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I'd like to recreate it at some point, but I haven't had the time or the energy to get into it. It may happen some day though.
Some battles are very hit and miss and would easily be pushed in your favour if the bloody Arch Lector had an ability or two, lol. Similar handicap with General/Huntsman just not having anything like Hold the Line to help out.
The main changes are:
Beastmen Herdstones have a building that grants a Shaman with the Lore of the Wild - that shaman now has their passive, and the 2nd & third tiers of this building give that shaman ALL of the spells. This may seem powerful, but design certainly seems to be that Herdstones are well defended (and the lore says they're supremely magical).
Dwarf Runesmiths now get all their rune spells & two passives from various levels of their building. This won't actually happen in the base game, but if you're playing with a mod that adds them to a garrison it'll kick in.
Yeah, I get that. It's annoying, flagging like that based on a simple date check, but what's really twisting my schnizzle is how you updated the mod but Steam Workshop is showing this mod last updated in January. That's why I posted in the first place.
I give up trying to understand Steam then.
Thanks for confirming :)
Restarted Steam (as I've been finding its updating flaky). Still shows the same update date and time.
The local copy of the .pack (in its Workshop folder) has a Last Modified date of 12th January too.
Kaedrin's shows 12th January too, not sure if that's by Steam API or interrogating local files.
CA's own launcher shows a green tick (is that up to date? I don't use their launcher) for this mod.
I assume you meant "mod" when you said "the game is out of date". But the .exe is 1.11.0.0, which I assume is incremented with each patch...
Not sure if that update actually happened. It's still showing "Updated 12 Jan @ 6:04pm" in the top right for me.
This mod is all in one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2355188205
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2339241590
So yes, the benefit that building is giving is a bit pointless, I'll remove it.
I don't think I ever changed the garrison for that one, just that if you build it then the regular garrison mage gets the real top-end spells.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2319670792
Drycha previously had two potential Lore of Beasts Malevolent Branchwraiths in her garrisons, so I've replaced the one from the Spellsinger's building with a Lore of Shadows instead.
I've also extended the buildings granting extra spells to include the unique landmarks in Athel Loren.