Oh hey, you're using part of my mods again
Thank you for that!
I am curious, what races can we expect to see in LCM 3, and what changes will end up being made to them?
Anything goes, basically, as long as it doesn't have cybernetic parts or anything like that. You'll be able to see Khazra from Diablo, bloodsuckers from Darkest Dungeon, many original creations. Non-playable civs will have too high-tech weapons removed, but to make it up for it, entities that know how to make steel will have access to other alloy reactions like making flesh-steel, refined diamondium, or enchanted metals.
Playable races, as I've already mentioned, will be dwarves, drow, and hito. They will all have access to most workshops and reactions from mods, some new weapons that fit their themes. Drows will be a bit more altered, most importantly making them good guys for the sake of the next showcase fort.
Mods for today: ZM5's Assorted Creature Pack: Sin Factions and Turok addon.
Sin Factions addon adds 14 entities based of 7 deadly sins, and pets and wild monsters also related to said concept plus the eight sin - despair (lat.
Tristitia, for anyone who cares for stuff like this). The wild creatures show up in savage regions, but I made them evil for three reasons: some of them are horrible mutants, sometimes gruesome in the very nature of their existence; I don't want elves or equivalent to show up with those things; finally, the concepts of sin and evil are interwoven tightly. Besides that, I've included creature classes for immunities.
Turok addon adds creatures and entities from Turok games, as one would expect. Some creatures were too technologicaly advanced, so I had to yeet them out. It was fun dipping my toes in Turok world, but... cyborg dinosaurs? Alien tyrants? Magma lizardmen? What the hell is going on in those games?
Next is Primal. That will probably take a while...