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* Adjusted the Taurox final battle script so the prisoners attack from both sides - as was the case in WH2.
* The Final Battle of Itza will now recognise if Markus has Hertwig or Kalara in his army (Kalara will drop the Old Ones shields with an arrow and Hertwig brings in reinforcements) - as was the case in WH2.
* Fixed a bug where loading a save would stop Drill of Hashut from working.
Thank you jbbj96 for providing save file.
Make sure you delete victory_conditions_overhaul.pack file to force Steam to update. You will know if it worked if you see "Defeat the Grey Mountain Dwarfs" in top left during quest battle. If you don't see that it means you are still on the old version.
Just wanted to let you know that your work is very much appreciated. The way to encorporated some of the lost quest battles at the end of the Routes is awesome!
The Final Chaos Dwarf Battle is bugged for me - after Wave 1 the enemies will not spawn.
It seems to be a base-game issue, as the battle seems to be extremely buggy in general.
Love the mod, could not play this game without it anymore! <3
That said apparently there was supposed to be reinforcements for me, though they never showed up. Maybe it was just a script failure or something, I dunno
https://steamcommunity.com/sharedfiles/filedetails/?id=3589678765
@sarumanthecursed, drycha can confederate and be confederated by durthu (IIRC), who is not as extreme as her and will coexist with the the elves. She can also ally and trade other races through diplomacy. The idea that she will destroy all non-spirits and humanoids is already not true in game. The game already bends and contradicts the 'official' lore in many many places from what i've heard so this QoL change is far better than sticking to that hard line thinking
I would actually ask if those could be reverted till they get their proper objectives one day.
The problematic mod in question was "Living World Expanded: Total Map Overhaul" if any other users find that helpful.
I'm getting an error with sm0_recruit_defeated.lua, which then must be causing the vco.lua script to break.
Its unusual you're getting it with no mods though. Have you looked into your script logs?
Anyone else have similar behavior? I'll try testing some other factions shortly.