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MandrasX

Clan Volkn - Unofficial Update Notes

Jul 29th, 2021 (edited)
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  1. Clan Volkn - Unoffical Update Notes
  2.  
  3. Gameplay:
  4. --Volkn Barracks, Volkn Weapons Team and Engineering chains combined into just the Engineering chain. Units are recruited from here
  5. --The Volkn Engineering chain has 4 levels and is much cheaper; keep in mind, you still need to build the regular buildings to unlock tech.
  6. --Volkn Clanrats/Stormvermin are now just a uniform variant and recruited from normal barracks. The "Volkn" units are still present in custom battle and as AOR for other factions (see below).
  7. --Removed the Stormvermin/shielded Clanrats from Volkn HQ. Build the barracks you lazy git!
  8. --Reconfigured the AOR system: major clans that control the Volkn HQ landmark can recruit Volkn units (they are capped between 1-5). The major clans are Skyre, Mors, Pestilens, Eshin, Moulder, Rictus.
  9. --Major clans can now recruit Fire Sages from the Volkn HQ landmark.
  10. --Volkn can recruit Eshin Sorcerers (alot of minor Skaven factions don't have access to this agent for some reason).
  11. --Volkn faction trait now grants 15% fire resistance to all units rather than enabling fire attacks (Moltskin already does this for his army).
  12. --Your old pal Wheel-Rat is back. He is a Warlock Master that starts with a unique doomwheel unlocked (it shoots fire bolts and has slightly better handling). He is in the recruitment pool and is NOT immortal.
  13.  
  14. Graphical:
  15. --Volkn Stormvermin use skaven halberds with new molten effects (they were using Chosen halberds before).
  16. --Clanrats are less uniform in appearance; there are fewer warpfire-imbued weapons and shields in the unit. Slightly over half the models will use regular weaponry/shields. Stormvermin are uneffected, representing their elite status.
  17. --Added missing minspec (2D) portholes for Volkn units.
  18. --Retouched the HQ landmark to be reddish-pink like other landmarks
  19.  
  20. Frontend:
  21. --Added frames to Volkn starting units in the faction selection screen.
  22. --Added missing loc text for faction trait: Masters of Fire Mountain.
  23. --All bullet points now correctly appear when mousing over the faction trait, both in menu and campaign (fire resist, desert immunity, obsidian, special units).
  24.  
  25. Localization:
  26. --Added unique descriptions for the Volkn Engineering building chain.
  27. --Revised most text. Fixed typos, grammar problems in the loc files. Slightly rewrote some lines.
  28.  
  29. Scripting:
  30. --Removed the copy/pasted parts from Mixu/Wez Speshul scripts that were causing conflicts with those respective mods in their present form.
  31.  
  32. Bugs:
  33. --Fire Sages now contribute to the concealment/detection modifier for discovering undercities (each skaven agents in a region reduce the chance of discovery by 15%).
  34. --Clan Volkn can now properly unlock/recruit AOR units.
  35. --Moltskin is no longer a "phantom" lore of fire wizard hero on the agent summary screen.
  36. --Fixed custom battle errors such as mounts causing Moltskin to lose his general status.
  37. --Disabled the unfinished units for now (Warpfire dragon, Ashen Guard ROR).
  38. --Added missing flag glow (caused the faction banner to occasionally have a white rectangle).
  39. --Added missing text for Fire Sage recruitment/cap on buildings.
  40. --Added a dummy effect and text for character skill Mount: Arachnorat Spider.
  41. --Moltskin's Obsidian Armour passive ability "Thermal Thorax" shows up when mousing over the item (missing effect text key)
  42.  
  43. Mod Support:
  44. --Added compatibility with Advice's Cut ROR and fixed typo with one of their units (Clan "Vulkn" Firetails > Clan "Volkn" Firetails).
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