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Just wanted to drop by and clarify something - I actually misunderstood what your mod was about initially, my bad! I was expecting it to dive deeper into undead faction customization, like having separate subfactions for necromancers, blood knights, lahmians, von carsteins, strigoi, classic vampires, and necromancers within the vampire factions themselves. That's where my initial comment came from.
Really hope the mod evolves in that direction eventually - that level of detail would be absolutely insane in the best way possible!
Keep up the great work though, what you've got so far is solid ))))
Cheers ^^
Unrelated, the Necromancer faction bonuses are properly beefy and I like, considering their limited rosters. II'm hoping the other limited-roster factions have stuff as good.
Necromancers can now move around the map without being spotted and can use raise dead to raise an army and take an undefended settlement.
Maybe I’ll just give necromancers the hidden encampment stance for now and take another stab at it later.
Currently I’m mostly working on Cathay. I wanted to add some new units for them which is going surprisingly well. 6 out of 8 are basically done.
I just pushed an update adding them back to all factions. If you haven't gotten too far, you should be able to reload an earlier save and this time the event will give you the right hero.
I have one more idea on how to disable for just necromancers and ghouls, but if that doesn’t work, I’m going to keep it as is until I figure out how to edit scripts.
Maybe having the Vampire subfaction only allowed to recruit the Vampire Lord as Lord? For each bloodline subfaction you can just make them start with their unique bloodline tree already unlocked (this gives them 3 bloodline lords to play with right out of the gate).
For the Ghouls just make the Ghoul King as the recruitable Lord with the Strigoi bloodline already unlocked (again...it gives them 3 Strigois Lords to play with at the start)
Finally, necromancers only recruit Necromancer Lords and start with no bloodlines unlocked.
I think this would still make them different enough (especially with the unique faction bonuses you provided to each subfaction), while still keeping the fun bloodline mechanic. This also allows every vanilla Lords some usage
Speaking of scripting, I found a few mods that change leaders, but they all involve scripting which I don't know how to do yet. Right now my plan is to finish my lizardmen mod and possibly elves depending on whether they're in the next DLC or not, and then focus on learning scripting.
I'd suggest looking at my Vamp Count collection, there are a couple of mods in there that have faction leader changes if you're wanting to learn how.
I wanted to focus on skeletons for necromancers. They can still get ethereal units from raise dead and landmarks. The Ghosts of Glanborielle should be able to recruit ethereal units normally (unless I forgot)
Also is it possible to also give ethereal units to the Necromancers?