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Do we know if these two are even compatible with one another? From my understanding of that mod it entirely changes the Skeggi faction.
I would try it out but I’ve already begun a new Norsca campaign using your mod and don’t want to potentially mess anything up.
Are they even compatible with one another?
If they are, does this make the new world Norsca far more weaker than their old world brethren? Or does this mod make the new world ones equally strong on top of the changes that that mod makes to those 3?
This mod is amazing as it is, thank you Mod creator.
This and the garrisons are something that maybe need a nerf/balancing in some way shape or form, as they make the campagne rather borring even on higher difficulties to the point where we thinking of starting from scratch.
Other than that the mod is really great so far, so thanks for creating it.
P.S. Can't wait to play it in Warhammer 3 :)
new issue though- the new tier 4 meadhall only seems to allow recruitment of huskarls and no lower tier inf, I can no longer whalers or champions from regions where it is built
I will make an SFO compatible version at some point before Feb, but it would basically just be the stat rebalances and the new units.
Which makes all further battles look like an absolute joke. Is there a way to at least make them into army spells similar to Waaagh or Nakai's Old Ones' blessings?
Currently doing a Dawi run through with this mod enabled and even longbeards can't last long enough for ranged units to whittle them down. Longbeards go down like tissue paper before these guys.
I can do something to reduce the scale at which the AI recruits them if it's getting annoying though, that's no problem.
Anybody who has balancing concerns, please feel free to post them. But do keep in mind part of the purpose of this mod was basically to give the Norscans the best strike infantry in the game.
The AI seems to enjoy making them into doomstacks and they've thus razed practically everything AI controlled north of Solland and the Southern Realms in my campaigns.
Ruins settling bug squashed.
Added Nurgle's Rot contact effect to Nurgle tree ultimate.
Frost Wyrm buffed
Visual tweaks for Marauders, Norscan Huskarls, Mammoth Warshrine of Khorne, Grydal's War Mammoth mount.
Throgg's Copious Vomit reworked by breath spell (WIP)
tested this without the mod loaded, used another mod to force the ai to abandon one settlement in nordland and one in norsca and I could settle both of them fine, repeated it with this loaded and there was no option to settle in nordland, but weirdly the norscan ruins had two buttons which both occupied it