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@Whysoserious:
These units are already appropriately limited in model number.
I feel the same way! I'm glad people are enjoying the mod.
<3
- Encourage removed for Grail Guardians, as after further review it seems unnecessary with the Peasant/Knight leadership relationship changes. Grail Guardians retain "Guardian" passive.
Minimal changes required for compatibility (e.g., new tier levels considered), but that's it.
@Autumnchain:
You have some good suggestions there, but that's going a bit outside the scope envisioned for this mod.
- Bretonnian units changed to track with CA's changes to the base units in 3.0 (details in changelog)
- High Elf units changed to track with CA's changes to the base units in 3.0 (details in changelog)
- Warriors of Chaos units changed to track with CA's changes to the base units in 3.0 (details in changelog)
- DB Tables updated as required for 3.0 compatibility
I could look into that at some point.
That is correct. The units you listed are all unchanged.
Glad you're enjoying it! I will need to adjust Blood Knights to be in line with the new leadership changes for Vampire Counts in 2.3, but that should be the only discrepancy. Update should be coming soon!
Let me know what you think of this change in the comments!
The mod should still work in its current state in 2.2. I will be releasing a small update soon to get that green checkmark, though.
I would totally be in favor of raising their cost, if that counts for anything. At only 18 models, they do have a nice chunk of health but they are at that precarious number where they can easily be surrounded and hit multiple times without the benefit of their melee defense. I fear lowering their health would ultimately lead to them being mulched much quicker in sustained melee despite being a RoR melee cav.
You raise a good point. I didn't want to touch the balance on Swords of Chaos, but it does feel odd that the non-RoR Chaos Knights would be outperforming them in melee stats, even if they don't outperform them overall (Swords of Chaos have a boatload of HP and mostly AP damage). I may boost their melee stats just enough so they match regular Chaos Knights at max rank (as they do in vanilla), but then I would need to either raise their price or lower their HP slightly to compensate. I'll think on it for the next version.