I have two questions:
1. Why does this mod need to come with its own .exe? What exactly does that enable it to do that it wouldn't otherwise?
and 2. Does the blood helmet rebellion work with the current version?
Hi SpeardwarfErith, it is easier for me to release it standalone for a number of reasons. Eventually I will release the Stater Pack again, and that does have many advantages for both me and players such as customized tilesets for the mod.
I have heard of mixed results with blood helmet rebellion going back to it's original release. I'm unaware of how functional it is in the 44.12 build. Your mileage may vary, but if you let me know what seems to the problem I will look into this further for you.
Does this mod have any weapons do extra damage against specific types of creatures? Such as sharp or pointed wooden weapons doing extreme damage against vampires to match a wooden stake thru the heart OR silver against were-type creatures to also match the legends in our history. If this doesn't exist would this be something which could be added?
** Also the DFHack called DwarfVet enabled always crashes the game after the doctor finishes diagnosing the animal. **
** Game crash seems to only happen if the hospital and animal training zone are also setup as a Pen/Pasture for animals... might be bug in DFHack.**
Hi NTJedi. Yes, many night creatures and monsters are weak vs. silver. Other materials do various types of damage, such as lead which is the next most common material weakness.
Thank you for the DFHack info.
DA:III is not tested to perform with DFHack, so any insights you can share about potential crashes are very welcome.