Vampire Coast changes new version released read update
update:
since none of my mods work together i decided to combine everything
the following mod includes all non "pirate life" vampire coast mods i made, including this one
https://steamcommunity.com/sharedfiles/filedetails/?id=3649042128
it has a long changelog, very targetted changes that will make coast interactive
The Vampire Coast is outdated. There is no denying it. This mod focuses on targeted changes to the Vampire Coast: features and mechanics that other races have received in recent DLCs, despite fitting the Coast just as well, if not better.
The last DLC was the breaking point. CA gave Aislinn a sea-stance teleport and even opened a sea lane portal right next to Luthor Harkon’s capital, a sea lane the Vampire Coast cannot use, and one the AI Aislinn is explicitly scripted to invade from against a human Luthor player.
I do not need to list every obvious upgrade CA gave to other races while skipping the Coast. Instead, I will show what this mod adds, and you will recognize versions of (SOME) these features already existing elsewhere. I offer these changes as someone with far too many hours spent playing and modding the Vampire Coast.
Feel free to thank me in the comments for sparing you the rant that normally comes with each change.
- Spiteful Shot upgraded changed – duration reduced to 36, added effect area
- Luthor Harkon has 2 weapon slots now
- Pirate Coves have additional STACKING effects
- Sea stance Teleport
- Deeps sea mechanic, basically control the seas
- Buffs for being in flagship Patrol stance
- Replenish movement after winning a battle at sea effect added
- Replenish movement after establishing a pirate cove added
- All sea lanes are now available for coast
- sea lanes have no travel time
- Sea shanties stack
- reworked animation for mortars
- grapeshot and grapeshot (bigly) for carronades
- handcannons now have higher hit zones
- sea shanties now grant magical attacks
- Luthor gains overcasting and kiss of the deep when he takes his meds
- Luthor shoots 3 times in 1 animation when unmounted and not moving
- Luthor casting animation fixed (now fires his gun like in wh2)
- improved one of Luthor’s attack animations and hitbox
- added gun rifling sounds for zombies
- deck gunner entity count increased by 33%
- deck droppers entity count increased by 50%
- added another engine to carronades, mortars
faq and bugs
q. the custom firing animation for Luthor is cringe
a. ur cringe
q. the barrel for mortars dont appear in the porthole
a. the barrels are props but dont worry they are there
q. what happened to pirate life lite
a. CA borked the hellforge mechanic for modders and i didnt want to redo it
q. should i use this with pirate life
a. hell no
recommended mods
https://steamcommunity.com/sharedfiles/filedetails/?id=3542704533
https://steamcommunity.com/sharedfiles/filedetails/?id=3629325250
updated:
ambush removed from teleport since ambush is cringe anyway
mind restored trait now allows overcasting deep magic
grapeshot reworked
spacing changed for deck droppers
and some more