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@captainblade138, If you click the open debug logging menu dev button, click future incidents, the huntsmans moon one, then open the debug log it'll tell you when the next ones are meant to be.
Otherwise, make/obtain a wolfsblood elixir and have the pawn drink it.
Originally this comment was going to be longer, but it was mostly just me complaining on how over 90% of werewolves in media can be summed up as "you gain a furry equivalent of Super Saiyan 1".
Coding is pain, so anyone getting anything done whatsoever is always great, and I wanted to compliment you on that.
I refuse to complain/10
Well can't wait to try it out then.
I always loved the idea of the original and now this new mod, but if one just wanted to play as a random werewolf jobber for a play through, you would always have to deal with random werewolf raids.
Very fun for a Halloween monster mash themed play through, but kinda ruins the immersion in other themed runs.
@kowkillar, only pawns with dormant lycanthropy are forced to transform during a huntsman's moon.
BABY IM PREYING ON YOU TONIGHT
@Director Wane, added a patch for VE Medieval 2.
@Twiggymc please make sure you're on the latest version of the mod. There was an issue related to feral werewolf pack quests that was fixed a few days ago, existing quests will not be retroactively fixed.
@Director Wane, they should've already been craftable at the draught labs.
You legend, Plotting out my next run now :D
@Myphicbowser, I'm planning to when I have some more free time.
@Helios, I doubt that would be a simple addition, so we'll see.
@name Jeff, please submit a proper bug report with a hugslib log and very specific steps to replicate.
@小石子, yes but also no. The feral werewolf faction won't be automatically added, which will prevent certain parts of the mod from working. VE Framework will prompt you if you want to add the faction, make sure you add it.
@darthdud0, no problemo
aside from that this is a really great mod! thanks for this!!