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Chickens & Demons 18.2.2

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@Hanter-19 Hanter-19 released this 16 Feb 20:46

Version 18.2.2

INCOMPATIBLE WITH PREVIOUS SAVES
DO NOT UNZIP YOUR MOD FILE

Mod Integrations

Enemies

New Beast: Basilisk

New enemy: Basilisk Drone

  • 2 new blueprints
  • 2 new basilisk items
  • 3 new basilisk drops (2 crafting 1 loot)
  • 2 new AI packages
  • A test scenario file

This is a WIP and will be expanded upon in the next release
1 new Contract and roaming spawns forthcoming
You can test the new enemy in the tactical scenarios in the main menu screen
All sounds, game concepts and art courtesy of a very talented artist, Wellington McSkellington.

New Noble Unit: Noble Elites

  • Adds the "Noble Elite Footman" (realized after creating that there exists a "Veteran Footman" already, he will be taken care of)
    • These are intended to be a direct upgrade to the regular Footman unit, typical armor rolls are around 200+ -ish
    • They can occasionally roll the stronger-variants of Footman weapons, e.g. a Noble Sword vs the Arming Sword
    • Will always have Battleforged, some basic shield perks, rotation
    • Can roll perks such as: Colossus, Full Force, Muscularity, Feint, Recuperation, Underdog, etc
    • Generally a direct upgrade in stats to the Noble Footman by like 5-ish across the board
  • Reworks the "Veteran Footman" into a "Royal Guard"
    • These guys have big mode shield perks, and tower shields
    • Sometimes adorned with their noble's ornament, they boast significant melee defense and body armor
      (Seer made sure these can't roll Underdog but if they do by chance please let me know god I am so sorry if you see this thing with Underdog)
  • Adds the "Noble Sureshot"
    • These are a direct upgrade to the Arbalester
    • Will always roll either a Warbow or a Heavy Crossbow
    • Have around 140-150ish body armors, and actual head armors unlike Arbalester
    • Arbalesters really only have ballistics, these guys don't have overly many perks just that they're good for them. e.g. Wind Reader bowman
    • These guys have generally lower initiative and cool outfits
  • Adds the "Noble Pollaxe"
    • They currently roll a few 2-Handed weapons: Polehammer, 2H Wooden Hammer, 2H Mace, Warbrand, Swordstaff
    • Very similar in trees to the Noble Elites
    • Guaranteed Indomitable (mostly testing to see if they ever actually use this ability)

Thanks howlsyue for the suggestion
Thanks FrankerZFG for the army uniforms mod on the Nexus, which inspired a lot of the changes and improvements to the cosmetic system for nobles

Rework: Demon Alp

  • No longer sets everything on fire, but instead casts a black mist to weaken players, making them more vulnerable to sleep and nightmare attacks
  • No longer screams at player face like a karen. Demon alps now have access to the "Sleep" and "Nightmare" abilities like the regular alps but stronger in every aspect
  • Has a long range attack that only targets sleeping characters. Deals minor armor ignoring damage and then manifests the affected character's nightmare into the real world
  • Always accompanied with a few nightmarish creatures, usually in a group of 3, they can be direwolves, human bandits, serpents and tentacles (when naught dream turns into nightmare :evilgrins:)
  • Always drops a weapon rune upon being killed by the player

As the team believe demon alp should be better as its job to support the regular alps and be worthy the title of legendary beast. This rework was made to improve that aspect and make the fight more challenging and even deadly if players didn't prepare for it. Fire and Screaming may not be effective against players but a horde of potentially endless nightmare might probably be. Be mindful so as to not be consumed by this new nightmare.

Rework/reimplementation: Lone Necromancer Origin

  • Primarily remade because people wouldn't stop asking me and I hate all of you. Shit yourselves. - Luft.
  • A reworked origin that was pulled some time ago due to code errors, with some new features and changes over Cabal.
  • 'Siphon' skill now costs 10 fatigue rather than 20. Tooltip of Siphon clarified a little.
  • Some unintended behaviour with Siphon persists, enjoy it while it lasts I guess.

Contracts

Contract Descriptions Update

Most contract descriptions have been rewritten with more flair.
The following contracts have been renamed:

  • Coin Delivery -> Treasury Transfer
  • Destroy Orc Camp -> Orc Warcamp
  • Escort Envoy -> A Diplomatic Mission
  • Expedition -> Relic Hunt
  • Intercept Raiding Parties -> Southern Raids
  • Defend Settlement (undead) -> Death Denied
  • Drive Away Beasts -> Taking Action
  • Hunting Beasts (southern) -> Desert Beasts
  • Raze Location -> Intimidation
  • Root Out The Undead -> Purge the Undead

Huge thanks to Cato for the submission.

