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Buffed the chances of marauder, cultist and mutate unit generation.
Next to this base % chance to spawn has been added to the effect descriptions of all buildings.
Also you can check how the calculation is made from the buildings in the Google Excel sheet linked below.
Marauder beasts cult buildings
Cult growth buildings
Study of Mutations Ritual
I hope with these changes it will feel a bit more rewarding for building these buildings. Let me know in the feedback thread if you feel like its too much or still too little. Your feedback is appreciated!
Here is the excell sheet I use to calculate the spawn chances. To see the changes yourself you can copy and download the sheet and change the number of buildings to what you have to see what your chances are.
Sheet link: https://docs.google.com/spreadsheets/d/1cUbZOEkzadt52t7sQ9Knp3dKLhTOyEheh7uimvXjW2k/edit?usp=sharing
- Fixed cultists not spawning
- Fixed spawn turn timer not counting up.
Everything should be working as intended now. Please refer to the feedback thread if there are still issues. Thank you!
If you abandoned a previous save due to the update it should be updated to include the new features.
- Fixed Nurgle and Tzeentch units not counting turns.
- Updated banner image.
- Fixed turn values not saving correctly, breaking unit spawn.
- Updated the mod for "Da Nutz ‘N’ Boltz" update.