Day 12 - Day Off.
No modding on the Warlocks today. Gives Alpha testers more time to report problems before I continue, which will be tomorrow.
(I did forum support, a few test embarks, designed some workshops for warmist, but didnt do any modding on the warlocks.)
@LMeire: Couldnt replicate the crash on spawn of bloodbeasts/elementals.
@Buel: The corpse needs FIT_FOR_ANIMATION. Yours didnt work because you set it to REPEAT. NEVER DO THAT. Autosyndrome does not trigger if the reaction is on repeat.
@shadowclasper: No, there is only one skeleton caste. I cant alter skills per caste, not with conventional means. Different materials would act like natural armor though. If their bones are made of steel-grade metal, its essentially steel armor. And yeah, I can sort of upgrade them based on caste with specific skills, using syndrometrigger and other scripts. But in the end it all comes down to the handling, how easy it is for the player to use.
@razorback: No, just one skeleton caste. It was a suggestions, has not been implemented yet. Since skeletons can be build from any bone stacks, it would be weird to make a "dwarf skeleton" from badger and cat bones. And yes, skeleton update workshops can be done. Any good names?
@IndigoFenix: Opposed to life by default could mean that you embark with 7 units, but no Warlock, and instantly lose the game.
What would you use as "rebellion interaction", if opposed to life doesnt turn them hostile? Crazed is known to cause loyality cascades ingame. Overall I like the idea, but I havent looked into the actual interactions yet.