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A question I have is, do all the Mythic Age Greek Heroes have a x5 multiplier vs. Myth units? The wikia says x7 for Polyphemus. The wikia often has wrong info, so I'm just checking to make sure.
shenong fire lancers do only half damage to units
most of china units have path finding very bugged(get stuck in non existing buildings and never pass on gates,vilager sometimes get a much longer path to his destination)
by this time all Eggy players CHEER so much when there is a patch and "up"date
Suggestion: Reduce the AoE radius to 1, so every root only hits its own building - this would have no effect on the root's damage vs its corresponding building. 450 HP houses still get destroyed 3s before the end of the gp (if there occurs no intervention).
Future: With that AoE unreliability out of the way, the god power seems predicitable for both caster and target. I like that it does not destroy buildings on its own anymore, you need to follow it up with an attack. Still you could increase its dps if it seems lackluster or (what I would prefer) revert its total effect radius again back to 30 to affect the whole base of the opponent.
- Uproot total effect radius reduced from 30 to 25.
- Reduced gold cost for Wall Short from 6 gold to 3 gold, to be the same than Wall Connectors and no longer the same than Wall Medium.
- Wall Long/Medium/Short/Connector have <buildlimit>-1.0000</buildlimit> added, but I see no effect...?
- The god power folder in your mod contains Implode, Rain, Locust Swarm but without any changes, is there some logic behind that?
- Wheelbarrow only reduces cost of Watch & Guard Tower upgrade, no other upgrades to be researched in the tower. Maybe you can mention it.
- Wheelbarrow excludes Town Centers from increased build rate (which is good and consistent with Divine Blood), maybe you can mention it. I don't see where it excludes Towers (which would be inconsistent with Divine Blood), maybe revert this anyway?
these mods in the imortals is a joke