I had 2 sources of creation mana, I built about 10 adepts before converting to Ashen Veil, and about 20 after (so having only 1 effective source). I have not got affinity adepts at all, and only a couple of entropy ritualists on upgrade despite upgrading most on a creation mana node. I do have a lot of other manas.

When looking at your mana, there are two sections: Your actual mana, and your effective mana. The effective mana is how much mana you have when the game considers the odds of getting an affinity. For example, in my current Grigori game i have 1 Force mana but an effective force affinity of +4, so 2/6 or so of my adepts were lucky enough to get Force affinity.

Which civ, leader, and religion you have influences the effective mana, so if you have 2 nodes and are running Ashen Veil, you probably have 0 or 1 effective Creation mana - i think the state religion gives -2 effective mana to its opposing sphere. I don't know if the plot influences the odds of getting affinity however, but i wouldn't be surprised if MC added such a feature and mentioned it somewhere in this thread.

Oh, and religion of a unit also affects the odds of gaining affinity. If you are training adepts in a city dominated by the Ashen Veil, the odds of them getting Creation affinity from the start is very low.

the item giving +2 holy +spirit affinity has a -3effective range... and thus behaves as a "defensive only" unit... is that normal ?
Do you mean Pelian's Palium? It is from the archangel Pelian the Suffering, who is famous for his absolute refusal to raise his hand in violence under any circumstance (a brief story about him can be read on the Brotherhood of Wardens page). The inability to attack is intentional for that item (making it super good when used by a Warden of the Meek due to their high defensive strength)

I didn't get a wanderer upon building the foxman tower and founding the religion (quest for air or something)... (maybe I wasn't really the first one ?)
You only receive a free priest of the religion if:
A. it is your state religion (the Foxmen, as a minor religion, can never be the state religion however)
B. You have the priesthood tech.
Be aware that to build a Wanderer, you need to have an Inn in the city, which requires the Trade technology, so Wanderers are a mid-to-late game unit as befitting their mini-adventurer role.

I'd really like to have more details on the minor religions .. how to found them an all.
maybe some text in the civopedia ?
I agree on this, it would be nice. But to give you an answer immediately, there are a few options:
1. Build the relevant wonder (Prophecy of Ragnarok for Chainbreakers, Shrine of Sirona for the Brotherhood, Crown of Akharien or Library of Oghma for Laeran Cord, etc). You can look at the Great Wonder tab in the civiliopedia to see which wonder is associated with each religion.
2. Be lucky enough to get a priest of the religion from a lair, and sacrifice them to spread the religion in a city, which will found the religion even if you don't have the prerequisite tech.
3. The Cult of the Dragon works a little bit differently, as the Kuriotates can found or move the religion using their worldspell, or it can be founded by Acheron if he spawns.

hippus found the mage-scholar minor religion by building the Crown of A by turn 50.
This happened in my game as well (but to me, fortunately!) by finding the Crown in a lair. I think it can only appear in an epic lair, however, so they got super lucky to get it.

the Occis ... didn't appear yet... I have all the prerequists to get the first Aeron's chosen promotion, but it doesn't appear. I guess I'll have to wait for Brujahs...
Similar to priests mentioned above, if you have a unit with the Occis religion (such as from the Aeron's Chosen random event) that has Evangelist, they can found it in a city. But the most reliable way is to get Rage and build the School of Sadism.

For Matronae, I got one of the masks while killing a "HN" centaur ... I expect I'll find the corresponding Archangel somewhere in the pedia.
To found the Matronae (which is a major religion, so it can become your state religion), you need 1 of two things:
1. You need to reach Divine Essence and conduct the Bane Divine ritual, which founds the religion in the ritual city and allows you to build their three wonders (which in turn lets you build the Goddesses directly from the city)
2. By giving one of the Archangels a mask, leveling them up to 7 and sending them to a city to seize their relevant gem, which takes 21 turns and transforms them into the respective goddess. Be aware that in the current version, Gyra cannot be summoned using a Mercurian Gate by a shade, so she can only be rescued from Bradeline's Well (similar to how Condatis can be found in Maenalus).
Fun fact, you can take the Mask from a goddess while they are in the process of stealing a gem, meaning that when they transform they will not be hidden nationality, allowing you to theoretically seize all gems simultaneously (if you were lucky enough to get all three archangels before founding the faith)

