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-Changes to rifts have been removed because the base game now has rift corruption.
-Vampires now create Haunted ruins when they raise.
-Haunted ruins now provide vampiric corruption (regualr ruins do not).
1 - if you make a buffer region around you it will help to weaken potential invading armies.
2 - If it's a region you want to take you will think twice about leaving it as a ruin for exnteded time.
3 - It adds additional penalty if you losea region through razing
4 - Compatability. If I were to create a separarate ruin it makes the mod pretty high maintenance & I don't have the time to support it :(
is it possible to get a version of this mod that means when vampires raze a settlement they create one that spread vampiric corruption, where any others dont have the corruption
I enjoy the extra fight. when you're playing camps into the 300-500+ turns, that is always the case though.
Here's the problem, right next to Couronne there is an Orc camp in the mountain that you have to clean really early, but with that mod you got a vampire influence that you can't stop since you can't colonize dwarf ruins.
I'll just take the light "Rift spread chaos" from Maga since it also made me realize that having vampiric influance spawn every where without vampire is silly anyway.
Generally speaking all my mods are lil' changes that I feel should be vanilla.
No problem, I am glad to show whatever support I can for the awesome mod authors of my favorite mods!
Also, that is good to know.
Thanks for the fast response.
Thanks again and take care!
I do have a quick question though, do cities ruined by beastmen produce chaos corruption?, or only chaos?
Thanks again for this awesome mod!
@Versidious: happy to change the balancing of the mod compared to user feedback. I havent really had a concensus either way as of yet. Currently I have based stats on the beastmen totums.