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Try updating again. I forgot to switch some stuff in the files but it should say "(Hero's army)" now :)
As for the mod, is it still supposed to show on the skill tree as Lords army? Or im guessing what you are meaning is that it also adds a hero's army effect but hidden?
I started a fresh campaign to test, and it leaves me a tad confused ngl!
the first question is gonna take some research ngl. As for the second, I don't see an issue, so long as that mod in question doesn't give them new skills and is just adding them to the roster.
As another question, do you think you might be able to adapt this to the Sister of Brass from Alusha's Cultists mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2984641517&searchtext=cultist
Also, will it affect mods that give the Khorne Cultist to other factions such as https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857177478&searchtext=cultist
Thank you very much for the hard work and any consideration! <3
This would likely be a fair bit more work, but it might make some sense to create custom skills to unlock the Blood Prayers instead of granting half of them at level 1. Alternatively, maybe just make the skill line a bit smaller (Meditation for Carnage -> Bountiful Pilgrimage + Gruesome Display -> Dark Tutor) so that the Cultist isn't being forced to take essentially blank skills.
One thing, though - you're overwriting the land_units_table for the cultist, but you appear to have removed the 15% missile resistance that they get on foot and on horseback. If anything, I think they're currently missing 15% missile res when on the warshrine - that's a vanilla bug that seems to affect all but the Slaanesh Cultist for some reason. I say this because the Sorcerer Lords and Bloodspeaker seem to get the missile resistance properly - it's a strange oversight.
Anyway, just a bit of cleanup in the tables should fix this right up. Great job!