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Quick question alongside that, the building chain has a [HIDDEN] icon description with a white square, is that intended so the AI doesn't go bonkers over it? Or can that be a bug that occurs because I placed your mod in the loading order at a spot that messes up other mods?
Anyway sorry for the rant and thanks again for your hard work! Cheers mate!
Sorry for the somewhat harsh reply. A lot of people spamming mod pages requesting updates when they're not required.
I'm generally crap and don't know how to mod much. I don't think it is overpowered though. The archers are trash tier and the artillery is still artillery (run-up, *smack*, done).
I've increased the recruitment cost of the soul and corpse trebuchet, to try and balance out the situation where they'd become free after unlocking 'Defilers of the Ancient Barrows'.
I thought by making all the units require additional buildings before being able to recruit them would be enough to balance them out, but apparently not.
I've only tested loading the mod and recruiting them in the campaign. If you run into any issue, please let me know.
Balancing the Artillery Ideas: Not sure if I can make them have upkeep just because of how the game recognises them (and i'm generally shit). What would you think If I just increased the initial price? Expensive upfront, but then free.
I installed a global recruitment mod to get more trebuches in the field but would be nice to include them into the resurrectable pool.
Changes:
The corpse bomb trebuchet now requires a necromancer tower lvl 1 to build. Also, The CB trebuchet is now more of an anti-infantry piece which also adds the poison debuff effect to enemy units hit, as well as no longer doing magical damage.
The new trebuchet launches magical bolts (similar to Gaze of Negash missiles) as well as inflicting a leadership debuff to hit enemy units (-8 leadership, I think).
Sorry for any inconveniences this update might cause for on-going saves.