New Settlement Contract: Drive Away Beasts

Dangerous beasts have been spotted near a settlement. Hunt them down before they cause any trouble.

  • Possible enemies encountered are the same as the Roaming Beasts contract
  • Local poachers may offer to join you on the hunt for a fee
    • If all poachers survive, completing the contract has a chance of adding the new Word of Mouth settlement situation
      • 10% discount on items sold to the player
      • 50% more recruits
    • An enterprising Peddler in your party may attempt to negotiate with the poachers
  • More prominent in the early game
  • Mutually exclusive with the Roaming Beasts contract (both contracts will not be available at the same time in a settlement)

This contract is designed to be an alternative spin on the vanilla Roaming Beasts contract, the key difference being not having the Disappearing Villagers negative settlement situation, and instead potentially rewarding the new Word of Mouth positive situation upon completion of the contract. In addition to the situation rebalancing from 18.1.0, this is intended to further balance out the potential for settlements to get excessively stacked with negative situations due to the overall increase in number of available contracts as part of the Contract Overhaul in 18.0.0.

New Settlement Contract: Webknecht Abductions

Webknechts have abducted several townsfolk from the settlement. Find their nest and rescue the townsfolk.

  • Mutually exclusive with the Roaming Beasts and Hunting Webknechts contracts (only one of these contracts can be available at a time in a settlement)

This is a WIP and will be expanded upon in the next pre-release

  • A skeletal version is available for testing, featuring a battle that starts with you in the middle of the rescue attempt and surrounded by Webknechts
  • Rewards scale according to how many of the townsfolk you keep alive
  • Future updates will add more possible battle starts and a more elaborate questline

Perks

Rework: Meek

Meek now provides the following effect instead:

  • Once per combat encounter, the first attack made against the character always misses

The original Meek perk gave an increasing chance to force enemies to reroll their attack the less Resolve and Melee Defense a character had. This didn't work well for 2 reasons:

  • Scaling inversely with Melee Defense directly contradicts Small Target from the same Cloth Armor Perk Group, which increases Melee Defense
  • The probabilistic gains of forcing an enemy to reroll attack are quite small, amounting to barely noticeable gains in "Effective" Melee Defense

Balance: Small Target

Small Target now requires the user to be wearing body armor. Being naked in the body slot disables the perk completely.

Update: Faith Perk Group

Prayer of Faith

  • Baffled effect now also applies to embalmed and cultists
  • Updated tooltip to clarify that the effect's strength is based on the user's Resolve

Prayer of Hope

  • Disintegrating effect now also applies to embalmed
  • Updated tooltip to clarify that the effect's strength is based on the user's Resolve

Holy Flame

  • Consecrated effect now properly applies to undead (including embalmed)
  • Consecrated effect additionally deals 10-20 damage at the end of each turn
  • Consecrated and Sanctified effects are only active while an entity is standing in on a tile where the holy flame is active
  • Updated tooltip to better explain the behavior of the effects

Rework: Nets Perk Group

Net Repair

Net Repair additionally allows the character to ignore the weight penalty from nets (both when equipped and when placed in the bag)

Net Casting

Net Casting additionally has the following effects:

  • Equipping nets into a free offhand is always a free action. Applies to nets both from the bag and on the ground.
  • Nets thrown by characters with this perk have a chance to be reusable in battle.
    • If the target breaks free:
      • Regular Throwing Nets have a 25% chance to be reusable
      • Reinforced Throwing Nets have a 50% chance to be reusable
    • If the target is killed before breaking free:
      • All Throwing Nets have a 100% chance to be reusable
  • If a net is thrown by a character without the Net Casting perk, the chance of the net appearing as post-battle loot remains the same as before.

Net Mastery

Escape Artist has had all its effects merged into Net Mastery.

  • Escape Artist perk is no longer part of the Net Perk Group for players.
  • Escape Artist will continue to be usable by non-player entities and have the same effect as before.
  • When loading a save where a player had purchased the Escape Artist perk, the perk will be refunded.

