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core:add_listener(
"BuildingChestCave",
"BuildingCompleted",
function(context)
local building = context:building();
local faction = context:building():region():owning_faction();
return cm:get_saved_value("Chest_script") == nil and building:name() == "Chasslo_Don_Estragon_Treasures";
end,
function(context)
local building = context:building();
local faction_name = context:building():region():owning_faction():name()
local faction = cm:get_faction(faction_name)
cm:add_ancillary_to_faction (faction, "Chasslo_Cursed_chest", false);
cm:set_saved_value("Chest_script", true);
end,
true
To use the Isla de Estragon as an example, am I looking in the wrong place?
A landmark in Lumbria, the new island chain to the South of not-Korea could be cool, it's supposed to be full of exotic monsters so something along those lines?
GOAT mod though
It's too bland without any landmarks, but it's not fun when there are too many landmarks.
Vanilla landmarks are balanced, there are generally no unique buildings in every tiny village.
It's weird when every province has 1-2 regions with landmarks.
It just makes them feel less unique.
- Should be Sorcery not Sorcerie
- Hero action success chance % for pellcaster is missing the 'S'