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I respect your passion to fulfil this fantastic project.
btw I wanna ask you a question, what do you think about adding black knight "killing blow" like cataph did? I really loved that feature.
since range on pink fire is listed as N/A and blue fire as 12" would that mean that pink fire should have larger range or the opposite?
So from what i read, blue fire is more of a scatter, hit mutiple opponents anti infantry weapon
and pink fire should be more consistent stream focus on a single target. more precise?
unfortunetly as is, in game blue fire just excels at everything it does a lot of consistent damage over a large area, there is really nothing pink fire does atm that makes it worth using over blue fire.
i think they would benefit from some more extreme differentiating.
* The character barrier buff appears as a 10% buff in campaign for me... I haven't touched this so am unsure why it would be different?
* About savage orcs, I'm confused: Ward save is basically Physical Save + Magic Save. Do you feel them having magic resistance is wrong here?
* I need to have another look at Blue Fire / Pink Fire at some point. Blue Fire is basically a 'Grapeshot' round, which makes the Exalted Flamer a pseudo cannon. Pink Fire is a regular template weapon. Theoretically Pink Fire should be better against unarmored chaff, and Blue Fire against armored enemies. I will investigate.
https://8th.whfb.app/special-rules/exalted-fire-of-tzeentch
* Barriers are now merged into this mod. Trying to figure out how to override all the campaign mechanics does not seem worth it.
* I have reduced the effectiveness of bullet weapons, which were shredding due to high penetration. I have also reduced the lethality of outriders, which were doing double damage due to hard-coded animation shenanagans
* 'Move Or Fire' rule is now correctly configured for skimish / cavalry units (i.e. outriders).
* Fixed the Marks tooltip text
* Fixed 'Water Wise' water trigger