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Really cool nation, I enjoy them alot.
On the plus side, when he comes back he's got a real flashy sword.
Not 100% sure how to fix it, though.
Would be awesome if it will be compitable with the faction Diamedulla for the Confluence mod (when it arrives at some point.)
The Popkill is really harsh, not sure if its balanced since Im not sure thats how the tzimisce go around with their cattle. Ingame wise its a popkill nation like Emor where nothing but wasteland is left, so I edited some of it for my personal preferences.
I also like the compination of the Ghoul/Templer Knights + Sauromatia Hordes, but sadly I dont know how to mod the Awaken Tattoos work.
Hope to see more of this mod with more fleshcrafting monsters.
Re: weapons being displayed as armor: the bug affects every new weapon the mod adds as far as I can tell; I can confirm it for the Blooddrinker Blade and Bloodletter Dagger, whose weapon stats only display normally when inspecting the item directly. I haven't seen every summon though, so custom weapons those use may or may not be affected. For what it's worth the bug seems mostly harmless to me.
Ok... Similar. More MA or EA, with proto slav monsters.
Thank you so much for sharing!
- Blood Pit has standard attributes (and text) based off of the Oracle. I could certainly consider changing it.
- The Elder Betrayer had #stealth not #stealthy. So yeah. Good catch. Will be fixed next patch.
- I know about the Kennel Master. I don't think it's a real concern for a 10% chance. I might change my mind later.
- For the attacks... Yeah. That is strange. Not sure what's going on there.
Lastly, the researchers can be recruited in forest labs, and most of the national troops can be recruited from unique special sites that will spawn as you play, granting you more access to them in the mid/late game.
One big question I have is the role of magic. Outside of the capital, you have poor access to magic: two B1 commanders, a 10% random rec limit 1 researcher, and a 4 CP slow to recruit 3 path mage. Was this your intent? Yes, the vampires are powerful, but you will not scale well past the midgame versus vanilla nations that can make more mages out of every fort. If your intent was a cap heavy nation with good troops, then discard my comment here.
Some typos: the peasant bowmen have longbows instead of short bows like you intended in the .dm file. You spelled "their" as "thier" or "theier" and "feuding" as "fueding".
Craft Meszaroskutya makes 3 unmounted horses instead called Szornylo, and the description says that it creates "Deneverszolga" not Meszaroskutya