I'm Calabim, founded and converted to RoK, got the Foxmen wonder for 1 air mana... and then when I build an air mana node.. I still got only 1 (hovering the mouse above the mana says "Mars has 2", whereas it is written only "1")
Does it say 2 | 1 in the mana tab, or just 1? Your effective mana should decrease by one (or two, can't recall) due to RoK, but you should still have a total of 2 air mana in terms of resources. Could you verify to ensure that you haven't traded it away, lost access to the node, or lost the wonder? Be aware that the Foxmen wonder randomly teleports around the world, favouring cities that have the religion already or nations with a high Air supply.
 
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Do you mean Pelian's Palium? It is from the archangel Pelian the Suffering, who is famous for his absolute refusal to raise his hand in violence under any circumstance (a brief story about him can be read on the Brotherhood of Wardens page). The inability to attack is intentional for that item (making it super good when used by a Warden of the Meek due to their high defensive strength)
yep, that one.. I expected that it was designed like that, but the workaround to arrive at the result was initially surprising
You only receive a free priest of the religion if:
A. it is your state religion (the Foxmen, as a minor religion, can never be the state religion however)
B. You have the priesthood tech.
Be aware that to build a Wanderer, you need to have an Inn in the city, which requires the Trade technology, so Wanderers are a mid-to-late game unit as befitting their mini-adventurer role.
well, the fox tower is the founding event of the foxmen... and the civopedia states that "builder get a wanderer upon creation". So I kinda expected to get a free wanderer way before priesthood..; but after WB myself a wanderer I'm working on getting priesthood to get others . (btw the promotion after wanderlust is a dangerous one... it might leave you, but you paid using xp to get it. .. so it's kinda bad; unless you are the only one and it flows from one unit of yours to another. ...
I agree on this, it would be nice. But to give you an answer immediately, there are a few options:
1. Build the relevant wonder (Prophecy of Ragnarok for Chainbreakers, Shrine of Sirona for the Brotherhood, Crown of Akharien or Library of Oghma for Laeran Cord, etc). You can look at the Great Wonder tab in the civiliopedia to see which wonder is associated with each religion.
2. Be lucky enough to get a priest of the religion from a lair, and sacrifice them to spread the religion in a city, which will found the religion even if you don't have the prerequisite tech.
3. The Cult of the Dragon works a little bit differently, as the Kuriotates can found or move the religion using their worldspell, or it can be founded by Acheron if he spawns.
thanks. so they are all wonder-related (save Dragons and Occis...)In my case I saw the hippus building the crown of Akharien in their build list
This happened in my game as well (but to me, fortunately!) by finding the Crown in a lair. I think it can only appear in an epic lair, however, so they got super lucky to get it.


Similar to priests mentioned above, if you have a unit with the Occis religion (such as from the Aeron's Chosen random event) that has Evangelist, they can found it in a city. But the most reliable way is to get Rage and build the School of Sadism.
yp, my guess is waiting for the random event or Rage
To found the Matronae (which is a major religion, so it can become your state religion), you need 1 of two things:
1. You need to reach Divine Essence and conduct the Bane Divine ritual, which founds the religion in the ritual city and allows you to build their three wonders (which in turn lets you build the Goddesses directly from the city)
2. By giving one of the Archangels a mask, leveling them up to 7 and sending them to a city to seize their relevant gem, which takes 21 turns and transforms them into the respective goddess. Be aware that in the current version, Gyra cannot be summoned using a Mercurian Gate by a shade, so she can only be rescued from Bradeline's Well (similar to how Condatis can be found in Maenalus).
Fun fact, you can take the Mask from a goddess while they are in the process of stealing a gem, meaning that when they transform they will not be hidden nationality, allowing you to theoretically seize all gems simultaneously (if you were lucky enough to get all three archangels before founding the faith)
great
Does it say 2 | 1 in the mana tab, or just 1? Your effective mana should decrease by one (or two, can't recall) due to RoK, but you should still have a total of 2 air mana in terms of resources. Could you verify to ensure that you haven't traded it away, lost access to the node, or lost the wonder? Be aware that the Foxmen wonder randomly teleports around the world, favouring cities that have the religion already or nations with a high Air supply.
no, it specifically say 1 (and overlay "you have 2" when passing the mouse over it) and not the 1/-1 nor 2/0 that I expected due to having RoK.
 
yep, that one.. I expected that it was designed like that, but the workaround to arrive at the result was initially surprising well, the fox tower is the founding event of the foxmen... and the civopedia states that "builder get a wanderer upon creation". So I kinda expected to get a free wanderer way before priesthood..; but after WB myself a wanderer I'm working on getting priesthood to get others .

