Caves of Qud

Caves of Qud

Templar Expanded: Barathrumite Emancipation
10 Comments
Aric Ironhand  [author] 22 Oct @ 2:50am 
Hi everyone, thanks for pointing out the issue. Mr.backproblem, you were correct, I'd accidentally overwritten, rather than merged some changes. Should be fixed now!

This will apply to ongoing saves, but not zones that are already built. To apply to ongoing zones, use the rebuild wish (this will regenerate the zones, so dead enemies will respawn and placements will be different)
mr.backproblem 19 Oct @ 11:44am 
I think i found one of the issues. Youve got these 2 lines in creatures.xml

<object Name="Knight Templar" Inherits="Templar">
<object Name="Newfather" Inherits="Templar">

Looks like that is setting the knight templar and newfather templates to level 1 and cascades downwards (im not a modder but thats my guess)
Muntus 19 Oct @ 8:53am 
This mod cooks the high temple mecha, turning it into a harmless (creature). Fix that and it would be pretty cool.
mr.backproblem 18 Oct @ 8:36pm 
it seems like a lot of units at the first few camps, including the commanders, are starting at level 1 with no armor on. I also ran into a templar wraith that didnt spawn with a weapon at all. Is that intentional?
KIRILOCS 12 Oct @ 1:28pm 
I enjoy this! Great mod :chutecrab:
turkler 7 Oct @ 7:13am 
great mod, thank you
whenwrašk 2 Oct @ 6:58am 
i hope i'm interpreting the name correctly, but Binary Honorum is such a good name for a faction of bigots
cringe! 1 Oct @ 9:43am 
john brown playthrough
Aric Ironhand  [author] 1 Oct @ 9:23am 
New game is required I'm afraid, as they're placed on world generation.
MANTIZZLE 30 Sep @ 9:00pm 
ahh just started a great playthrough! new game needed or no?