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wh2_main_skill_innate_def_morathi1wh3_main_effect_spell_mastery in table character_skill_level_to_effect_junctions_tables
Made a workaround by temporarily removing the effects that are incompatable between version, the effects will be re-implemented once 6.3 is the live version.
Other then that I feel that;
a) CotW is an incredibly strong mechanic as is.
b) Kairos is in a very good spot in terms of balance.
c) The two Tzeentch factions currently playable are very disctinct with unique campaigns as is.and have no real need for further flavor to stand out from eachother
d) Each faction with access to CotW have enough of their own uniquness to it.
Ku'gath's canon Faction effect improves Plague making so Kairos' improved effect should improve a Tzeenech racial power. Changing of the Ways is the only one that makes sense to me so extra effects on every use, Growth, Replenishment, Winds, and build/recruit time are what I can think of.
I hope (but don't expect) to see this someday.
A lot of mods that aren't updated properly for 6.1 are having issues atm due to a bug from CA with the database tables not handling table naming in uppercase so that mod may just be one of the mods that currently not working.
I hope I did justice to it. Thanks for your work.
Like with most of my mods I aim for this to add to a vanilla+ experience and not stray too far from what base game does, also I want to be able to continue to focus on balancing and improving base factions flavor and uniqueness.
Thanks for explaining your reasoning behind them :)
I do feel that the faction effects are thematic for each lords as they are, with Gelt being in a position for more diplomatic possibilities then Wulfhart who meanwhile is mainly there to hunt beasts and claim foreign lands for the Empire, both of which may belong to local Lizardmen.
And regarding gameplay wise Gelts Colleges of Magic mechanic is incredibly strong as is and not something that can be balanced aroudn even if he had 0 faction effects, while Wulfhart may be on the weaker side I've always seen his campaign as intended as a more challenging and limited one.
That said, I may however still re-visit their faction effect some time in the future but before then I have other races anfd factions in more dire need of changes and adjustments.
i see that +2 wizard rank is his default faction effect and 5 rank wizards right out of gates might be bit strong. +10% weapon strength for artillery units (his other effect in tww2) might be thematic too as he still has some skills that boost helstorms and is IS engineer in his spare time/has good working relation. any way, i really love this mod. hope you'll continue your wonderful work
How i would change gelt is just give him relationship boost (+15) with Iron Dragon/western provinces, or +10 relationship with cathay as whole. and give +2 rank for battle wizards (part of his tww2 lord effect). Gelt is already powerful, and current iteration suggest to use mages.
Either way, great mod, i'd say a must have. keep up great work!
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