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Might still bump the version number anyways...
- Fixed the issue where all armies in the region got the abilities and spells, now effects only garrisons
- Moved the performance cost to the start of the players turn. The mod is now script based and will do everything at the start of the players turn.
If you consider more wizards having access to more spells (which might be performance heavy) a performance impact then it could be argued to be in battle as well, but I doubt that would be noticeable
See his comment down below
Weird though, until recently it didn't get shown to me that I needed this mod for Greater Garrisons from Zorbaz. Oh well
If you want to take a stab at it feel free, you can use / modifiy my mod any way you want, I dont have any issue with that
character_when_commanding_to_force_own_unseen
province_to_character_when_commanding_army_own_unseen
since hero wont command an army by default, but will be a commander of garrison it might work only for them
I've been running the Greater Garrisons mod, and I'd like to add your mod as a recommended mod to fix the missing spells from caster heroes.
I like what you've done with you mod.
Since it just adds a bunch of effects it should not really be a problem, worst case it wont do anything, so feel free to try.
I also have a wom depended mechanic kinda baked in that gives access to spells and overcharge in regions with high winds of magic, tho that one suffered a little from reducing scope in favor of performance. Depending on what people report about performance I might remove that entirely.