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2X unit size for Lustria Rises - Lizardmen Overhaul
Dunno why...but there it is.
though, why does this page not reflect the update?
My guess (and hope) is that it will just make two heroes, but thought to ask for clarity before I hit a testing wall!
- added new Skink Mage-Priest with "High" magic lore
- various fixes for horde versions
- the script now triggers the dilemma after making a choice in the "Rite of Awakening" dilemma, instead of when enacting the ritual itself to ensure both dilemmas will trigger
- added missing names for mounts in custom battle for Death, Shadow and Metal variants
- removed some entries for abilities that were not in use anymore
I really need a specialist life mage's affairs officer. Thank you.
- added variants for 3 new magic lores: death, shadows, metal
I will probably redo some of the textures and unit cards / porthole images at a later date, but for now I can't invest more time into this. Just wanted to get the update out before the holidays.
- added mount "Ancient Stegadon (Engine of the Gods)" to variants life, beasts, heavens
- fixed a couple of missing things for horde variants
i do like the idea of a more unique mount for the lore especially the revivification crystal one but even that one most of the time i still find i'd rather have the engine of the gods over that. then there's the horned one and the Ripperdactyl instead for beast and heavens and its just why would i use the beast or heavens lord over the hero.
Was it not being able to add 5 mount? if so with the ripper and horned one why not replace the terradon instead?
Chameleon Skink Huntmaster:
- new 2D porthole image
- Ability "Snipe Shot": can now target any type of unit
- reduced duration of "lustrian poison" contact effect to 12s
- added secondary ammo type with "blinded" contact effect
- new skill with AoE reload time reduction
- missile dmg +5; upkeep +5