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Should be fixed now!
Just a heads up, though: the RoR is missing its campaign_map_attrition_unit_immunities_tables entry and is therefore not immune to Desert and Swamp attrition - the regular version is. Easy enough to fix in RPFM, but you may want to update the mod in the workshop.
An update isn't needed
Yup
No
This mod was already updated to work with the most recent game version.
NOTE: The same exact is true for multiple current mods not yet updated for patch 5.21
As well, please pardon me Sir telling people how to fix the error. When you update, do the same, but set quality as you intend and when you upload it will supercede anyone's copy where we made our own correction. Feel free to delete my comment as well should you feel a need. Not about me at all, just being helpful. Ironically, I spend more time fixing the mods I use after updates than playing as my entertainment!
Yes, they benefit from anything that effects temple guard.
cheers boss 🎉🎉🎉🎉🎉
Given that this mod has nothing to do with Khorne, I don't really see the point. Maybe one day, but at the moment there are no plans to do anything more with this mod.
No update is needed
Awesome video as always!
Thanks for letting me know! Should be fixed now
I don't play SFO, so I personally won't make a sub-mod. However other people are welcome to make one themselves!
Just tested it and Oxyotl can recruit them just fine, so there might be a mod conflict on your end
Whoops, forgot to add it to the mod description, but they benefit from temple guard stuff.
Yes that was indeed an oversight, thank you for letting me know! The Saurus Champions may now be recruited from Nakai's tier 5 horde building.
They'd just need to be rarer (which i did with the submod). Anyways, if you make a new/changed version, could you upload the current one as a "legacy" version just in case? i really like the design so far :)
I appreciate the feedback, I'll look into giving these guys a balance pass.
took me ages since i had no clue how it works, but now it's done and ready.
looked into the files and in campaign they only take 2 turns to recruit, i would increase that to at least 3 turns.
Also you should think about creating more building dependencies (needing an armory, tier 4 saurus building, and a tier 5 settlement for example). Give them a starting cap of 2, and +1 cap per armory.
do they profit from saurus or templeguard technology/red line skills?