Skip to content

Adding new effects for skills.

User Avatar
#13
Auto-translated
BlueHeavenHero
So, as I understand it, you made mercenaries with the ID of goblins? And where do the goblins go?
In my mod, the Orcs Faction has been removed, so all of its creatures and abilities are now free to use. It is planned to either completely remove it or, in the future, replace it with another Faction (but the latter is difficult to implement for now).
And if we disregard this context, there would be nothing stopping us from putting the goblins back, but under a different ID. 🤔 (unless I haven't checked if the Shaman and Cyclops abilities are tied to the Tier or the creature ID (goblins)).
-- -- --
*I also want to clarify that I am still using the Trapper ID. As it turned out during testing, all three abilities (Special and both skills) work on Trappers by default, i.e.:
1) Weekly reinforcements to the hero always come from Trappers, and only if all slots are occupied, then another (regular or shaman) comes, depending on which one is in the Army.
2-3) Both other skills work similarly.

Therefore, outside the context of the Faction, it would be reasonable to move these creatures. That is, without touching the main Goblin, rework the Trapper. Otherwise, you simply won't be able to get the original regular Mercenary with the ability.
«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»