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Any old campaign suffering the bug, cant be fixed until CA themselvs do something about it.
the following mods cause a crash to the database:
radious_bugfix_submod.pack
the first invalid database record is
wh3_main_character_initiative_ogr_big_name_skrag_world_swallowerw
h3_dlc24_effect_10_spell_mastery_hidden in trable
campaign_effect_list_effect_junctions_tables
and pack file radious_bugfix_submod.pack
- Virtue of Confidence trait for Bretonnia now really does improve campaign movement range after winning a battle
- Necrotect skill nodes fixed, can no longer skip Master Builder to progress on that lineNew workaround:
- Tech to unlock King Wakhaf of the First Dynasty no longer claims that his trait will apply The Curse ability to all units; it only applies to himself, like all Tomb Kings
- Warriors of Chaos "Ritual Hut" building now properly provides a Winds of Magic Power Reserve Buff in the local province
- "Honoured Elder" Lizardmen skill now really does boost public order
- Ward save against corrupting enemies (obtained through "Spirit of Praag" tech for Kislev or new Slann traits) now applies only when facing corrupting enemies, not against anyone (h/t Conflagration for the original report, h/t CA for providing the DATASNIPE tool in 6.3 that allowed us to fix this for real)
- Removed old fixes that have been superseded by official CA fixes as of 6.3 (release version)
Fix for Lizardmen AI!
- As is well known at this point, something happened in 6.3 that breaks some core functions of the campaign AI for all major Lizardmen factions except Nakai. While the CBFM team is not able to diagnose or fix the underlying code problem that is causing this, it was discovered that the issue only seems to manifest when these factions have only a single army. As a workaround, any non-human major Lizardmen faction will receive an additional one-unit army at campaign start (only works with a new campaign), which restores AI recruitment and army creation capabilities for these factions with minimal balance disruption.