I don't see anything in The Slyph Search (which is the name of the wonder) or the Foxmen civilopedia page about receiving one for free, but it does mention increasing your change of getting a Wanderer. They function like Adventurers or other Great People; meaning you have a chance of acquiring one that accumulates over time.

If the Hippus were building the Crown that sounds very odd, unless they somehow managed to get Arcane Lore through some crazy stroke of luck with a goody hut or ruin (which of course requires them to already have all prerequisite techs). Was the list you were looking at the city/wonder tab? If so, that was likely the turn they deposited the Crown in a city (thereby 'building' the wonder and founding the religion), but if not.. no idea what may have caused it.

no, it specifically say 1 (and overlay "you have 2" when passing the mouse over it) and not the 1/-1 nor 2/0 that I expected due to having RoK.
Now that sounds like a bug, for sure. I know the mana tab doesn't update instantly when you gain a new source of mana (at least, not when building a node) while the mouse-over text updates instantly. To my knowledge it updates itself at the start of a new turn, when toggling the mana tab, or saving and reloading, but even so a flat 1 should never be present in that case, only a 1 | -1 or such as you said. If it fails to update even if you reload, i would use WB to give myself some extra air mana, see if it updates and then remove them again, and see if it returns to 1.
 
@Nothrazim.. it seems you are right in everything :) it took a turn to update.

the pedia writes "gives a wanderer", but it seems I just now received a wanderer like any great people...
(and wanderer don't upgrade to adepts....sad for the Chaos affinity that will not find a use, but they make good Brood Guards, especially )

Foxmen blocked me twice from spreading RoK in a city :)

On Vampirism, I noticed something and Expected it to be normal but I'm unsure:
- It seems you can only gift vampirism once per city ? (lord Von City) ??
- It seems that I could only give vampirism to one unit per vampire ? (My Brood Guard could only gift vampirism to one Moroi unit... ) so it makes a huge chain of vampires
- should I build a series of Brood Guard and delete them just to gift Vampirism "second generation" to many units ?
- what is the difference between thrall and vampire ? are thrall upgradable to vampires ?
- when upgrading a unit to Brujah or Vampire lord, (or Brood Guard, will they keep their dependency to their "sire" ?)

- if I have a level 8 Moroi, should I gift him vampirisim in a city ? or by being bitten by a brood guard ? or through upgrading to brood guard ? or waiting until I get Vampire lords ?

- what is the difference between being a Von City vampire, a Brood Guard Vampire, or a second generation vampire ? is one better than the other ?
 
I have not experimented a great deal with the most recent incarnation of Vampirism, but to my knowledge, a Spawn(/Thrall) simply means a vampire is linked to a Sire, either a unit or a city.

From the spawn's POV, they inherit some of their Sire's magic promotions if possible (so very useful for adepts and mages) and has a chance (maybe 100%, don't know) of getting certain other promotions, like Arcane, Unholy Taint, Strong, Spell Extension and more. Therefore, you ideally want your vampires to be spawns of a vampire with the relevant promotions (such as having any Moroi be Spawns of a vampire with the Strong promotion).
Specifically, the spheres a vampire can inherit are Body, Death, Mind and Shadow.

When a Spawn dies, the Sire feast on them as if they had used Feed on a regular unit (which heals, allows another attack that round like the Blitz promotion, and has even bigger benefits if it is a bloodpet (although i doubt you'd want to keep a bloodpet unupgraded, instead of making them Moroi).

There is no benefit as far as i know to having a vampire gain Vampirism from a city, except for giving you a quicker means of starting the vampire-chain instead of having to wait for Losha or Brood Guards to be built and then gift it. Churel the Graveleech, Danag the Faithful (the Occis hero), Vampire Lords and Brujah do not require Feudalism, but they also can't pass vampirism on without also having Feudalism.


