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The patch is up.
Okay, so I delivered variety of buffs to the Fomorian giant units, about 15 extra health for most giant units and a pretty big increase in attack power for all, for example militia hit for (1-4) + 6 damage now, while spearmen are (1-4) + 8 . I don't know if it should be more or less to compensate for 2x2, afflictions, and weak range, but right now I'm doing very well early game and squishing lots of humans.
Fomorian recruitment has been buffed a bit. Militia now come in groups of 5. Giant mercenaries are a bit cheaper and occur more often.
I lowered the cost of the following
Druidic Ritual is now cheaper.
Fomorian King and Balor Rituals are a tad cheaper.
Defile Forest and Claim Ancient Forest are a bit cheaper.
Morrigans are the same price, but summon a few more than before.
I'm going to need to playtest them further to help find any other problems. Tell me if this is not enough, or if it is game breaking. I suppose the Fomorians are early game bullies like the Troll King or Senator and can use an easy start.
But fir bolg champion use wrong sprite.
Thralls and lobotomizeds need some mindless ability
Nice Catch. I don't really have an excuse for the sprite mix up, apparently the proper sprite was already in the mod folder and I used the wrong one for some reason :/
The nets for land slave troopers have no effect on them so it does not do anything.
Sometimes the coral citadel spawns with 1-2 tiles between it and the sea. It is not a huge issue for gameplay but if the intention was to have the mother be in the citadel. I thought you should know.
Unfortunately I cannot change the way the game decides to place the Coral Citadel, but I changed the mother ritual to be cast anywhere. Originally, the idea was for the mothers to be restricted to coast for lore reasons, but I decided that's not a good enough reason to restrict them for playthrough.