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I will check the mod in three days, thanks for reporting.
Sorry mate I am still not home, probably need one more week before I get back to my desktop. Been out of town for a while and only playing Balatro lately.....
Should be.
@∞mortistik∞
Rank 69 would be too high since most heroes max their skills before 50.
Already on it, it takes a little longer because there are a lot of new mods to cover. I expect to release in the next 12 hours.
Sorry for going MIA, everything I need to update the mod is on my home desktop, but I have to extend my business trip til December.
Hopefully by then 6.0 is out and I can catch up every great mod I have missed.
But this mod is not discontinued, this I promise.
Or when you’re expanding the under empire to every corner of the world, yes-yes.
@hiro
No, it’s global.
Thanks for reporting. Updated, should be fixed now.
It seems that the last update broke some heroes from cathay, namely the alchemist and the astromancer. Those two have no skills anymore and do not function correctly.
I checked with this mod enabled and disabled, with version 5.0.4 and 5.0.5 of the game, and the issue only occurs with this mod activated. No other mod was activated during my test. I have been playing the game continuously for the last month and this issue only occurs since today (I have not played the game yesterday when the latest update of this mod came out)
Please have a look at this when you have time.
Again, great work!
That was before the last update, currently I'm running over 200 mods with this on, having no problem with Gotrek. Try re-subscribing, if the issue persists, it's probably due to another skill-related mod.
The hundreds level can't be fixed until 5.0 since it may affect existing save file doing so. But it won't have much impact since only a few of us would reach 100 before finishing the campaign.
Would you please give me more details and post some screenshots on imgur? I will look into it.
Quite complicated to explain, but it has something to do with the table loading order.
Skill dumps after the SoC update need entries of all supported characters in the node_sets_tables, otherwise the game won't launch.
For inactive mods, their names still need to exist in the submod's node_sets_table, since you have their skill dumps in other tables. But it is not necessary to fill the agent/subtype keys for characters since they don't appear in the game without the main mods.
For active mods' characters, they already have their own node_sets_tables, all you need to do is to help it get loaded first.
So I just used "zzzzz...." to name my dummy node_sets_table, in order to avoid having it loaded before the actual character mods'.
It should be included in the update now.
Sure, would you mind posting the link here?
Vanilla: 435
Mods: 1,740
Another round of applause for modders.
Enjoy, brother.
Working on it. It takes longer than usual since CA changed a great deal of the table format.
I am but the humble President of the Chaotic Party of Cathay (CPC), you must have mistaken me for someone from another realm my friend.
I have heard good stuff about the guy you referred to though, like fooling people into believing empty ideology with meaningless slogans and singlehandedly destroying the legacy of his predecessors. Big fan. Couldn't love him more as a chaos follower.
Thanks. It should be over 1500 now actually. With this vibrant community, the modded characters will soon be triple of vanilla's.....
Looks like some solid work right here, lad. Posted a question for you in the mod comp list discussion
Removed Round Belly Knights due to end turn crashes, will add them back once the problem is resolved.