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Does anyone know a fix, or what they had to do to fix the issue.
Great mod!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2575381614
Since they can't be increased by cap, they're uncapped and you pay a recruit cost
Might be worth doing that if you aren't going to mod in a way to increase their cap
Expanded Rosters - Beastmen as that modifies the Unit Caps page with (working) cap upgrades for its Gor Herd and Bestigor Herd.
To a lesser extent, Mixu's LL 1+2. They add 2 new unlockable Lords which modifies the Lords & Heroes page. Seems less likely as the cause.
I have unsubscribed and resubscribed, run with no mods except this one, and there is no change, all mod minotaurs remain capped at one.
When there is the time, it does look like their unit cap is not increased along with the other minotaurs when raising the minotaur, minotaur shields or minotaur great weapon caps (have raised all three a few times, and the cap is still only one for each of these new minotaurs)
Slaanbulls are a bit weak, the faster Acceleration and speed is great but the armor penalty makes them not worth the money. Maybe faster attack speed would give them more use or make them cheaper.
Khornebulls are very strong but the models wear more armor then the normal minotaurus but armor stats are the same. Maybe a increase in armor and a decrease in numbers would work. Same goes for all the over variants. They should be a bit rarer.
Plagebulls should get more health, they have 40% bebuff on fire res, the little bit of life reg and the poison arent enough.
Also as a suggestion, making a version for Doombulls and Gorebulls would be very cool.
I saw it implemented in another mod by choosing a mount in MP or in campaign by the skill tree.
Seems a bit much to get 4 additonal Minos with each unlock, and they are supposed to be rare, right? Would be better if we could only choose one.