A Spawn 'remembers' it's Sire when upgraded to a new unit, and i think they even do so if killed and resurrected (i could be wrong on that part, however). But i didn't know that a unit could only spread vampirism once - i know a single unit (at least Losha) could spread it to multiple eligible units previously, so that may have been a change in a more recent version.
Have you tried passing a turn and seeing if a vampire could gift vampirism the next turn? It could be that it has a delay or cooldown due to being a spell technically, so it wouldn't surprise me if a Sire can only gift it once per turn.

If this is an intentional mechanic however, then a vast chain of vampires is inevitable (such as Losha > Moroi 1 > Moroi 2 > Moroi 3 etc..) unless you indeed spam build Brood Guard and keep deleting them.

Aside from the promotion inheritance/spawn feeding, there is no difference in who the Sire is, and subsequently no difference in generations. Lorewise, a Spawn is compelled to loyalty to its Sire but not the Sire's Sire, and each 2nd-generation vampire created distinct bloodlines, but i doubt there is a way to represent this well mechanically.
 
thanks a lot for the explanation on Vampirism.
i'll have to experiment further to see what happens on 2 different turns.
I'll have to mutate a few morois to get "strong". ..
then gift him vampirism, then gift him vampirism to an adventurer mage (got one in a lair), then get everyone with shadow 1-2, mind1-2, body 1-2... and strong :)


I noticed something on "mana affinities"
I got none on adepts, and none on standard units.
I was completly ok with that thinking that affinities were rare on mundane units and less rare but still rare on adepts and that it'll arrive mainly for priests and mages
I wouldn't have questionned it if I hadn't received about 4-5 affinities... but only on "generated units" :
- priest when I discovered the RoK tech after priesthood (Body), GM(Earth), GS(Spirit), GC (sun).
(it's a ratio of about 1/2 or 1/3 of all generated units (great people, lair-prisoners...etc)... which seems very very high)

My adepts cannot buy the Creation 1 promotion even while I have the mana (but a total of 1 |-1)
 
The Creation sphere is the only to not have regular promotions (Creation I, II, III) - only affinity. So it can never be bought, only 'born' with (though an adept > mage or mage > archmage still has a chance of getting it). However, the spells from it are very strong, making them extremely valuable city mages (combine that with Earth I, Spirit II, Mind I and Force II and you have a massive boost in tech, production, food and culture).

For the great people with affinity, they aren't actually randomly gaining an affinity, but rather are gifted with specific affinities already - Talia Gosam (a GP) will always have Druidic and Nature II, Gastrius (GC) will always have Meta affinity, etc. If you are really lucky, getting Magister Cultuum himself as a GS is huge, since he has Govannon's Ethics meaning he spreads 1st level spheres to units on his tile.

But as for regular units that gain affinity (priests and arcane units), i have no idea how the formula works to determine when and which affinity a unit gains. I do know that a priest can only gain affinity for their relevant religion (Earth for RoK, Entropy for AV, Water for Undertow) and for certain spheres closely tied to the faith, such as Meta or Dimensional for Savants, Water for the White Hand, and so on.

The minor religions (except CotD) have mentioned on the specific pages which affinities their priests can get, and as with adepts this is linked to how much mana you control of various types. So for example, a Sheiam Emrys would have a (comparatively) huge chance of getting Dimensional affinity, due to the combination of effective mana from religion+civ+leader and 1 real mana from the palace, but still has chance of getting Chaos or Entropy instead (or no affinity at all).
In my current Grigori game, i have 4 real Force mana (palace + Unmarred Martyrs), and an additional +4 effective mana from the civ and leader - my last three adepts i've trained have all had Force affinity.
 
thanks ^^
 
Are there rules for taking affinities as promotions with experience? I notice that (some of?) my ritualists can take entropy affinity after taking entropy 1 and 2, but have not seen it in any other situation.
 
If you have the first and second level of a sphere, you can upgrade to gain affinity. For most spheres, this is the full requirement:

1. 2nd rank in the relevant sphere (Entropy II for Entropy Affinity, for example) (Note that for Creation, this is instead replaced by the unit being Blessed)
2. Access to the relevant mana (so you can't upgrade to Affinity if you've lost access to the mana type)
3. Channeling II
4. Master of Magic promotion, which is usually only gained by either equipping the Crown of Akharien and wait to randomly gain it (which i don't recommend doing, as there is a 25% chance each turn to lose the MoM promotion so you usually only have a very brief window where you can upgrade), or by standing in a city with the Tower of Mastery.

