Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem










@... This should work fine added mid save. If any issues pop up, leave a comment. Generally changing mods mid save isn't the best idea, but adding mods is far safer than removing them.
<!-- EN: Hell Mage -->
<Fantasy_DivineOrder_Archotechist.label>
<!-- EN: Hellknight -->
<Fantasy_DivineOrder_Warlord.label>
I haven't tested Divine Order in-game yet, so it may be logical and intentional, but just looking at the file and in context, I would have thought of Chosen or Blessed or even Divine Mage/Champion (since it's a copy of BotchJob_DivineOrderChampion).
So here's my question: is this intentional (with the in-game context explaining this choice)?
The raids spawn independent of storyteller. In the most recent update, I have massively reduced the chances of psycaster raiders, bringing this mod in balance with the handful of raids VPE added. It shouldn't be overwhelming, and may help reduce the size of late game raids since psycaster pawns take up a large number of raid points. Don't quote me on that though, I haven't gotten to late game rimworld in a long time.