Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
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Update: Jan 27, 2018 @ 2:50pm

- Tomb Kigns rebels wont have elite units anymore
- Gate Guard attributes fixed
- small stuff as usual

Update: Jan 27, 2018 @ 11:43am

ver. 1.10

Full Tomb Kings implementation! Remember that with new patch from CA new game is needed. Saves before the patch wont work!

BIG THANKS TO ALL PEOPLE THAT SUPPORTED, DONATED, COMMENTED, GIVE FEEDBACK AND BASICALLY HELP. THIS MOD IS GREAT ONLY THANKS TO ALL OF YOU!

General:

- AI public order bonus lowered by 2 on all difficulty levels
- AI will recolonise more often
- elite units removed from all rebels
- small nerfs to income of High Elves and Dwarfs buildings
- Public Order effects now show numbers when it will change for example - jubilant 75-100
- adjustments made to Beastmen so they wont be that strong from the beginning
- Chaos Invasion is set to always happen at turn 100 for first wave and 150 on second, with high Imperium level it can come even faster
- Archaon, Karl Franz, Grimgor and Azhag traits updated to TK patch changes
- small tweaks to Skaven edicts
- AI resistance to attrition lowered by 40% - this is important change because before stuff like sandstorm or skaven plauge were just usless
- Guardian ability nerfed to 15% from 22%


Empire:

- Hellblaster Volley Gun attack rate icreased by 20%
- Shieldbreaker contact effect added to Nuln Ironsides
- Hellstorm Rocket battery damage increased

Dwarfs:
- Organ Gunner attack rate icreased by 20%
- Shieldbreaker contact effect added to Bolt Thrower

Chaos:

Vampire Counts:

- many raise dead cost effects added to Vampire Counts buildings

Woof Elves:
- Dryads and Glade Guard added as garrison units to all Wood Elves outposts buildings
- 7 new technologies for Wood Elves
- 3 new buildings chains for Wood Elves
- new amber system
- new missions to gain amber
- new special settlement missions to get amber
- outpost can be now upgraded to tier 2
- full season system for Athel Loren
- end game event made much more polished and hard
- all changes made with cooperation with Zarkis

Bretonnia:

- Green Knight skill that was increasing aura range of attacking lords by 10% was changed to increase level of new lords by 2 factionwide
- each Bretonnia legendary building icreases new lords level by +1
- Guardian ability added to Grail Guardians

Skaven:

- Skavenslaves, Slingers and Spearmen are now free units that have cap increase in every infrastructure building - base cap is 5 for each type

Tomb Kings:

- Auto Resolve fixed for Tomb Kings - Thanks to Zarkis
- Vortex spells damage buffed
- aversion added (-30) between Tomb Kings and Vampire Counts
- small income added to growth, public order and port buildings
- siege attrition resistance added to all recruitment buildings - TK wont have any siege holdout time bonuses but will resist any siege like no other faction
- Public Order added to all unlock Dynasty tech
- factionwide leadership bonus added to Sandstorm rite
- Legion of legends units added to custom battle mode
- movement range increase effect changed to be provincewide, not regionwide (this change is in rest of SFO factions for long time now)
- RoR units can gain exp in campaign
- 1 new building chain that increases income of raiding, razing, post battle and lower construction cost of buildings factionwide
- garrison units added to all buildings
- Realm of Souls changes - 10% vigour bonus added and duration time increased to 10/20/30 seconds from 7/14/21
- leadership buff to all units - TK are not mindless undead so they should have high leadership
- health buffed for all units
- All Legendary lords have new traits effects
- Settra title trait buffed and added to campaign selection screen - level 1 also gives effects now
- some Books of Nagash effects buffed so will be more worth to take them
- Arkhan the Black special building now spreads corruption
- local recruitments points lowered by 1 - this is very important change because basic infantry for TK is much better now
- some units added as recruitment options to few buildings - no cap increase on them

- Settra
Chariot of the Gods charge bonus increased to 120, along with increased HP
Added “Searing Flame” effect to Chariot of the Gods, reduces enemy Melee attack and armour in an AOE

- Skeleton Warriors/Spearmen/Archers:
Changed to be more skilled than Vampire Count counterparts
Higher Leadership, Melee attack and Defence
Still retain low armor and weapon strength (their equipment is old)
Archers have increased missile damage, however

