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Whose workshop features the mods?
HashutChampion's Workshop
What is the name of the mods?
(SFO Submod) Wood Elf Upgradable Arrows
...and the second one is called...
(SFO Submod) Wood Elf Upgradable Arrows Add-on
No, in a base mod ammo attributes work as intended, building restrictions too.
In the case of ammo unlock, I just thought it uses the same buildings (forges and tier 1 archers), and so didn't get that it's not a bug but a feature :-)
But it is still strange with arcane bodkins damage for WW. I've started Orion (yeah, +5%missiledamage, so not very clean test) with only these two mods and got base/ap 6/21->0/25. Could it be that the damage of this type of projectiles is not -16/+12 but -x/+0.75x where x=basedmg (if basedmg<=16)? (Then it'll be -6/+4.5 and 4.5 truncated to 4 so -6/+4.)
Also as of right now the waywatchers are warhawk riders don't need a special building to unlock their arrows since. Mainly this is because I couldn't decide where to put it as the other builds are a lower tier than these units anyway. If you had any ideas regarding this let me know. Thanks again
I just pushed the update which fixes the magical and flaming attributes for the arrows.
Yes the damage values are changed from the base unit. But these changes reflect what happens with the enchanted arrows in the base game (see Glade Guard (Hagbane) and Deepwood Scouts (Swiftshiver)). I updated the text in the original mod so that all these changes are present now but to save you the click, all arrows give -3base +3ap except for swiftshiver that gives -4 and arcane bodkins which is -16base +12ap. Your numbers are slightly different from these likely due to campaign effects you have that boost missile damage.