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Thanks - it actually works! :) Had no idea the fix was this simple, and thought one had to add entries into the script itself.
However, the buff does not apply to Rictus Stormvermin, which was added as Tier 4.
I don't know because I haven't played Mors Stormvermin.
It should run fine.
In my newer mods I try to integrate into others toys and expect to do so more when things are added to game 3.
I noticed that all Stormvermin units didn't have "scurry away!" ability, is this intentional or something?
Would be cool to see some OVN and Expanded Races stuff have patches for Vanilla and SFO variants :D
Sure
No. Sorry
They should do
Still having issues with SFO I'm afraid, though have had very little time to dedicate to anything Warhammer related this last week. Just replying to messages mostly.
Update for SFO Clan Rictus Stormvermin not included. Will need to wait until I can test against the new version of SFO when it is released.
1. clan rictus stormvermin unaffected by deep warren mechanic
2. most ROR stormvermin are, simply put, really weak/inferior to standard stormvermin. Eg Council guard has (100 models, better stats, unbreakable, coordinated carnage, guardian + 55% phys resist) other ROR pale in comparison. The only arguably decent ones are the chitter blades (attuned to magic), grave robbers (reliquary corruption), fur in forest (good anti infantry). These however still have inferior phys resist (normal vermin have 30% and higher missile, magic res), inferior stats, and model count. Lvl 9 normal stormvermin still outweigh them. I love the theme of this mod, but the other ROR are weak; my suggestion is buff them up considerably. Eg dark malice guard : maybe toxic venom, area attacks, model inc to 100, stat boost to compensate, better racial ability. Along those lines but great mod love your work keep it up.
I see , thank you very much.
Only thing i suggest is for the SFO version is making the stormvermin deep warren buffs go on the clan rictus stormvermin as well as the regular because as it stands theyre made redundant from how strong your mod makes the reg ones.
Love your work, keep it up.
I have looked at the prospect of adjusting the mod for Clan Mors. There are a lot of faction specific references to Clan Rictus in the mod. This is not so much of an issue in the scripts, but the database tables.
Based on the number of changes I'd need to make and the required retesting I won't be making the adjustment at this time. Perhaps once I have wrapped on mu current mod in development I'll revisit it.
If that's not the case then I'm sorry that you have encountered this issue. I'll look into it, though I'm not sure I'll be able to find a fix that would affect your current game.