I used to like this mod... but then the novelty wore off and I realized how unbalanced it is and how unsatisfying it is to fight the cultists.
One of the problems is the badly designed "Free Prisoner" mission, which takes up about half of noble contracts, I wish I was exaggerating. So it has you find then fight a cultist camp which can go from considerably tough to downright impossible, and when you beat it, you have to chase an escaping cultist party that's just as strong as the camp - if not more. And you have almost no time to repair and lick your wounds because the cultist party will go all the way to fucking kingdom come. Also, all the footsteps will fade because of course they do.
And the mod is abandoned too, so nothing is gonna change.
Sure you've been asked this question countless times, but is this mod abandoned? Or will it get some kind of patch or update so it can be used alongside Legends/PTR mods again?
If you added tweaks and fixes (tnf) new champions mod, it will crash. (Because it has none davkul champion on that list.) To fix this, you need change tnf_newChampions.nut file. in row 501, you can find this. foreach(t, i in items[champion]) { if (t == "perk") { foreach (perk in i) { _e.getSkills().add(this.new("scripts/skills/perks/perk_" + perk)); } } else if (t == "stat") { foreach (set in i) { foreach (stat, value in set) { stat.find("Mult") != null ? _e.getBaseProperties()[stat] *= value : _e.getBaseProperties()[stat] = value; } } } else if (i.len() > 0) types.push(t); }
change that into this if (champion != null){ foreach(t, i in items[champion]) { if (t == "perk") { foreach (perk in i) { _e.getSkills().add(this.new("scripts/skills/perks/perk_" + perk)); } } else if (t == "stat") { foreach (set in i) { foreach (stat, value in set) { stat.find("Mult") != null ? _e.getBaseProperties()[stat] *= value : _e.getBaseProperties()[stat] = value; } } } else if (i.len() > 0) types.push(t); } }
Can you make cult camps and mission a bit rarer? Not sure if its just rng but im finding more cultist camps than other types. Also i think it would be fitting for the cult to be more hidden.
219 comments
One of the problems is the badly designed "Free Prisoner" mission, which takes up about half of noble contracts, I wish I was exaggerating. So it has you find then fight a cultist camp which can go from considerably tough to downright impossible, and when you beat it, you have to chase an escaping cultist party that's just as strong as the camp - if not more. And you have almost no time to repair and lick your wounds because the cultist party will go all the way to fucking kingdom come. Also, all the footsteps will fade because of course they do.
And the mod is abandoned too, so nothing is gonna change.
Contracts were indeed too high, I'll reduce them
Anything about actually fighting the cultists that you find unsatisfying?
awesome
other than that insane quality mod, well done
To fix this, you need change tnf_newChampions.nut file.
in row 501, you can find this.
foreach(t, i in items[champion])
{
if (t == "perk")
{
foreach (perk in i)
{
_e.getSkills().add(this.new("scripts/skills/perks/perk_" + perk));
}
}
else if (t == "stat")
{
foreach (set in i)
{
foreach (stat, value in set)
{
stat.find("Mult") != null ? _e.getBaseProperties()[stat] *= value : _e.getBaseProperties()[stat] = value;
}
}
}
else if (i.len() > 0) types.push(t);
}
change that into this
if (champion != null){
foreach(t, i in items[champion])
{
if (t == "perk")
{
foreach (perk in i)
{
_e.getSkills().add(this.new("scripts/skills/perks/perk_" + perk));
}
}
else if (t == "stat")
{
foreach (set in i)
{
foreach (stat, value in set)
{
stat.find("Mult") != null ? _e.getBaseProperties()[stat] *= value : _e.getBaseProperties()[stat] = value;
}
}
}
else if (i.len() > 0) types.push(t);
}
}
just add
if (champion != null){
at head
and
}
at tail.
Or did you abandon this mod?
I love it thats why i m asking.