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thank you for all of your previous work it gave me 10s if not 100s of hours of enjoyment
Sorry, this mod was a pain in the ass to submod IIRC because of the stats tied to its custom mechanics. I will not reinstall WH2 and relearn how the hell did this mod work internally to fix it in these circumstances. : /
But do feel free to take it over and fix it. I moved on from WH2 and just hoped that nothing would break afterward...
(and the base mod authors know there's some internal flaws that can fuck up your game, but it's irregular and apparently a nightmare trying to find how and what break that they gave up on the whole mod)
Are you sure? The mod still says "Updated 3 Jun @ 11:19pm"
Unless it is an update only found in discord?
Ah I gotcha, thank you for that. And yeah that does make a lot of sense, I just wanted to see if there was more to it then just a TBD. Thank you for the response regardless!
"Cataph and Vandy's: Return of the Lichemaster 1.2 [update TBD]"
Updated 3 Jun @ 11:19pm
So it is not updated for Silent/Fury, people on discord report some issues and the author says to not use it. He probably closed the comments to not be bombarded with "update pls". There is no estimate for when it is going to be updated.
And of course I won't waste time updating the SFO patch for an outdated mod.
Probably need some small number tweak and table update. However SFO is only at 28% update, did you only test the units in custom battle or used an older game version?
By both, you mean both this mod, its base mod AND sfo?
It works very nicely. Thank you so much for the very nice feedback, so fast!
Strange, I tested and mostly only the "Snake" and the "Greatsword" status seems to be affected, being twitchy in their attack animation. But the weapons are not in either mod, they use the tomb scorpion's and minotaur's weapon. Not custom one, so this mod didn't change that...
Will copy over the weapons and revert them to the vanilla values/speed, to see if that fixes it.
But I found one problem.
When used in conjunction with the current original mode,
The battle animations of some units are unnatural.
(mainly monster units)
But except for this submode,
When you run it in the original mode,
The animation worked smoothly and normally.
(SFO, Lichemaster, Lichemaster - Tested in no other mode than SFO)
In the process of creating SFO's submode,
I think it's caused by the modification of the balance section.
probably a problem with the animation value of the attack motion,
because the attack speed scripts don't fit together.
I'd appreciate it if you could review it.
The recommended way To check the problem is simply conduct a combat animation test with "statue"monster units using through custom battle testing
wh_main_vmp_inf_skeleton_warriors_0 = 200 units * 85 hp = 17000 hp.
If your regular non-kemmler skelelons do not have 17000 hp like kemmler's (or at least the same HP if lower unit size), then you have something which conflict with SFO.
Issue happens in vanilla, sending him a bug report.
I'll check it out in both sfo and not just in case. WIth a cheat mod I can reach Tier 5 in a dozen turns, just the necropower will be in the way but since it also affect the Mortis fixing that one will fix the dragon too.
Thanks anyway. As mentioned, I don't know if it's the SFO submod or the main mod which causes the issue, as I only play with SFO if possible.
The horde's dragon is capped by your Necromantic Power (or whatever the name is), it can be seen at the top of your campaign screen. You need a lot of it before it allow you to recruit one. MIght be your issue?
But that shouldn't be the case for the mortis engine, I'll take a look later today.
I hope this clears my earlier comment up.
I'll need you to be more specific. As both mods have zombie dragons. Do you mean the one in the horde, or city one? They're different units.
By being unable, you mean that they aren't in the recruitment list? Are but grayed out? Are but "chain locked" ?
This should probably be posted on the actual mod page, and not on the page of the patch that make it compatible with SFO which doesn't touch the concept.
Ahh, pfew. Good.
Talked this over with Vandy and Cataph and they'll lock this horde buildings to this faction, so it'll work fine with Strigoi without my imput. But that'll will only be when the next DLC release as it'll break saves.
I'll give it another shot later.