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I would unsubscribe and resubscribe to this mod, make sure your getting the latest update downloaded.
They benefit from anything that benefits regular dryads. I have no plans of giving them archer skill benefits.
Okay!
Regular treemen tend to do a lot better and get a lot more kills in general, since they are better in melee and they just straight up can barely hit anything.
It makes sense that they aren't efficient archers due to their strong brawling abilities, but it feels a bit unsatisfying to use with how often they miss.
From a casual player, Dryads seem to be in a really good spot, they work well as hybrid ranged/melee units and synergise well in Drycha's all tree/wild spirit armies. A part of me wants to see a waywatcher tier unit, or at least a unit that can crunch through armour, but it probably isn't at all necessary, and Dryads can get very strong with all the buffs available already.
Arboreal Sunbringers seem to do a lot better in regards to accuracy, but they are definitely overpowered, and I've avoided using them anymore.
That's sorta been done, and is included in OvN's Dread King Legion faction. I think the OvN Units for Vanilla mod gives it to Arkhan.
Translated in Korean. As always, thank you for your great mods! :)
Fixed. Just learned about that the other day too.
You should look at the Clan Skurvy mod by ExplodingLiger.
Fixed.
@daBloody
Fixed.
Yes, but changing bows out is a little tedious.
In custom battles the malevolent variants for wargrove of woe are not listed under campaign exclusive units like the rest of the spirits.
My second suggestion would be is it possible for the dryad bows to be retextured to look like dryad bark instead of the wood elf bows they are currently using?
Okay!
1. Bowtreemen should have the same cost, upkeep and recruitment time as Treemen. ATM they are slightly cheaper and take only 1 turn to recruit, while they really shouldn't IMO.
2. Bowdryads should have more melee attack. ATM they have worse melee stats than elven archers, which isn't right. Keep garbage melee defense, but increase their melee attack so that they can serve as hybrid shock troops in a pinch. Cost can be slightly increased to 700 to make them equivalent of standard Deepwood Scouts.