I cannot solve bugs without this as I will be stabbing in the dark at random without it. Nexus does not allow you to post files here but the fastest and easiest way to get a reply out of me is to go to the legends Discord and send 'Luft' (me) a message with your game log and what happened.
Legends discord; https://discord.gg/k3VK65AanY OR Post on Github issues with your log; https://github.com/TheCutestSkinghoul/Red-Court-Origin/issues
I saw another comment earlier about not not getting necros to recruit or events. I am day 50+ and have never seen any other option/event to add more. I have open space in the crew so that's not the issue either. any other possible reason why?
Great mod! One question tho: The necrosavants don't have the Vampire/Butcher line of Legends perks (the ones that grant access to bleed-based perks). Is this intended? Or did it just slip your mind to add?
Kind of a nitpick and isn't gamebreaking or anything, just curious.
Hello. I'm trying to play this mod. And I have a question about the game mechanic. Almost the entire squad is made up of necrosavants. All 11 - 14th level. Today I took a "four skulls" task to clean up the nomad camp. 39 enemies. And realized that the necrosavants frontline is practically not working. Nomads have the ability "Throw Dirt" and if there are a lot of them, then with almost 100% probability a couple of necrosavants will die.Goblins also caused problems, due to their high initiative. Throwing Nets are also unpleasant. But all of this can be handled. But a lot of nomads with "Throw Dirt" without options are forced to make a frontline of ordinary brothers. The necrosavants can either take the polearms, or again be in the second row and teleport from there along the flanks. Or behind the backs of the second row of enemies. This "Throw Dirt" ability negates defensive skills at the expense of initiative. "Freedom of Movement", for example, is one of the most important. All the resists that necrosavants have by default and for their class skills do not help. Is that how it was conceived for the sake of balance? Did I understand correctly? Is it necessary to have a frontline of simple brothers?
I see. Thanks for the reply. Well, I guess I've been lucky before. Before I was faced with the massive use of this ability by nomads, necrosavants were doing quite well in the frontline. More than 200 days. The best cleavers that I took away from the mummies, a lot of initiates, the necessary skills. Everything was fine. :) I didn't think at all that I would need a human frontline. Okay, I'll try other tactics.Thank you very much for the modification. Variety in gameplay is very necessary for this game.
I didn't want this to be an all necrosavant origin because in playtesting people got burned out very quickly when trying to recruit enough necrosavants to make a full party.
I highly recommend you keep necrosavants on the flanks, scout with humans and then just use darkflight to drop in on enemies who aren't prepared or can't react to you. The ability to just leave or join a fight whenever you want is a very powerful tool.
There are a couple of issues here; 1) In game, they do not wear armour 2) Combined with their lifesteal and mobility they'd trivialise a lot of the game 3) I plan to add jewellery into the mod at some point which gives similar armour-like effects
They're built as skirmishers and ambushers As a result, allowing necrosavants to wear armour would defeat the feel and function of making necrosavants if they got to wear armour
Would you consider having 2 version of the mod, a normal version and one where they can wear armor? Sure it would be overpowered but it could still be fun, having the option would be nice.
Will it be possible to make armor restriction a togglable feature in the mod option section in game? Tried to change the code but after unzipping and zipping again the game can't recognize this mod anymore.
Im remove this lines but now I got same problemm, as Angiez got. Im changed the code but after unzipping and zipping again the game can't recognize this mod anymore at all. What can we do about it?
Ah, no. Everithing works properly, If I do changes inside .rar without unziping. Ok, thank you!
I deliberately do not compile my mods for the reason that I want people to look into the files, tweak things and explore. So you don't need to mess with any of that when using my mods.
