chadvandy / cbfm_wh3

Community Bug-Fix Mod for Warhammer III. Please feel free to make pull requests, issues, etc!
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Sorcerer-Prophet/Tyrant lack infernal engineering/arsebelcher in campaign #1295

Open Sollytonin opened 12 months ago

Sollytonin commented 12 months ago

4.2 edit: Infernal engineering mby fixed

Describe the bug Sorcerer-Prophet of Hashut lacks infernal engineering in singleplayer when the stat card during lord select shows off the passive as existent.

Expected behavior When I noticed the unit card showing the passive I expected the lord to come with it. There is no way to get said passive through leveling or skills. The daemonsmith can get the said passive through a skill at level 10. But not the Sorcerer prophet in any way

To Reproduce Steps to reproduce the behavior:

  1. Play as Chaos dwarf
  2. Recruit Sorcerer Prophet

Screenshots Lord recruit unit card of the sorcerer prohet in singleplayer image

Recruited lord unit card image

Drazhir2 commented 12 months ago

The passive is defined in land_units_to_unit_abilities so appears before recruiting but it's a skill that requires enabling to work: image

In my opinion the fix is to remove that passive from the sorcerer-prophets as it's a unique skill of the daemonsmith and sorcs get their own choice of unique skill at rank 12.

Personal opinion (which might not be CA's intended design): sorcerer-prophets are really strong and don't need a free passive.

Sollytonin commented 12 months ago

I checked and they do get it in multiplayer it seems like as a passive apparently. Which might explain why it appears in the card too?

Kind of weird though that the unit gets the ability for multiplayer and not singleplayer. Especially when they removed the rank 7 tech buff for warmachines but kept the rank 7 buff for kdaai/taurus/centaur.

Harmandodelavega commented 12 months ago

we have done this kind of thing before for handmaiden's Quicksilver shot and probably a few others, haven't seen his skill tree or passives or anything to be sure though