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I'm too busy to update my mod every week chasing after betas these days. Thank you for your patience!
I've tested this about a dozen times and everything seems to be working normally, but let me know if I've missed anything.
a small question
- your MOD.Is it compatible with the -MOD Dwarf Units Pack - SFO (Updated for W&P)? 🔴
You'll be pleased to hear that I also checked on the slayer abilities, and it appears that all of them are applying normally. I did a quick dive into the unit set junctions table, and it doesn't look like Venris has added any new junctions to the Slayer group. In other words, all abilities regular slayers possess in SFO are applied to all units with the same vanilla slayers tag - which the linebreakers, riveters and sappers have. This is on top of the special abilities I gave to Sappers to reflect their wild and unpredictable nature.
Thanks for the balance check!
:(
Hope it continues to work!
Keep in mind, there is a unit campaign cap BY DESIGN. So if you have fielded 6 units of linebreakers already, you are at the limit and won't be allowed to recruit more.
The Runic Techs, while beneficial, are much less significant than the three-point redline+veterancy perks. So I didn't see a reason not to allow it. The additional armor bonuses work well for this role.
The different smithy building you are probably missing is the Gunsmith's forge, which is the second level siege workshop building for the Dwarven chain. The one that allows you to recruit thunderers and cannons. The name of the building appears when you hover over it with your mouse.
Otherwise you can try disabling all other mods save for SFO and mine and see if it functions and try to narrow down if another mod is conflicting. I don't believe anything should since these rows are purely additive.