I'm hearing about level-based dependencies for the first time. I was told that if I replace the wyvern with a manticore, everything will start working, but that's the path of a custom map creator.
Added 12 minutes later
I gave the wyverns bonuses and assigned them to Tier 5 – nothing worked. I'm even a little glad because I'm planning to move the nagas to Tier 6, as if nagas don't have bonuses because they are a cursed race.
In my case, the goblin ID is in the neutral faction (these are reworked Mercenaries), and instead of them, the yeti ID is settled in the horde. Perhaps you didn't do something quite right, or even partially confirmed my guess. Because it relates to the assignment of the buildings for creatures and their "identification" by Tier. For example, when transforming Necropolis. I swapped the Ghosts and Vampires, rewriting their tier and tweaking something else so that they would be properly swapped in my recruitment window. However, the Death Herald and Transmuter abilities in the Necropolis city still turn Tier 3 creatures into Tier 4 Ghosts, and Tier 4 creatures into Tier 3 Vampires... So, based on these quirks, I wondered if Blood could be implemented similarly.
That is, if I remember correctly, my current idea is to try to change where each creature is recruited, change the visuals of these buildings, but not touch, as I understand it, one of the lines that calculates the Tier of the Dwelling (because the level of the creatures themselves is set separately for them).
*In general, we'll test it when I have time.