- Nehekhara Warriors
Much higher Melee Attack
Lower numbers and HP than normal skeletons, to make them more of damage dealers than a frontline

- Tomb Guard
Made into a more elite, 100-skele unit.
Much higher Melee Defence, made to be line-holders
Higher weapon strength for Halberd versions, was too low in vanilla

- The Kephra Guard (Tomb King RoR)
Made into very elite, strong damage dealers
Lower numbers
Much higher Melee Attack and Damage
Magic Attacks removed, replaced with anti-infantry
Attacks now reduce enemy leadership

- Carrion+ROR
Doubled the charge bonus

- Ushabti
Melee Attack buffed, and more differences added between Ranged and Melee variants
Ranged variant fire speed reduced, but damage increased
Slower attack but more deadly

- Tomb Scorpion
Attack speed increased
Anti-infantry bonus increased
All about fast attacks

- Sepulchral Stalkers
Given Stalk
Given Fire on the Move
Speed Increased
Ranged Damage increased

- Eyes of the Desert (Sepulchral Stalkers RoR)
Given much higher speed
Now have normal poison melee attacks
Ranged attacks changed to lethal poison

- Storm Riders of Khsar
LUDICROUS SPEED (100)
Given strider

- Necropolis Knights
Melee Attack and Defence stats buffed to be more effective as melee cav
Shield bonus buffed

- Necropolis Knights
Normal versions given bonus vs infantry to make them more effective at their role
Both units have had their speed moderately increased
Both have had their Melee stats increased to 40

- Venom Knights of Asaph (Necropolis Knights RoR)
Speed increased, now fast snakes
Shield bonus buffed

- Skeleton Chariots
Given better charge bonus and Melee Attack/Defence to differentiate them from ranged chariots.
Mass increased
Ranged Chariot damage increased

- Khemrian Warsphinx
Damage increase for the archers on its back

- Hierotitan
Damage changed to 100% armor piercing
Speed lowered, one of the slowest monsters in the game now
HP increased
Given Mighty Knockback

- Necrosphinx
Anti-large buffed
HP lowered to compensate
Given Charge Defence against Large
Buffed Melee Attack
Is now one of the best anti-large killers
Not so good against infantry

- Artillery
Both artillery pieces damage buffed
Catapult crew size increased
Splash radius of artillery increased
Casket of Souls range increased

Update: Jan 14, 2018 @ 7:44am

- Bretonnia Legendary Buildings gives much more chivalry now
- highest level of basic buildings gives double garrison units
- raise dead cost increased by 25%
- changes to all rites so all of them are more usefull
- Skavenblight reduce upkeep and increase leadership for all Skaven forces in province
- new effects for some Greenskins events like Gork and Mork ones
- some new buildings effects and cost changes
- Beastmen spawned armies nerfed

Update: Jan 11, 2018 @ 7:50am

- new buildings not appearing bug fix

Update: Jan 9, 2018 @ 1:43pm

Update: Jan 9, 2018 @ 12:28pm

- fixes for some recruitment chains bugs
- players bonus in naval battles auto resolve increased
- garrison fix for new Vampire Dragon Lair
- Bretonnia Garrison buffed
- basic units recruitments option were added to some buildings so AI will have easier time making interesting compositions
- RoR frame removed from Legendary Units because it was causing texture bugs with factions that dont have RoR in vanilla

Update: Jan 8, 2018 @ 8:58am

SAVE COMPATIBLE BUT YOU WONT HAVE BEASTMEN EVENTS ON OLD SAVE

ver. 1.05

- Rise of the Beastmen (ME) by Zarkis integrated - at turn 10 you can choose to enable it or disable
- new fixes for vanilla bugs thanks to Cetlik
- 1-2 new buildings for all factions except Wood Elves because they will have huge revamp soon
- all new buildings icons made by [HN]
- Dwarf Daemon Slayers textures made by Willemsen