Hello ,you're mod is awesome but listen... i NEED to know one thing. So is there any possible way to do a greenskeen origin? Or maybe you already now one? If that so im bagging you to show me or at least say that is possible . Thank you and be blessed anyway
This is possible yes. It can be done the same way Red Court handles graphics and entities. There are a bunch of issues with this however, and I'm intending to make a greenskin origin for Legends at some point when I have the time
Hi. I've been playing for 80 days now, and I haven't met vampires in cities when hiring. There were also no events for getting a vampire. Are there conditions for their appearance?
67 comments
When you report bugs I will ALWAYS need to see your game log, which can be found at;
C:\Users\[PCname]\Documents\Battle Brothers\log.html
I cannot solve bugs without this as I will be stabbing in the dark at random without it.
Nexus does not allow you to post files here but the fastest and easiest way to get a reply out of me is to go to the legends Discord and send 'Luft' (me) a message with your game log and what happened.
Legends discord; https://discord.gg/k3VK65AanY
OR
Post on Github issues with your log; https://github.com/TheCutestSkinghoul/Red-Court-Origin/issues
Thanks in advance
Kind of a nitpick and isn't gamebreaking or anything, just curious.
All 11 - 14th level. Today I took a "four skulls" task to clean up the nomad camp. 39 enemies.
And realized that the necrosavants frontline is practically not working. Nomads have the ability "Throw Dirt" and if there are a lot of them, then with almost 100% probability a couple of necrosavants will die.Goblins also caused problems, due to their high initiative. Throwing Nets are also unpleasant. But all of this can be handled.
But a lot of nomads with "Throw Dirt" without options are forced to make a frontline of ordinary brothers. The necrosavants can either take the polearms, or again be in the second row and teleport from there along the flanks. Or behind the backs of the second row of enemies.
This "Throw Dirt" ability negates defensive skills at the expense of initiative.
"Freedom of Movement", for example, is one of the most important. All the resists that necrosavants have by default and for their class skills do not help.
Is that how it was conceived for the sake of balance? Did I understand correctly? Is it necessary to have a frontline of simple brothers?
This falls to your human recruits.
Additionally, attacking at night with a few of the perks can greatly increase your odds.
The best cleavers that I took away from the mummies, a lot of initiates, the necessary skills. Everything was fine. :)
I didn't think at all that I would need a human frontline.
Okay, I'll try other tactics.Thank you very much for the modification. Variety in gameplay is very necessary for this game.
I didn't want this to be an all necrosavant origin because in playtesting people got burned out very quickly when trying to recruit enough necrosavants to make a full party.
I highly recommend you keep necrosavants on the flanks, scout with humans and then just use darkflight to drop in on enemies who aren't prepared or can't react to you. The ability to just leave or join a fight whenever you want is a very powerful tool.
1) In game, they do not wear armour
2) Combined with their lifesteal and mobility they'd trivialise a lot of the game
3) I plan to add jewellery into the mod at some point which gives similar armour-like effects
They're built as skirmishers and ambushers
As a result, allowing necrosavants to wear armour would defeat the feel and function of making necrosavants if they got to wear armour
Due to how I make my mods you can easily disable the armour restriction under the Hemovore trait by omitting 5 lines in the code.
Remove these lines;
function onAdded()
{
local items = this.getContainer().getActor().getItems();
items.getData()[this.Const.ItemSlot.Head][0] = -1;
items.getData()[this.Const.ItemSlot.Body][0] = -1;
}
That will reenable the head and body armour slots
Im changed the code but after unzipping and zipping again the game can't recognize this mod anymore at all. What can we do about it?
Ah, no. Everithing works properly, If I do changes inside .rar without unziping. Ok, thank you!
So you don't need to mess with any of that when using my mods.
And to the Mod author, we are playing a singleplayer game with mods. 'Trivialising' the game is an option with mods and no one should care.
There are a bunch of issues with this however, and I'm intending to make a greenskin origin for Legends at some point when I have the time
No other conditions
If you continue to have this, send me your log on the legends discord please. It could be a mod conflict
I have watched a steam 2 days ago where a user got a vampire recruit day 2