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The october 6th update seems to only be adding existing abilities to some mounts. The SFO patch probably doesn't need an update unless there's hidden changes.
I am checking in order of updating. This one is still far off ish.
I'll start after SFO's full update is released, not just the beta. Mods will be updated in order of release, from my oldest patch to newest.
Just figured it out myself yesterday, and sorry for wasting your time to do all these diagonsis.
Still, Silver Bullets got longer reload time than Rank 9 Handgunners which caused the lower DPS, and the Master Engineer's reloading buff amplified that gap. For me, that's kinda of immersion breaking, hope the SFO team is willing to do some adjustment in the next build.
Took a while to find how/why, but that one ain't my fault! Chaosrobie mixed the 2 weapons, will report it to him. (How the hell did nobody report to him that the regular handgunner got magic weapons with that upgrade till now)
@Korstrynn
Also fixed this. The extra powder and hawkeye feature seems to work just fine to begin with, but the suppressing effect didnt.
I'll have to take a deeper look into it. When you buy an on-hit effect on a weapon, it swap the entire weapon stats, no relation to the unit itself, so I'll need to see what's the issue with Hail.
@IT'S A TRAP!
I'll have to look at what SFO do to the RoR. Since that upgrade is not aded by me, but by the base mod and he didn't adjust it. If SFO buffed the RoR I'll have to tweak it, if not then it'll be an issue witht he base mod too and I'll notify Chaosrobie.
There's a problem though. The Silver Bullets RoR lost its magical ammunition after purchasing the suppressive fire ability, and its ranged damage stat is way lower than its rank 9 regular counterparts.
Hope you can spare some time and look into it, thank you!
I think it's because the effects are tied to the "handgunner" unit class, so I'm not sure it's something you can fix without an extensive rewriting that might make the compatch incompatible with a host of other mods.
Also, might I suggest you search for and download the Console Commands (Modding Tool) mod from the workshop? It would probably make your life way easier - amongst its functionalities you can spawn units, agents, buildings, ancillaries, and the like. Definitely better for playtesting than having to go through a full campaign ;D
Should be good now? I cannot really test it without playing it for a while to unlock the unit but it was just value swapping, it cannot possibly crash people's save... right?
You are welcome!
The recent updates simple changed a skill icon and building recruitment, which this sfo submod doesn't touch. So it doesn't need updating.
This "@@@delete_me" data file unlocking him with with 1st level settlement building might be it lol.
Seems to be a vanilla issue, as nothing happen either there. I'll check to see if it was reported already.
@DJ WEEABOO
Sorry, I find that I have too many SFO patch to maintain already, so I'll only do those which both stand-out and interest me, with as little redundancy/roster bloatness as possible. That mod is a lot to patch, it's not only 22 lords/heroes, but all of their mount variants and their body guards too most likely. It's just too much for me right now.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2374341855 this mod works pretty great but no SFO patch sadly yet.