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Unlikely. Use the version Saebbi made.
@NRKE
There's a script (only one in the mod) initializing ror units to factions, and I prevented immortalz being initialized by commenting it out. Simple change, though I don't know what has changed in WS since I last worked on it so may need to make other changes to update the functionality. If you want to make the change yourself you could ask for help in the modding den.
Question for you. How did you disable the RoR for Da Immurtalz?
The other SFO mod doesn't do that and I want that for my own game, as I use a different mod for that.
Thanks in advance if you can spare the time!
Will this Mod be updated?... 🔴
With the night goblin big boss.
It's still in the works. Just RL stuff delaying things, as is usually the case.
Might be able to work on it thursday.
I'll check it out.
@Xenos
Yes, that model is newer than the last update.
Not sure, as I've not played the game lately. No one has reported crashes or that it needs to be updated, as is usually the case, however.
But I do know I need to do some minor changes to make it up to date with the main mod. But the differences shouldn't be gamebreaking, I hope.
I'll see if I can get around to it the during the week.
Minor initial balance pass on Stikka units due to reports of them being a bit too efficient when used by AI.
Slightly decreased weapon damage and offensive stats.
I've not done any extensive testing, so please report back with your impressions.
@Zets It possibly should. I'll have a look.
Yep, the Savage Orc Stikka is too strong, normal savage orc are 500 and they are 550, however they have shield, higher weapon strength(40/44) anti large, much higher melee defence(+8)with only little lower melee attack(-3),
Thanks for fixing