Named Weapons Update

Some named weapons can now roll special effects, in replacement of one of their stat bonuses

  • Shamshir
    • 20-35% bonus to injury multiplier (crippling strikes-esque)
  • Cleaver
    • 10-20% fatality multiplier
  • Estoc
    • 2-7 additional melee defense
  • Fencing Sword
    • 4-12% initiative multiplier (alert-esque)
  • 1-Handed Axe
    • 10-30% (or 15-35% for orc) extra damage on a head hit
  • 2-Handed Hammers
    • 5-10% (or 3-7% for Polehammer) chance to stun on hit
  • 1-Handed Flail
    • Dazes on a headshot :3
  • 2-Handed Mace
    • 15-25% chance to stagger on hit
  • 1-Handed Riposte Sword
    • 8-13% chance to automatically activate Riposte at the beginning of a turn
  • Whip
    • 30-50% chance to apply a bleed on any hit (regardless of hitpoints) | OR | 20-35% chance to apply feint to a target on a hit

World Economy

The following changes only affect campaigns with the World Economy setting enabled.

Caravans

The new caravan system wasn't working fully as intended, so here are a few tweaks and fixes that should redirect it to the way we want:

  • Fixed an issue that occasionally causes caravans to have very few to no goods in their inventory.
  • Fixed rare errors related to caravans in the log.
  • The total value of transported goods (investment budget) in caravans now directly affects the number of guards.
  • The base number of guards for caravans is reduced overall as it is more dependent on the investment budget.
  • Increased the investment budget of trading caravans from small villages, this should in return allow them to carry more goods (better loot for players if they chose to raid caravans)
  • Caravan's choice of goods is improved to pick more desirable items.
  • Caravans state where they originate from in the tooltip.
  • Forts/Citadels can also send out trading caravans now. These caravans have a much higher budget and more guards. (higher risk and better loot)
  • Forts/Citadels can send out supply caravans to poor towns or other forts.

TL;DR:

  • Caravans give better loot
  • Raiding caravans during the early game is no longer impossible
  • The relationship between villages/towns and forts/citadels is less toxic

Item Trade History

  • Items now track which settlement they were produced at and where they have been exported to, whether by caravan or by the player.
  • This information is shown in the item tooltip, and can be disabled in Mod Settings.

Settlement Attached Locations

  • Settlements will now prioritize attached locations that have they do not already have when building new attached locations.
  • If their current options are all locations they've already built before, then they will randomly choose one from the available options (original behaviour)

Balance

  • 'Knifeplay' skill now costs 3 action points (was 4) and 5 fatigue (was 10) to use
  • The Cabal scenario now gives deathly spectre to all recruits. Not just a select few.
  • Embalmed can now be affected by Prayer of Hope.
  • Update the following backgrounds' perk trees to grant Athlete instead of Sprint:
    • Assassin
    • Assassin commander
    • Berserker commander
    • Noble
    • Noble commander
    • Ranger
    • Ranger commander
    • Trader
    • Trader commander
  • Webknecht loot rebalance
    • Drop rate of Webbed Valuables from killing Webknechts reduced from 5% to 1%
    • Spider Eggs now drop loot when killed by the player or by player animals
      • 60% chance to drop Webbed Valuables
      • 30% chance to drop Gossamer
      • 10% chance to drop nothing

    Making spider eggs potentially drop valuable loot offers an incentive for players to make a risk-vs-reward decision to spread out during battles against Webknechts

  • Cultist origin tweaks
    • Cultist Lurker now has stats more inline with the poacher, specifically starting with less negative health, stamina, ranged defence, melee defence, and ranged skill. But gains slightly more melee skill and a reduced upkeep and hire cost
    • Cultist Husk has had a slight stamina buff and gains more melee skill and initiative but in exchange has lost ranged skill, melee defence and ranged defence.
    • Cultist Magister gains the Sickle & Sword trees (including brewing/gathering skills), more melee skill, potential starting resolve and ranged defence, but also slightly more upkeep cost.
  • Nomad origin
    • Reduces Bladedancer, Muladi and Nomad upkeep and hire by 25%

Cooking and Food

Vanilla Mushrooms item has been renamed to Pickled Mushrooms
Vanilla Dates item has been renamed to Dried Dates

New Recipes

  • Dried Lamb
    • 1x Cooking Spices
    • 1x Fresh Mutton
  • Pickled Mushrooms
    • 1x Cooking Spices
    • 1x Fresh Mushrooms
  • Dried Dates
    • 1x Fresh Dates
  • Dried Roots and Berries
    • 1x Fresh Roots and Berries
  • Smoked Ham
    • 1x Cooking Spices
    • 1x Boar Meat
  • Yummy Sausages
    • 1x Cooking Spices
    • 1x Dog Meat
  • Yummy Sausages
    • 1x Cooking Spices
    • 2x Bug Meat

