This repository has been archived by the owner on Dec 28, 2024. It is now read-only.
Camps & Contracts 18.1.1
Version 18.1.1
COMPATIBLE WITH EXISTING SAVES
DO NOT UNZIP YOUR MOD FILE
Randomized Units
- Adds the new Caravan Polearm, a low-tier 2-tile range Caravan unit
- These are intended to be about the strength of a caravan hand
- Fixes raiders not getting any perks (Low tiers)
- Fixes raiders getting really good equipment too early
- Raiders no longer get guaranteed Battleforged, Brawny, and Executioner
- Fixes units on legendary difficulty getting 1 less perk, and correctly makes non-legendary difficulty get 1 less perk
Tweaks
- Add Bounty Hunters to qualifying backgrounds to unlock the Bounty Board retinue
- Increase minimum randomized food amount (from foraging / hunting) from 25% to 40% of the food item's maximum amount
- Increase the base chance to get loot items from hunting (with Expert Hunters) from 20% to 40%
- "Focused Hunting" mode with the Camp Kitchen upgrade will still double this rate, now increasing it to 80%
- Increase the base chance to get improved food items from hunting (with Meal Preparation) from 20% to 40%
- "Meal Preparation" mode with the Camp Kitchen upgrade will still double this rate, now increasing it to 80%
- Guild Master background now has a guaranteed Nimble perktree, which should stop him/her from getting the battleforged tree randomly#
- Nomad origin now applies a 25% discount on hire and upkeep for Nomads, Bladedancers and Muladis
Art
- New art for Mutton item by Shiro
Fixes
- Fix named parrying daggers not working
- Zombie bites no longer trigger parries
- Fix Anatomists and Oathtakers not having stat projections in their background tooltips
- Fix Disciple of the Inquisition trait incorrectly showing
+10 Hitpoints
bonus instead of+20
- Fix Slaves Uprising contract not being completable for Nomad origin
- Fix game getting stuck during an event from the Free Greenskins Prisoners contract
Background stat shifts
- Cultist Lurker now has stats more inline with the poacher, specifically starting with less negative health, stamina, ranged defence, melee defence, and ranged skill. But gains slightly more melee skill and a reduced upkeep and hire cost
- Cultist Husk has had a slight stamina buff and gains more melee skill and initiative but in exchange has lost ranged skill, melee defence and ranged defence.
- Cultist Magister gains the Sickle & Sword trees (including brewing/gathering skills), more melee skill, potential starting resolve and ranged defence, but also slightly more upkeep cost.
Dev note: there was an oversight regarding southern and barbarian slaves not inheriting stats from the slave background, which made them much weaker. The below now corrects this.
- Slaves (GET BACK HERE!) have had their max potential hitpoints reduced, but also have slight increases to all stats randomly.
- Barbarian slaves gain the heavy armour tree and hate for southerners tree, but they also gain a significant bias towards fatigue, melee skill and resolve at the exchange of defences and initiative.
- Southern slaves gain the 'throw dirt' ability that nomads have, and have a bias towards initiative, defence and ranged skill.
Typos
- Fix winery attached location description
- Fix healer's tent description
- Fix merchant background description
- Fix hardened flat top helm description
- Fix hardened kettle helm description
- Fix tools and supplies tooltip
- Fixed a typo in Cultist scenario displaying that converted cultists gain the 'True Believer' perk.