I just figured he was part of team red white and red lol
View attachment 5115274
I am indeed a Cancknuvklehead. That should explain while I apologize at every turn
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Update is uploading, Mega and MF should be down shortly, pixeldrain is being slow.
There are still bugs. I found three in my last test run that I thought had been fixed, so despite the delay, it isn't at the level I wanted it at.
Slave Leader:: SL is still moderately unstable. Expect issues.
It will be more stable once I finish the rebuild of it, but that's a bit off as I keep running into issues. Like... I want to streamline Bedlams code and make it more lightweight, but when I do that it stops working.
But the current version did get a few updates and shouldn't be as problematic as it was.
Rynhart error/slaver to slave bug: Fixed; I changed the check and it hasn't happened to me since, and my tester experienced it once, but she has noticed it since.
Puppetmaster bugs: Sort-of fixed; this was multiple bugs piling on top of eachother. Some of them have been fixed, some haven't, those that haven't are being worked on. Puppetmaster's code is weirdly weird.
Corruption/biomancy can't happen because it's always too late: Fixed. While the relevant mod is active, it shouldn't care if it's the afternoon or even the evening. Corruption and Biomancy should still fire.
Mutiny stopper: It's in, just flip the switch and your lovely compatriots won't try and steal your camp from you, no matter how much of a failure of a commander you are. Blacklisting them was tested, but honestly was a pain in the ass to setup and maintain and was stopped before I sunk too much time into it.
Other bugs:: I've been working on this, on and off, for six or so months, and I'm notably trash at taking notes, so I don't have a full list of fixes and changes.
The biggest one is still the reintroduction of Slave Leader.