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Other skaven-thing mods can cause conflicts with the base mod. Nothing I can do about it, specialy since this submod doesn't touch the lab.
Just tested, using only this and the 2 required mods in the default order I was able to get the new units from the Growth Vat. There might be conflict with other mods or something.
In any case, the unit description tag are in the base mod, but the unbreakable is part of the unit parts that are imported into the submods, so I'll have to fix it anyways on my side once I see what's up.
uuh, iirc I didn't touch the unbreakable bits or tags. Will take a look later.
Just assuming the wires got crossed there, I think Scatterfire are the ones that are supposed to have it
ENHANCED CAMPAIGN EXPERIENCE COLLECTION:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1527477447
Those worked fine and none of the involved mods were updated. Do you have other mods which touch the workshop?
The 40 vs inf might be a typo, I'll have to check. But they are VERY squishy, that 10% phys resis is nothing when htye have nearly half the armor and health of the ogre and no frenzy.
I didn't get a ? when I burrowed the behemoth just now.
The abberation in both mods use the mourngul's weapon. I'll need to check if they are scaled properly for the unit in SFO too.
So i was for some reason unsubbed from the comment of my own mod. Let's see what I missed...
@rile
The burrowing behemot is fixed now on Chaosrobie's end now I think? Not something a sfo submnod could cause or fix afaik.
@Pilatian
This mod add creatures to all skaven, not just moulder. And considering how stronger infantry is compared to vanilla in SFO, I think it is, relatively, weaker than vanilla. The one thing that could make it stronger is that it add more late game units which have their own caps, so you have more late game unit to recruit. But that's not really a fixable issue.
I love it a lot, even with that one issue, awarded and favorited :)
They should have them, sub-resub, mod might not have updated properly on your end.
Do tell if the issue is still there, but I just redownloaded it and it's fine : /
Yes.
Yes-yes man-thing. I just go down the list of notifications and friend requests are at the bottom.
Grinderfists can attack walls and have the best AP of the stormfiend, I could give them the same contact effects that SFO give the warpgrinder (its generic warp scorched effect) but if chaosrobie didn't add any of the vanilla warp grinder ability to the grinderfist, I won't add the vanilla ability to them either. I will however give all melee stormfiend the warp overload ability the warpgrinder/doomwheel has.
That update right now was just a quick pass to make them work asap. I'll do another update this week to add the warp overdrive and look into the phys resis, but they have so much armor, it will need some more testing to avoid making them unkillable (the shock one is anti-anti-infantry lol). I'll also look at which skaven units did SFO add terror onto and make my mind based on that, if chaosrobie didn't consider them horror-worthy, and SFO didn't add any horror anywhere for skaven, then I'd keep it that way.
And about stormfiends, they have the fear effect but what about terror? Ghoritch has it and about every monster higher up has it. Considering Ghoritch was kind of like a stormfiend before stormfiends and he has terror wouldn't it fit also on the units themselves? But that might be too much maybe, even considering that the boneripper mount doesn't give terror to the warlord.
And another thing I wanted to mention was the lack of physical resistance on the stormfiend and chimerat, since even aberations and rat ogres get it.
In 99.9% of the cases, all mods should be load by alphabetical filename (not mod name) unless specifically stated otherwise. Keadrin mod manager does it automatically, I am not sure about the default launcher, I think it default to that too.
So for this one, It should be loaded after (higher) sfo and menagerie. Because its file name start with ! instead of a @ or S.