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(It doesn't show on the rat's leadership tooltip in Skinks vs Rats, but it does in Horned Ones vs Rats. If you introduce temple skinks to the horned/rat melee, the rats don't lose their fear until you remove the cavalry - which would have happened anyways. Looks like it does nothing as-is)
自定义战斗无法使用,这多么遗憾啊
- unit caps now increase with their respective recruitment buildings
- Red Crested Skink Braves are now a ranged unit
- updated some unit cards
- minor balance adjustments
check the change notes on the right side for a full list of all changes
as the overhaul will still take some time, i decided to update the mod to include unit bracing and vegetation ignore time for projectiles.
How difficult and/or feasible would it be to replace the current generic RoR from the sacrifice system with the loreful units from the end times? For example replacing the legion of chaqua by the red shields, recruitable multiple times but with a cap. You could also have Living Bastions (ark of sotek bastiladons with permanent effect), eye of the canopy chameleons (blessed chameleons with snipe and stronger poison), etc...
For example, with Tomb kings, as you expand and create more military chain buildings, the caps on their units increase - while with these units, the arbitrary caps means that you can either cram all the new skink units in one strong army and fill the rest with the typical shielded skinks/great weapon skinks, or have them eventually spread thin so that each army has only 2 or 3 of the new units, which eventually results in the T2 red crests remaining the backbone.