- relations changed between some factions to be more like in lore, for example Dwarfs hate High Elves more etc
- vassalage gives higher relations bonus
- raiding lower relations more
- Norsca economy nerfed
- garrison fixes and small changes
- visual effects removed from some SFO abilites so they look better now
- effects scopes texts changed to be more clear - many vanilla scopes are just "local armies" for example but effect can be for region or province, now text will say what for it is
- breath attacks cooldown increased by 15 seconds
- horde spawn fixes and balance changes
- huge rebels changes - armies will spawn witch much lower numbers and grow much slower, but will be stronger in stronger provinces
- imperium level required for Chaos Invasion to spawn lowered so Invasion will come faster if player got a lot of settlements
- raiding income per every unit gold value in raiding army increased by 30% so its 30% higher income for raiding in summary
- upkeep reduction removed from raiding stance because of income increase - overall income is higher even without this upkeep reduction

High Elves:

- new unit: Talons of Tor Caleda
- new unit: Handmaidens of the Everqueen - Legendary Unit
- new unit: Sisters of Avelorn
- Martial Prowess added to High Elves chariots - stats adjusted
- Swordmasters of Hoeth number changed to 60 (it should be that way long time ago)
- Gate Guard Garrison - new building chain
- Hunters - new building upgrade
- recruitment changes to barracks chain, Sea Guard is only level 3 now
- Nobles trade income skill nerfed
- Teclis now have new trait effect that gives 5% wardsave to Phoenixes in his army

Dwarfs:

- new unit: Daemon Slayers - Legendary Unit as reward for Happyfunrun for winning screenshot contest. Unit can be recruited only in karak Kadrim
- Dwarf grudge system effect have much higher penalties now
- Construction Site - new building chain

Wood Elves:

- Wood Elves recruitment changes to some units, for example Wild Riders are swaped with Sisters of Thorn - more changes like this will come in WE buildings pack
- Durthu got negative diplomacy with Dwarfs but higher damage fighting against them (factionwide)
- Durthu stats are even more different than Ancient Treeman now
- Orion got higher melee attack against Beastmen (factionwide)
- health nerfed on most infantry units by 5%

Bretonnia:

- Alberic trait effects doubled
- Bretonnia raiding bad trait changed to have positive effects because of new stance
- Ladys Shrine - new building chain

Empire:

- Training Grounds - new building chain

Chaos:

- Chaos Fortress - new building chain
- 4 new levels for Chaos Gods Shrines
- Hellcannon accuracy vanilla bug fixed

Greenskins:

- heroes added to some Greenskins garrison buildings
- Greenskins raiding camp stance tax income penalty lowered to 50% when raiding own province and negative public order lowered to -5 from -15
- Waagh Tower - new building chain

Vampire Counts:

- Helman Ghorst trait now have melee defense bonus for Corpse Carts
- Blood Tax - new building chain
- Zombie Dragon Lair - new building upgrade

Dark Elves:

- Dark Elves melee attack increased for all units by 1-2
- Dark Riders charge bonus increased
- Tower of Dark Powers - new building chain

Lizardmen:

- Temple of Healing - new building chain
- Kroq-Gar new campaign effect added - +1 for all new units recruits level

Skaven:


- info about new events added to campaign selection screen
- Skaven economy buffs
- Skaven special weapons teams attack range increased by 15%
- small buffs to Stormvermin and Rat Ogres damage
- Food Caves - new building chain
- Clan Summit - new building chain
- Queek dont have recruitment penalty anymore if not having Karak 8 Peaks, only lowered loyalty for new lords but this effect is increased much
- Skrolk now have new trait effect that gives him constant casualty replenishment rate

Beastmen:

- info about new events added to campaign selection screen
- Morghur special abilities can be used 2 times now from 1
- Beastmen got new effects against Wood Elves in technology trees
- Raiding Camp - new building chain
- Tribes Gathering - new building chain
- new events
- Blood Moon events effects tweaked so low level effects dont have that huge penalties

Update: Dec 17, 2017 @ 4:12pm

- Skaven food gained from raiding, hidden encamp and buildings increased

Update: Dec 17, 2017 @ 2:05pm

- Wurrzag upkeep bug when confederated and no buildings fixed (vanilla bug)
- battle difficulty bug fixed (vanilla bug)

Update: Dec 16, 2017 @ 9:34am

- small Legendary Units stats adjustments
- Chaos Chosen buffed in terms of attack speed
- Phoenix Guard, Dragon Princess and Swordmasters of Hoeth received small nerf
- Grail Guardians changed to 12 units from 6 and stats adjusted
- required buildings removed from Dark Elves units because it effected Black Arks
- Grail Companions have Bolster leadership aura that adds leadership and melee defense so its very good support unit now
- bug fixes here and there