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They are buffed a bit to be a specialized offensive unit rather than a chaff filler unit.
Pricing and stats around the same tier as Dwarf Warriors.
This was to bring them closer to their tabletop counterparts.
And yeah. All of those features require a new campaign, with the mod installed from the beginning, to function.
I hope you enjoy all the mining friends!
You cannot recruit the Prospectors without it.
The Unrad quest issue sounds like a different problem to look into though.
And I will be working on an SFO compatibility patch for Lost & Found Dwarfs this weekend.
I'm planning on making a Lost & Found Dwarfs SFO submod after SFO gets updated.
Thanks! Sounds definitely like a compatibility issue.
@Black_&_White
Thanks! I'm glad you enjoy!
The new building chain is meant to be basically a blank copy of the mining resource buildings (gold, gems, iron, etc) as a backup for settlements that do not have one to make sure you can always recruit the units no matter the settlements you have.
As for new landmarks, I can certainly look into that! I wouldn't want to spam too many around, but one or two could definitely be fun! No promises, but I will think on it!
Honestly great mod! I love all mod that improve gameplay for Dwarves! Really good job on the units and prospector hero.
Maybe it could use some work on the building chains? As of right now it only give access to the Hero, maybe you could give it some tradeable resources or improve the one produced in the city or add some income, like I think it needs something to justify building it after having in a city?
Also, I noticed some changes to landmarks to include your new hero. Maybe you can add a few landmarks related to mining in very important mining cities in the Dwarf lore (maybe add some specific landmarks, both for buffs and RoR to your units) as well as extra bonuses.
I'm thinking about some important settlements like Galbaraz, Ekrund, Karak Eight Peaks, Karak Ankor! Making new landmarks is pretty easy, but they can be extremely fun for mods and new ideas to add amazing lore wise additions!
"To confirm, this is a fresh campaign, not one you added the mod onto partway through?"
Yes it's a new campaign. I play as Zhufbar faction, with mixu mod and "Dwarfs: Make Dwarfs Great Again" , "landmark of legend", "Legendary Characters".
And he is fun. Super old, obscure lore. Has the elven lantern passed down to him which I thought was neat.
Phyrex did a great job on the model (minus the lantern which I made)! He was actually in an old mod of Phyrex's originally but now he is hanging out with all his mining buddies.
Fixed a small typo, corrected tiers for units incorrectly showing as 1, and buffed the Prospector's health on the Earth Borer mount (as I had forgotten to do so initially).
Potential future update based on feedback:
Swapping Grombold's bombs from a ranged weapon to an ability similar to the Prospectors.
Saw you were having trouble getting Grombold. He is unlocked by building the Underdeep Mine building in the Deeps!
I will add how to recruit the two heroes to the mod page.
Other bits, the units are not meant to be labeled as Tier 1 so fixing that. And looking into why Grombold was being difficult throwing his bombs.
Glad to hear! I will check out the RoR to make sure I didn't goof, but that sounds like an incompatibility. To confirm, this is a fresh campaign, not one you added the mod onto partway through?
@YTMightBeRuku
Thanks so much! Glad you enjoy! I have plenty more planned for the Dawi now that I have come back to modding "full" time (or as much as my RL schedule will allow).
Whatever, thx again for your mod, its made Dwarf more fun
Do you mean like a weaker dwarf warrior or something like that?
@Don Patch
Once you reach a certain level with your LL the quest should pop up alongside Garagrim (I think level 8). Then you just need to recruit enough mining units for it to complete, similar to Garagrim's slayer unit quest.
I hope you enjoy!
Thanks for the clarification!
Do you have the problem without LC active?
Thanks! Dead was quite encouraging the candles being lit and it was actually the detail that pushed me into making the proper Mining Expansion! I am happy how they turned out!
That might just be an incompatibility between the two mods. Especially if you have loaded it up mid-save. I actually use different keys for Grombold in this mod to help make sure stuff didn't do anything too crazy. But I will look into it further! Sadly not much can be done about LC from my end, but if it is a bug in my mod, that I can fix!
On a separate note, I noticed a small issue when testing a Zhufbar campaign loadup (after disabling Legendary Characters' Grombold in MCT). I was just curious how it would behave - and saw that Grombold loaded in with a goblin unit card and no porthole picture. Totally minor and probably just a result of the swap, but figured I’d mention it just in case it’s helpful.
The miners got buffed, so are no longer tier 0 units. I was aiming to make them closer to tabletop where they were similar to warriors stat-wise, but had special abilities. Dwarf warriors being the base unit of the roster.
And not being able to recruit anything from the main settlement would feel bad, hence the warriors moving over.
Its your mod do what you want but playing dwarfs back when warriors were base recruitment was silly
With the miners moving to their own building, it left the base settlement chain with no units you could recruit from them. The warriors got moved to make sure you can still recruit something.
Hopefully that is the last I missed!
@Regent
Shhh, spoilers...
Once it does get ported, it will be fully save compatible from before the port!
Does the completion include this mod