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Folcard:
- new resource: "Steel" gained passively from iron mines. Can be used to upgrade units.
- new building: "Signal Tower": replaces minor settlement garrison. Same effects with additional buffs to reinforce time and reinforce range in local region.
- skill: "Duke of Montfort": removed MD and MA for embedded lords and heroes; added +10% Steel gained from iron mines (factionwide)
- skill: "Signal Beacons": removed reinforce time buff
- tech: "Improved Smelters": added +10% Steel gained from iron mines (factionwide)
- removed armour buff from faction trait
- mace: MD +2
- greatsword: MD -6
- slightly improved porthole images and unit cards for all dukes
so far no conflicts and works fine
Tancred:
- Ability "Grail Shield": effect range +5; now affects only 5 enemies instead of all in range
- Ability "Blessed Draught": duration -5s
Gilon:
- Ability "Inspiring Leader": removed attribute strong vigour
- slightly improved portraits in faction selection
- removed some unused models and textures
the mod is already good as it is
1. Our mod does not add any RoR, must be another mod that's causing this.
2. We decided to give Folcard different melee weapons instead of the usual mounts as he often fights on foot in the lore.
Just two questios about the montfort faction leader:
1. Why are two nurgle ror for him available?
2. No mount possible?
1. Folcard, Taubert, Theodric and maybe Hagen could use some unique/quest gear.
2, Folcard is big on the campaign map taller than characters on horses.
3. Minor mod conflict with the old world both add confed techs so some double up.
4. More stuff now I know it the Duke's of Bretonnia but maybe sneak in a legendary hero Tristran the Troubadour would be fun no mod as far as i can tell has done him despite having a table top model.
Thank you again.