Total War: WARHAMMER II

Total War: WARHAMMER II

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Jax - Small Bug Fixes / Useless Stuff Buff
   
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Tags: mod, Campaign
File Size
Posted
Updated
362.478 KB
May 24, 2021 @ 11:05am
Jun 3, 2021 @ 4:19am
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Jax - Small Bug Fixes / Useless Stuff Buff

Description
Short Description
I use this mod to fix small bugs regarding some regions that restrict certain standard buildings from being built for certain races that are obviously overlooked by game devs.
Also, it buffs some landmark buildings, resource buildings, skills, spells etc. that are very mediocre or underpowered imo.
The list of changes is below with explanations:


Diplomacy
- Dwarfs now really hate skaven (as it should be). Dwarven aversion towards rats is now -100 instead -40.


Skills & Traits
- "Training" skill of heroes now gives 15, 30, 60 bonus exp to units instead 5, 10, 20 (base 30 is the same) and at level 3 of skill hero gives 6 exp per turn to all non hero units in all armies
- "Pit Of Shades" - for lords adds -15 to miscast chance for level 2 skill as it should be
- "Insane" trait fix: Insane trait now gives: +8 melee dmg, -5 melee defence, -2 public order. (originaly its: +20, -15, -5)
- Lokhir skill "Corsair Noble" adds +1 to recruitment capacity of black arks faction wide
- Trade all trade effects from chracter skills are now doubled as they are to underwheming in this state.
* This bonus to trade is actually only bonus to tariffs not to whole trade. In realty 10% bonus to trade gives you 5-15 more gold per trade partner. That's just too underwhelming.
- "Increase Trade" skill of heroes (Nobles) now actually increases trade: +2, +5, +9 to trade tariffs (in reality this means that u get around 5-14 more gold per trade partner at lvl 3) in addition to that useless local resource production


Spells
- "Fate of Bjuna" base winds of magic cost reduced to 20 from 22 (this spell is very lackluster for that cost in the campaign imo)


Regions
- Skavenblight and Hell Pit now give 7 construction slots instead of 5 for all nonscaven races and a little increase in income
* If you are implementing this mod in the middle of campaign in order for this feature to take effect building lvl or ownership of the province has to be changed.
- Fortress of Vorag: fixed problem with not being able to build some standard buildings
- Mount Gunbad: fixed problem for Tomb Kings not being able to build walls
- Karak Eight Peaks - Fixed the bug with lower number of build slots for Tomb Kings and Norsca, and fixed the bug for garison for TK at lvl 4 changed black guard (vmp) unit to tomb guard with hellb (tmb)
- Desolation of Drakenmoor - The wall problem:
There is a bug with this region not beeing able to build defence buildings. The problem is in "start pos table": start_pos_region_slot_templates where this region's buillding slots
are set as norscan building slots and you can't build walls in norscan major settlements. Since i don't want to change "start pos" file just bcs this issue the only other fix would be to add an option to build walls in all major norscan settlements which would impact the game too much imo. So i'll leave this bug opened.
But if anyone from CA is reading this please fix this bug, it's really annoying since it's on the path of chaos invasion!
- Gaean Vale (Avelorn) - This region now has 9 build slots for all races like all the other major settlements do.
* If you are implementing this mod in the middle of campaign in order for this feature to take effect building lvl or ownership of the province has to be changed.


