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Cheers !
Orc hunters would probably make a lot more sense with the old martial arts, they seem to fulfill more of an irregular role anyways rather than an archer.
For Tigrans it just doesn't fit with their throwing blades, but I couldn't think of a proper alternative here (projectile resistance perhaps? ignoring line of sight seems to make them a good unit for short range dps from shortly behind the main line, where they would be likely to eat some ranged fire as well).
Keep up the good work! :D
Next is Dreadnought- I have started reviewing all the vanilla skills and omg dread have a pretty poor talent pool compare to other classes, so there is a lot of new talent to do :o
Shame you couldn't do dependencies but I'll happy drop TDI when all the classes are done.
Haven't found any issues with hero mods or TDI so far either. Looks like separate edits between all of them so no conflicts.
4. Tree of Eternal Life, only affecting beasts makes this feel a tad weird, by the time you research / build you will be near hornd gods / other t4 summons, having this affect monsters too would be fairly nice for things such Feathered serpents / phoenixes
5. Overrun, super good, late game pure beast armies with all other buffs and this actually makes them very viable.
1. Panther Rider super strong unit, combines amazingly with Academician granting projectile resistance and +4 movement. Missing racial tags, so it dosn't get some of the Governance boosts, such as Meteoric Armor on dwarf for example.
2. Summon Animal Spells split, the game should have always been this way
P.s. Oh, I've forgotten: racial prefixes for Panther Riders. Otherwise, all is good)