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The bright side is that this mod should never break a save again even with me updating. Adding new units from scratch doesn't break it and neither does adding abilities or leveling (at least it never has so far).
Phycic Gaze was meant to just be a placeholder till I made the custom ability. I'll put something else there for now till I make the ability bc year that sounds op.
Yeah he just doesn't have a weapon. There is only one dagger item in the game and it doesn't display. I'm debating equipping him with a shortsword or waiting for someone to create a dagger mod.
Yeah Doomherald has only dominate as an attack. I might give him another aoe ability. His kit can easily be overpowered or underpowered already due to the chance to proc control on the main attack and insanity on the passive aura but I haven't used him enough to see exactly how strong/weak he is.
the language thing happend with 2 other mods too, and some moddev wrote me back, and said this to me(with the preload, i guess it is some line in your rpk.files, the 2 other mods fixed it with this info
its nothing gamebreaking, the mods are still workings, just the descriptions stay vanilla(so for anyone who doesnt know, thinks the mods dont work)
Its not about the barbarians or just these 2 Units.
https://i.imgur.com/YmKXcDg.jpg
Got thios for : Arcanist,Arcan Guard, Attuner , Mystic Guard
aswell as the Feudal
I'm going to sleep soon so I'll have to look into it more tomorrow.
and i think with this or last update you left the en.mo language file preloaded in one of the modified rpks, so your mod stops other mods from changing descriptions. Like difficulty descriptions from "difficulty remastered" mod or trait descriptions from "better form traits" mod
awkward, and np, shit happens
map was the vanilla starting settings if u pick custom map
what file do u need? where to send?