Special buildings
- Nagashizzar: Special building "Great Halls of Nagashizzar" (generic one, not the one for vamps, azhag and arkhan) now now ads +10% to melee dmg and 6% to missile dmg against vamps
and alos gives +1 recruit rank for lords and heroes factionwide (this one includes all typs of great halls of nagashizzar)
- Sartosa: Special building "Peg Street Pawnshop" now additionally produces 3 obsidian, 3 medcinal plants (and now produces 3 stuff of each instead of 2 for same resources it did)
also adds 10% to income from trade, 3% income from ports factionwide and +5 to relations with all factions
*it is now also available to tomb kings and lizardmen
- Special building "Ziggurat of dawn": now ads 160 exp (instead of 200) to local armies, adds +40 exp to all non lord/hero units in all armies, and adds +1 to recruit rank factionwide (instead of local)
- Black Pyramid Of Nagash: special building "Vault of Nagash" now takes 10 turns to make instead od 20 (for most races that region is uninhabitable so it will still take 20 turns in reality)
- Special building in Lokhir's unique Admiral ("Kanuovael"): "Tower of the Blessed Dread" now gives all Black Ark Corsairs +12% range factionwide


Technology
- Trade: all trade effects from research technology (for all races that already have it) is now tripled (except norsca) as they are useless in this state.
* This bonus to trade is actually only bonus to tariffs not to whole trade. In realty 10% bonus to trade gives you 5-15 more gold per trade partner. That's just too underwhelming.


Dark elves:
- Resource: "Wood" now includes Scourgerunner Chariot units to its bonuses (i'm sure they forgot this in the dlc update)
- Setting the "Master" hero on the same page with other heroes regarding their recruit rank:
  • Special building: "Shrine of the widowmaker" now also ads +1 to recruit rank for "Master" heroes factiowide
  • Exotic animal market (lvl 3) adds +1 to recruit rank for "Master" heroes factiowide
  • Special building: "Lairs of Clar Karond" adds +1 to recruit rank and capacity for "Master" heroes factiowide
  • Technology: "No Signs of Weakness" now adds +2 to recruit rank for "Master" heroes factiowide


Dwarfs
- Miners (with blasting charges): can now be recruited just from the level 1 barracks (you don't need gunerry building anymore)


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Compatibility
- 100% Save game compatible
- Should work with all other mods. In worst case if any other mod tampers with same stuff it should add the same bonuses

Sugestions
If you notice any obvious bug let me know. When i catch some free time and if it's not overly complicated i'll try to find the solution.
Also, if you notice some specific thing that is obviously underpowered in any race do write it in the comments.


If you like the mod don't be shy to rate it :)
Enjoy and kick some ass!

Donations
I do this for my own use and share it with the community. If you want to support my work, you can buy me a beer via
[paypal.me]
10 Comments
Sia_Later Jun 3, 2021 @ 7:31am 
Thanks @Jacksha
Jacksha  [author] Jun 3, 2021 @ 4:29am 
@Sia_Later Done!
Made some changes to trade as well :)
Sia_Later May 31, 2021 @ 9:37pm 
I'd say, remove the requirement entirely, miners (blasting charges) aren't really better than dwarf warriors, so getting them from lvl 1 barracks seems fair to me
Jacksha  [author] May 31, 2021 @ 2:51pm 
@Sia_Later Guess u're right. You can build normal miners just from the main building now, and to need to have have barracks and another lvl 3 building seams a bit much (especially as the dwarfs are a bit outdated race).
Would you suggest dropping down the level of gunnery building or removing it entirely?
I'm leaning to removing it cause i've never used them for the same reson. At that point longbeards, quarrellers, grudge throwers, cannons and thunderers are avilable from those two buildings. Who in the right mind would use miners at that point? :D
Sia_Later May 31, 2021 @ 1:43pm 
Hey, do you think you could make miners (blasting charges) not require the tier 3 gunnery? They seem useless at tier 3
Jacksha  [author] May 27, 2021 @ 1:25am 
@Lord Reaver I never tested it for sfo but it should work in principle. If you decide to try it i would appreciate the feedback.
Ghost May 26, 2021 @ 10:47pm 
Heyy can i use this with SFO?
Jacksha  [author] May 25, 2021 @ 2:01pm 
Thnx guys! Glad u like it :)
Mortarch Of Blood May 24, 2021 @ 4:28pm 
Brilliant, thanks!
Norwegian Forest Cat May 24, 2021 @ 1:41pm 
Very useful , thanks !