NgGH707 / NgGH-Magic-Origins-Mod

A mod of Battle Brother that brings out new unqiue origins and new mechanism
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Start and hexe bugs #5

Closed EnryuTower closed 1 year ago

EnryuTower commented 2 years ago

This is the first mod I am playing along with legends and I cannot get the hexe start to work. In the OP version it just sits on the creating settlements screen forever when I try to start a campaign, and on the balance version it won't let me leave settlements when entered, accept contracts, or kill enemies in combat (they go to zero health and leave a corpse then become untargetable and keep fighting).

The geomancer and mage trio sit on world gen screen in both versions. Thank you

Smerf4321 commented 2 years ago

Hi, just to add to this. I tried the Cabal start as well and results are the same as Mage Trio and Geomancers

I've tried 3.1.9 and 3.1.8 versions with the current 16.0.6 Legends version.

It doesn't seem to be affecting any other starts, but I cannot say if there are any issues in-game as I've just tried starting a campaign.

Edit: Tried playing with the mod still on with Lone Wolf start and there is an event that pops up when you try leaving the first city. Problem is this event is bugged out because it is hidden underneath the town menu, and the town menu doesn't actually allows you to close it. You can still go to the market and the like, but the Leave button doesn't do anything.

Vortal4 commented 2 years ago

It doesn't seem to be compatible with mod_legends_16_0_9 with either version. Cannot click on quest in town or leave.

From Legend discord :

13:32] autism speaks: Hello there! I'm coming back to battle brothers and this mod after not playing for awhile, and I'm trying to start a game with the adventuring party origin, however I've noticed that the mage bro you start with in that origin doesn't have any spells nor do their appear to be any in his perk tree. I have started new campaigns several times to see if it was a one off thing but it keeps happening, Is this a bug or intentional? [13:34] 🥯: Intentional ish. Iirc, that mage should still have a handful of spells [13:35] 🥯: Their main spell, magic missile, got removed because it was unbalanced. The reason it wasn't balanced instead of removed is because we're going to rework/remove most of the magic in legends [13:38] autism speaks: aw man, magic was pretty much my favorite part of the mod. is it really going? [13:39] 🥯: To some extent. We're not 100% sure how much magic we'll include in the future [13:40] 🥯: Luckily, there is the magic origins submod that is very good [13:40] 🥯: Unluckily, I think it's not yet compatible with v16