Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Or do you mean a complete mechanical faction swap?
I'm looking forward to the next DLC rounding out the roster even more than it is now!
I plan on giving it another pass through after that comes out (which will hopefully not need to be more bug fixes).
In addition the starting army has been shuffled around a little to give a nod to Sigvald's old starting Hellcannon from prior games.
@Aimop95
I finally tracked down the culprit. The gorebeast chariot is now functional!
@FrozenPerry
That sounds like a script break or something with multiplayer. I haven't done any co-op testing myself, but it tends not to play nicely with mods, unfortunately. Main thing to check is that if you both have the same exact mod loudout. Thanks for the report!
I will try to figure out why the two mods aren't playing nice with that tech, though!
For the Daemon Mounts tech, you are finding that researching it does not unlock Gorebeast chariots with the mod installed? Making sure I have the issue down correctly. Thanks!
I am not sure what you mean. The unit preview in campaign selection doesn't match if that is what you were pointing out.
@Your Reckoning
I'll look into it. I'd rather not double up on very similar commandments, but if I can find a way to remove the undivided chaos version of that one I'll get it added.
@Knigga
I have not touched garrisons at all, but I can look into changing that up. I am not sure how much work that would be.
Here's to hoping we get those missing generic mortal characters without a crazy wait!
It should be applying.
If not I can look into it.
The patch tomorrow is likely to break things anyway so I'll be tinkering with all the mods again.
Now compatible with the current version of the game. In addition the Nurgle units from the most recent DLC that were sneaking around Sigvald were removed and the Eye of the Gods has been corrected for our Magnificent Prince!
Also, no more crashing with the Community Bugfix!
Life has been pretty busy of late, so I've been slower than I wanted getting everything back up to date with the hotfixes!
Thanks for the reminder!
I'll look into getting them to play together this weekend!