Clan Volkn – Faction Overhaul – Minor Clans Rising [S&F update *UNOFFICIAL*]

If you liked this item, please rate it up on Steam Workshop page.

Author: Mandras

Last revision: 3 Aug, 2021 at 21:29 UTC

File size: 50 MB

On Steam Workshop

Description:

This is an unofficial build of the Clan Volkn mod by Thom, updated to S&F. It requires that mod and Mixu’s unlocker (to play the faction). There are a few things changed or added, and many MANY missing UI issues and bugs fixed.

Clan Volkn – Unoffical Update Notes

Gameplay:

  • Your old pal WHEEL-RAT is back. This named Warlock Master starts with a special doomwheel (it shoots fire bolts and has slightly better handling). He is in the recruitment pool at the start of a new game. He is NOT immortal.
  • Volkn Barracks, Volkn Weapons Team, and Engineering chains combined into just the Engineering chain. The Volkn specific weapons teams and artillery units are recruited from here.
  • The Volkn Engineering chain now has 4 levels and is much cheaper; keep in mind, you still need to build the regular buildings to unlock tech.
  • Volkn Clanrats/Stormvermin are recruited from normal barracks, and are not custom units anymore (just a uniform variant). The old units are still present in custom battle and repurposed as AOR for other factions (see below).
  • Removed the Stormvermin/shielded Clanrats from Volkn HQ. Build the barracks you lazy git!
  • Reconfigured AOR system: major clans that control the Volkn HQ landmark can recruit Volkn units (they are capped between 1-5). The major clans are Skyre, Mors, Pestilens, Eshin, Moulder, Rictus.
  • Major clans can now recruit Fire Sages from the Volkn HQ landmark.
  • Volkn can recruit Eshin Sorcerers (a lot of minor Skaven factions don’t have access to this agent for some reason).
  • Volkn faction trait now grants 15% fire resistance to all units rather than enabling fire attacks (Moltskin already does this for his army).

Graphical:

  • Volkn Stormvermin use skaven halberds with new molten effects (they were using Chosen halberds before).
  • Clanrats are less uniform in appearance; there are fewer warpfire-imbued weapons and shields in the unit. Slightly over half the models will use regular weaponry/shields.
  • Added missing minspec (2D) portholes for Volkn units.
  • Retouched the HQ landmark to be the same color as other landmarks.

Frontend:

  • Added frames to Volkn starting units in the faction selection screen.
  • Added missing loc text for faction trait: Masters of Fire Mountain.
  • All bullet points now correctly appear when mousing over the faction trait, both in menu and campaign (fire resist, desert immunity, obsidian, special units).

Localization:

  • Added unique descriptions for the Volkn Engineering building chain.
  • Revised most text. Fixed typos, grammar problems in the loc files. Slightly rewrote some lines.

Scripting:

  • Removed some copy/pasted parts from Mixu/Wez Speshul scripts that were causing conflicts with those respective mods.

Bugs:

  • Fire Sages now correctly contribute to the concealment/detection modifier for discovering undercities.
  • Clan Volkn can now properly unlock/recruit ROR units.
  • Moltskin is no longer a "phantom" lore of fire wizard hero on the agent summary screen.
  • Fixed custom battle errors such as mounts causing Moltskin to lose his general status.
  • Disabled the unfinished units for now (Warpfire dragon, Ashen Guard ROR).
  • Added missing flag glow (caused the faction banner to occasionally have a white rectangle).
  • Added missing text for Fire Sage recruitment/cap on buildings.
  • Added a dummy effect and text for character skill Mount: Arachnorat Spider.

Mod Compatibility:

  • Adds support for Advice’s Cut Content ROR (Volkn can recruit these units if that mod is enabled).