Entropy and Body have unique exceptions, however. If the unit is of the Occis religion, that serves as an alternative to having MoM, and Unholy Taint likewise works instead of MoM for the purposes of Entropy Affinity (but it does not allow you to gain affinity for other evil spheres). Entropy Affinity is the only Affinity that Disciple units (like Ritualists) can get through experience, as all other affinities are only available to Arcane units.
Unholy Taint can also permit you to gain the different Pact upgrades, which also grants affinity for Entropy as well as another mana type (double Entropy for Hyborem pacts - you can get insanely strong mages
and ritualists this way!)
 
Getting a "stuck on civilizations" bug, I deleted the stack (37888190) mentioned in the logs and it didn't fix the issue.
 

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this is for the above, I'll be uploading some error files after having deleted the stack in question shortly
 

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post-stack delete logs -- as a follow-up, I deleted the barbarians on the island mentioned at the end of the bbail log, and it didn't seem to change much as it basically just ended in the "City raunvake" lines instead. Gonna try deleating that city and see if I can't finally continue this game, otherwise might try deleting all of the mages in the game

edit: neither deleting the city or barbs mattered for the waiting on civ, gonna delete all player 20 shieam's units to see if that can't fix this

edit2: deleting all their units worked, gonna go in with a bit more finesse to see if I can't isolate the unit casting a spell (its always spells)

edit3: worth noting that the barbarians mentioned earlier seemed to be red herrings, however the stack attacking dark sky definitely was causing a load loop.

edit4: killed off all mages of OS-G and ran, and did a similar isolated test for the mobius witches (both with the player 7 stack killed) and neither fixed it. Forcibly skipping all of player 20's units did not fix the issue unlike completely killing, so it would seem likely that it is still some spell being cast by some other unit. I wanna keep playing the save so I'm probably stopping the bug hunt here, but will keep the saves available for any follow ups.
 

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New game, new waiting on civilization caught. This one actually has an entry in the pythonerr log, so that should be nice for tracking it down. Will keep the save around and start poking around to see if I can't fix my game and further isolate the issue, lmk for any follow-up.
 

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random suggestion: allow for nightmares to double Hippodrome production speed, same as horses.

edit: also add an auto-embezzle option for agents of esus
 
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I was just fooling around with GIMP and decided to introduce the rest of the Imprimatur Council members.

I cannot think of any justifiable way for many of these to be included in the regular game even as Sluaghs to be resurrected, I'm thinking I may leave them in for anyone who wants to use them in scenarios. What do you think of these models?


The giant with the little head is of course Kezef, the master of Body magic who invented Flesh Golems and grafted himself into a living giant. (I'm thinking I may let you resurrect him from a new "Grigi Abattoir" unique feature, much like you can resurrect Tamesis from the Spire of the Sun, Majen from Majen's Workshop, Velgyr from the Clockwork City, etc. )

The giant Air Elemental is Greyson, who can turn himself into air, mist, or lightning and spends much of his time dancing within tornadoes.

The big Soldier of Kilmorph is Jenkin.

Os-Gabella uses the same Os-Gabella art I used before, even though I also use that same model (with different button art) for Gosea.

I'm not a big fan of the Badb art, a sorcerer from MoM with some snowflakes added to his robes. I really wanted to use the stormy effects from Auric Ascended but could not figure out how.

I'm also not a big fan of the recolored red/gold Brujah for Mikel Dylantyr, who contains an ocean of fire that he can channel but pours out most strongly based on his rage.

The female settler is Leucetios, the always young and always pregnant Mother of Nations.(Her hair is not normally purple, but is based on the player's color.)

The partially desaturated Warden of the Meek with a crown instead of an owl halo and black pits for eyes is Laroth.

That is Kylorin from AoI on the lower right.

I believe the others were described and shown in previous screenshots, or else were already in the game like the Red Jester (a Perpentach incarnation) and Paimon (Grigori Luonnotar hero)
 

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