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Ilmoita käännösongelmasta
To be precise, I start a new campaign to see if they are there as Avelorn and other High Elves Faction.
The mod works as far as I can see but I haven't really tried playing with this MOD plus SFO extensively. More testing might be needed to check for errors, bugs, and ect.
Added a community fix suggested by @sillybrit to fix conflicts with another mod, thanks for putting in the research. If anyone notices anything amiss after updating, as always feel free to sound off here.
Also, I wanted to mention I'm currently working on porting over all my TW:W2 mods to TW:W3. You can expect those versions to be available on the steam workshop shortly after the assembly kit is released (tentatively at the same time as the immortal empires beta in Q3).
Peace
As a note there are also 6 outdated tables: agent_subtypes, ancillaries, land_units, projectiles, unit_special_abilities & unit_variants_colours. They don't have to be updated, but still a good idea.
Since I got some conflict reports regarding your mod I decided to contact you.
First of all: i don't looked through your files to narrow things down but I read you writed a script that searches for a generic handmaiden hero and replace it...
My I suggest you use the basic agent spawn script which just adds the hero without deleting any other.
Sure Avelorn then will start with three or two agents at campaign start but is shoul be the most compatible solution aside from writing an submod.
Naera isn't immortal. Really feel like she should be
Especially during skirmishes in tilted terrain, knights of avelorn will often do friendly fire even to the same unit
Naera's Nighthuntresses are excessively OP when fighting ranged but will get rekt like they're nothing in melee.
Both RoR dont' have the 10 turn cooldown when killed or dispatched. Feels like a cheat