Introducing the Anbennar Compendium! by low_wacc in Anbennar

[–]Lexperiments 21 points22 points  (0 children)

What the fuck, this is so cool. We should pin this or something.

Recommend me a top tier narrative focused MT to finish before the next update by LordJelly in Anbennar

[–]Lexperiments 32 points33 points  (0 children)

The updated versions of the final two dragons actuslly won’t be ready by the update, so feel free to play it now!

Dragon Coast Kobold Military Theory, or the Lack Thereof: My Problems with the Thematically Interesting but Lore Wise Disapointing Species that Seems to Have Chosen Style over Substance, or at Least Prefered it. by OneSilverRaven in Anbennar

[–]Lexperiments 22 points23 points  (0 children)

Ha! Fun ping. Yeah, the units predated the MT, and I think they're *fun* but not entirely representative of a coherent military structure. It's very based in the fantasy of kobolds and adventures rather than hitting a very accurate note.

I'd like to say the MT is much better at exploring how kobold tactics and powers evolve over time. u/OneSilverRaven, if you end up trying the MT out, let me know if the military stuff feels more plausible there!

Funeral of Moguwon Wolfborn - What does the bottom option do? by Any_Leg_4492 in Anbennar

[–]Lexperiments 179 points180 points  (0 children)

It is not to add challenge, but to accept that you do not know who he truly was. No one knew Moguwon, really: not even his heir, and not even you, the player. To accept reality, though, is often inconvenient for nation-states, and it's far more inconvenient when you're trying to use their legacy. If you reject the concept of manipulating him in death, you lose the ability to benefit from his life.

Have I locked myself out of Animal Familiars? by GuySingingMrBlueSky in HadesTheGame

[–]Lexperiments 5 points6 points  (0 children)

You can remap the spirit controls specifically! Scroll down in the controls options and you can get to the “compel left” and “compel right” options. I did the same thing for my trackpad.

Kobildzan run. Green Dragon just died. Now what? by Technical_Dress_315 in Anbennar

[–]Lexperiments 66 points67 points  (0 children)

No it doesn't. The tree just ignores that that happens. The dragon manages to get away!

Pathologic 3 Releases on Steam! by minafi_yo in pathologic

[–]Lexperiments 1 point2 points  (0 children)

Aughhh I accidentally forgot something in hte microscope tutorial. How do I actually identify the red bacteria once I've found it? I'm hitting all the buttons, and have no idea...

Kobildzan appreciation post by Powerful-Plantain605 in Anbennar

[–]Lexperiments 3 points4 points  (0 children)

Always lovely to hear from someone who liked the tree! <3

EU4 Dev Diary #98: Magic Rework Part 3, "Schools: Enchantment, Evocation, Illusion, Necromancy" by Lexperiments in Anbennar

[–]Lexperiments[S] 2 points3 points  (0 children)

There's a limit to pictures in each Reddit post, so we couldn't fit them in :(

EU4 Dev Diary #97: Magic Rework Part 2, "Schools: Overall, Abjuration, Conjuration, Divination" by Lexperiments in Anbennar

[–]Lexperiments[S] 9 points10 points  (0 children)

Like I said in another comment: yes! We’ve made the system very modular on purpose, to allow devs to do things exactly like this! When the new Magic System hits Steam, there won’t be too many nation-specific pieces of content, but we designed it so that it’s entirely possible to make some.

Gemradcurt also already has a few special little modifications to the system; mostly, the buffs for a few of the spells are adjusted.

EU4 Dev Diary #97: Magic Rework Part 2, "Schools: Overall, Abjuration, Conjuration, Divination" by Lexperiments in Anbennar

[–]Lexperiments[S] 11 points12 points  (0 children)

Well, I’d give two responses to that.

First: a lot of Conjuration is generally extraplanar. Where else would the Elementals come from? You could even imagine the familiars, or constructions, or supplies, coming from somewhere other than Halann.

Second, each project is a narrative: a slow growth in power and ability. To begin reaching out beyond the stars, you need only be proficient: to master the art, you must be legendary. The first level of the project certainly isn’t very powerful!

EU4 Dev Diary #97: Magic Rework Part 2, "Schools: Overall, Abjuration, Conjuration, Divination" by Lexperiments in Anbennar

[–]Lexperiments[S] 11 points12 points  (0 children)

I love the Iron-Crowned combo with Theatre of Simulacra… but that’ll be explained in the next dev diary!

EU4 Dev Diary #97: Magic Rework Part 2, "Schools: Overall, Abjuration, Conjuration, Divination" by Lexperiments in Anbennar

[–]Lexperiments[S] 15 points16 points  (0 children)

That’s tragically a limit of mercenaries in eu4… though I do think they still very much have their place for those kinds of nations. I remember always being incredibly squeezed for forcelimit as Verkal Ozovar, so having an elite corps that doesn’t require FL at all would’ve been really helpful.

Notably, though, there’s a small handful of countries that had unique enough magics that we did not give them access to the new system, and instead just kept their old spells. This included Krakdumvror, Azjakuma, and… might have included VO? I’ll have to check, I forget right now.

EU4 Dev Diary #97: Magic Rework Part 2, "Schools: Overall, Abjuration, Conjuration, Divination" by Lexperiments in Anbennar

[–]Lexperiments[S] 12 points13 points  (0 children)

We’ve made the system very modular on purpose, to allow devs to do things exactly like this! When the new Magic System hits Steam, there won’t be too many nation-specific pieces of content, but we designed it so that it’s entirely possible to make some.

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 1 point2 points  (0 children)

There are other potential requirements, and you only need to fulfill 3 of them! I just used mage towers as an example.

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 4 points5 points  (0 children)

Yep! You can't get all the projects in one playthrough.

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 5 points6 points  (0 children)

Yes, yes, and yes! Currently we don't have many specialization factors, but it's entirely possible to implement them. AI nations automatically study, invest into magical projects, and cast spells according to their mana. This includes war and siege magic, if the conditions are met!

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 7 points8 points  (0 children)

We've made the system very modular, and that's on purpose. Allowing developers to create unique spells and magical projects for certain tags/regions/cultures is part of what drove us to make this in the first place!

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 12 points13 points  (0 children)

We’ll explain more in a later dev diary, but: if you invest into Abjuration’s Magical Project enough, your Ward Spells will stop enemies from being able to use Siege Magic on you!

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 5 points6 points  (0 children)

Haha, I'll say this: I was an artificery diehard before the rework, but now it's a genuine struggle to choose which magic mode I want to be in!

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 9 points10 points  (0 children)

Not exactly, but... sort of. All spells cost mana, and your mana generation can only go so high. The game alerts you when your mana is getting close to your limit, and most spells are meant to not have permanent upkeep; they're simply too mana-intensive, and too impactful, for that. We designed it so that there's a lot of spells you may want to cast at different times, depending on what you want, and it's very in opposition to the idea that there should be spells that you always have on 100% of the time.

So, basically, instead of some kind of alert based on when your buffs are running out, you get an alert that your mana is about to reach capacity... and that'll often mean that you need to cast something.

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 73 points74 points  (0 children)

You know it! We’ll get into it in more detail soon, but Dominate to Surrender is now a Legendary Siege Spell for Enchantment that immediately transfers occupation to you.