A few things in MDF 6.2 version.
1. Skeletons get realy sluggish (yes I know it is as intended, and its way better then going opposed to life) the second they loose eye contact with a warlock, and it doesnt seem that pylons affect them in any way, unless there is a delay for the effect to kick in?
2. Are skeletons supposed to still sometimes turn opposed to life? For a few days two of my skeletons droped from unit list/theraphist, admitedly they just stood around for a few seconds and resumed work normaly.
3. Overlord still seems to have trouble learning spells. Set him up to learn Agony and Shackle (from necromancy wing) and checked his powers afterwards with the scribe/library center. No powers :-( Therapist confirms, nothing new showed up in syndromes. Normal warlock worked fine.
4. As mentioned before in the thread, created zombies are treated as animals... well they kind of are? I can confirm a embark/migrant zombie is a normal civ member, since Ive embarked with one, so its probably spawnunit issue.
Apart from that, great job on rebalancing warlock rarity, admitedly 25 warlocks on a normal 7 embark with two migrant waves is alot, but at least now I can use the Grand Convocation and not worry about running out of warlocks.
Great mod Meph, keep up the good work!