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okay, thanks for testing all of this it out yourself!
then the banner effects for these abilites are bugged out i guess?
because when you use any of these abilites, there will be visual effects applied to the unit's banners that are affected by these abilites...
and atleast for me, these visual effects only happened on the unit's i pressed/started the ability on, weirdly enough...
or i just didn't see t right but i could've sworn that these visual effects were only on the unit's banner where the ability was started on... who knows?
has this game ever been so bugged out after a big update and content release before?
jesus christ!
I captured Kislev shortly after 7.0.2 dropped but to make sure it wasn't an issue coming from the hotfixes I started new campaigns (as Wulfrik, Throgg and Sayl) with only the console command mod active to give myself the settlement turn 1, to check if the tech now unlocks and the issue is still there. Even at Turn 2 I still didn't have access to the tech
Spreading abilities that originate from units (like spells) still work. I am not sure that we can fix the army-wide problem, as it's probably code-related.
Tears of Nurgle works just fine, as do all of the chain hex abilities I've tried. The chain buff Fecundity does appear to be broken, but nothing about its DB entries changed in 7.0, so I can only assume it's an underlying code problem. Still investigating.
the curse of the slug is broken too.
it's not spreading anymore...
this severely impacts nurgle's playstyle!
Is that still a thing? I saw some changes to those quests in the change log for 7.0.2, admittedly not what you describe but CA often don't list all they fix.
thank you for the explanation and yes, i meant to ask if the mod manager programs were able to detect if the installed mods have missing data/files or not; making the mods corrupted if that would be the case.
maybe use this mod here as a work around for now atleast.
i don't seem to notice any issue with that bug that you are currently describing while using this mod i linked here.
maybe it won't fix it too; i have no idea to be honest.
just try it out i guess, it's better than nothing...
https://steamcommunity.com/sharedfiles/filedetails/?id=3548112471&searchtext=line+of+sight
We are aware of it and have a fix in testing.
The visual bugs may be fixable (whether or not they'd be worth the effort is another question), but stuff like retreat behavior is done in game code and therefore is not fixable with mods.
Mod managers, assuming you mean the program to manage mods, like the one CA just released, have no way of knowing whether or not a mod works as intended; all they can tell you is if a mod has received an update since the last main game patch or not. You just have to try it and see.
do the mod managers know if the installed mods are working as intended/are corrupted or not?
do they know if the installed mods have files missing or not?
the booster are going into the ship and not away from the ship; it's very noticable and very weird too.
when you retreat units before a battle even starts then they will not retreat and you have to retreat them again for it to start working.
you can also give broken/shattered retreating units unit abilities even when they cannot be selected for that unit abilitiy via the unit cards at the bottom position of your screen, in the middle...
and you got to take a look at the dwarven cannon units aswell.
their idle animations for the units behind the cannons are completely gone when comparing them with other artillery units in the game and one model in particular doesn't even have a beard anymore!
that dwarven model has a big steel cover for his beard that looks comparetively speaking like the one that the irondrakes or the ironbreakers have.
if the ironbreakers even haven one to begin with...
I can't imagine how CBFM would be affecting either of those. We will investigate. If anyone else can confirm this report or provide a save on our Discord channel, that would be helpful.
The only other mods I have are "Better Camera" and "Disable Startup Splash Screens".
The Cockatrice fix is in the current beta on Discord (at this point, this is the only difference with the beta), but it's not in the Steam version yet. The next Steam update will take place once we have enough fixes to warrant a proper "Batch 1" for 7.0.
the changelog didn't mention anything about that topic.
just making sure.
than you very much for that in depth explanation!
and for the work all of you guys are doing too!
@Khazukan - We don't keep redundant bug fixes in (as in, edits for things that were bugged in the game but no longer are bugged in the game due to a CA fix) because CBFM is intended to have minimum impact on the game as a whole. Every patch we do is another thing for the computer to load when the game starts up, it's another thing that can conflict with another mod's edits, whatever. And depending on the patch, it can then cause a bug in the *other* direction (i.e., if CA fixes some effect that was supposed to give +10 Melee Attack to some units but didn't work, depending on implementation, that unit may now have +20 Melee Attack, from the double-dipped fixes from CA and CBFM).
That should have been fixed in the current Steam version, but it looks like it's still an issue. A beta will be released on Discord shortly (within the hour) that addresses this, and we will hopefully have it fixed on the Stream version very soon.
and floskan on discord meant the ame thing too right or what?
Here's a pack where i removed stuff that i could confirm to be fixed. Hopefully it works well until we can get an actual update out.
why did you do that?
so shouldn't we be using this mod then?
that's a big issue i think!
whoops, sorry!
Thanks for the report. This is an animation-based issue that is only affecting Outriders currently. We are aware of it and have a fix that will be rolling out soon.
Check the top right of a Steam Workshop mod's page to see the date and time it was last updated.