Art

  • Updated Mutton item art by Shiro
  • New art for Dried Roots and Berries by Shiro
    • Vanilla art for Dried Roots and Berries now replaces the placeholder art used for Legends Fresh Roots and Berries
  • New art for Fresh Mushrooms by Shiro
  • New art for Fresh Dates by Shiro

UI/UX

  • The rewards from hunting in the Camping Report screen now show the source of the rewards
    • The color of the faded text is customizable in Mod Settings
  • The settlement tooltip now shows the Settlement Tier
    • Added mini icons for Settlement Tier and the existing Settlement Wealth level hint
  • The settlement attached location tooltip (for example, Lumber Camps, Hunter's Cabins etc) will now still show the name of the attached location even when it has been destroyed. It will also indicate that it is currently in a ruined state.
  • Freedom of Movement perk info
    • During the player's turn, if the active character has Freedom of Movement, tooltips over enemy entities will now show the projected damage reduction on attacks from the targeted enemy
    • If an enemy has Freedom of Movement, the targeting tooltip will also show the projected damage reduction of the player's attack
  • The Vengeance effect now uses the circular icon, and also has a mini icon instead of the vanilla bleeding mini icon
  • The Training Progress trait (from Training in camp) now additionally shows a breakdown of how many skill points were awarded for each attribute
    • Also adjusted some of the text to better differentiate whether the training has been completed
  • The following effects from Unarmed skills now use their appropriate overlays instead of the placeholder daze overlay when the effects are applied:
    • Choked
    • Grappled
    • Tackled
  • Added several clarifications to the 'Intensive Training' trait to help the user understand how it works in better detail
  • Added a new trait icon for when the user fully completes the intensive training process (there are now 3 in total: basic, intermediate and completed)

Fixes

  • Normal difficulty scaling was in fact way too high and was actually significantly harder than even expert and legendary in the early stages of the game, this is now changed so it should make it less insane where it will now be only slightly more difficult / on par with the harder difficulties early instead of significantly. Thanks to Sir Tanselot for figuring this out https://discord.com/channels/547043336465154049/1189902693880303727/1189902693880303727
  • Inquisition scenario's undead crisis is fixed and should behave like a normal crisis. Mixed undead parties should now spawn, humans will have a chance to respawn, the crisis should progress and end properly, etc.
  • Fixed bowyer and fletcher events not working correctly
  • Fletching Tent Upgrade now requires at least one person assigned to fletching to obtain javelins / throwing spears
  • Fix Night Raider not working correctly
  • Fix infinitely respawning brigand leader
  • Fix Original Beggar Challenge scenario not able to start
  • Crossbow (the "regular" one) now counts as TwoHanded Item Type
  • Goblin spiked bolas now count as OneHanded Item Type
  • Forest ambush event will now give the correct item reward if you solve it with a berserker/barbarian
  • Fix retinues still being marked as pre-owned when purchasing a retinue and reloading an earlier save in the same session
  • Fix Pennypincher's Tools retinue effect being stackable when repurchasing
  • Fix Messenger's Rest retinue being removed after noble/city-state relations decrease below the required level
    • The relations requirement now only applies at the point of purchasing the retinue, including during repurchase
  • Bandage Mastery skill now also heals the Graze effect
  • Fixed an error that could occur when killing a Lindwurm by attacking the tail with a weapon that is coated with Webknecht poison
  • Fixed a crash that happens when using the parrying dagger en garde skill on a Necrosavant
  • Fixed accessory items not applying the weight penalty correctly when placed in the bag
  • Refactored dog crafting to produce dogs if one or both dogs have armour on (I can't find the bug report but there was one just trust me bro)
  • Fixed a bug where rapidly pausing and unpausing the game while camping could advance camping progress
  • Fixed an oversight where the barber tent (https://discord.com/channels/547043336465154049/1178035401978560634) would be always hidden through campaigns
  • Added 4 additional blueprints for breeding both kinds of dogs. You can now breed dogs who are both wearing armour or when only one is wearing armour.
  • Fix donkeys getting a human torso after gaining the fat trait
  • Fix donkeys not being excluded from certain events due to an erroneous character background check
  • Fix Defeat the Undead Scourge ambition being selectable even if the active crisis is not the Undead when playing as the Inquisition origin

Typos