Total War: WARHAMMER II

Total War: WARHAMMER II

Ultimate Chaos (Updated for Silent!)
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Opdatering: 26. feb. 2019 kl. 1:51

Fixed an issue with the script.

Opdatering: 18. feb. 2019 kl. 9:00

Numerous tweaks and fixes.
The initial starting horde will now begin with the Chaos Cult Chain again! (Thanks to sm0kin!)
Fixed Missing Huskarl Shields.

Opdatering: 10. feb. 2019 kl. 15:51

Updated with various tweaks and fixes.

Opdatering: 30. jan. 2019 kl. 5:55

The Archaon Update:

New custom Portrait and icon!
New flaming Chaos effects.

Archeon's skillsets have been further re-done!
Now instead of the Lore of Fire Archaon has the Lore of the Everchosen, a custom lore set involving powers and blessings from all four chaos gods.

New Skill: Mark of the Everchosen, Grants bonuses from each god and access to the Pink fire of Tzeentch Spell.
New Skill line: Lore of the Everchosen, special Archaon versions of the chaos spells giving him all three passive boosts from the chaos spell deck along with a Khorne boon unique to Archaon.
Lore of the Everchosen also grants Archaon access to Call to Glory, Aura of Acquiescence. Miasma of Pestilence, Slicing Shards of Slaanesh & the Flame Storm spell. These versions are different from the sorcerer versions as they cannot be upgraded as Archaon is not a dedicated caster.

As the Mark of the Everchosen makes Archaon unbreakable his "Indomitable" skill has been replaced with the custom "Rending blows" skill.

Since Archaon's other special skills and his battle line were already updated in the update yesterday along with his starting traits this all adds up to make Archaon a significantly different character!
Enjoy!

Opdatering: 28. jan. 2019 kl. 19:34

UPDATE:
Completely reworked all Chaos battle skills for all lords to fit in with the new update.
Created a new set of battle skills that tie in better with the orginal chaos units and the new UC units.
Created 4 new skills to improve UC units at rank 7 in battle skill chains.
Fixed an updated all descriptions for building effects, technology effects and skill effects to much bette rillustrate what effects they have and what units are affected.
Revised those skills and effects to unify what units are affected by what.
Revised Archeons skills to correctly affect mostly undivdied units to reflect his special "Swords of Chaos" warband.
Revised Sigvalds Skills to correctly buff his Slaaneshi warband (Requires Proper Starting Units sub-mod)
Updated the start abilities and starting traits for Archeon and Sigvald (Requires Proper Starting Units sub-mod)
Cleaned up the database for Tech effects, Building Effects, Character Effects etc.
Removed several obselete entires.

BALANCE CHANGES:
Altar tier 2 building no longer grants +2 to heroes capacity. (+1 instead)
Daemonic Rift building now reduces Chaos spawn upkeep by 15% rather than 30%.
Chosen Swordmasters now require Mound of Blades to recruit.
Skills/techs that improve Daemons will no longer improved Exhalted Daemon lords.
unhooked mount link requirements for chaos lords and heroes.
Rebuilt most new character skills (combat) to have only two tiers rather than 3.
Daemonic Steeds (Slaanesh) for lords and heroes now unlock at rank 15.
Reliquary of Chaos has now been moved to tier 6 and upkeep reduction for Chaos knights has been reduced.
Favour of Slaanesh skill now grants weapon damage instead of melee defense.
Unholy Communion technology now improves research rate by 35% down from 50%.

BUG FIXES:
Fixed an issue with Cannons 4 building for Vampire Coast factions not being able to recruit Deck Gunners.
Adjusted Archeon, Kholek and Sigvalds skill trees to bring them into line with the festag update.
Tech to improve warmachine rate of fire now applies correctly.
Tooltips now correctly reflect if charge bonuses are static or % based.
Corrected missing tooltip on Tzeentch battle skill 1, and corrected a mistake that prevented an ap damage boost from applying.
Most skills, techs and building effects now effect the relevent ror units.
Corrected several inconsistances with bonuses to weapon damage or melee attack, clarifying which takes effect.

Opdatering: 27. nov. 2018 kl. 3:30

Cleaned up some ability code.

Opdatering: 24. nov. 2018 kl. 22:43

Added Artillery Batteries & Customised buildings for them to Vampire Coast factions.
Updated Chaos Water from SableDrake.
Integrated orginal loading Quotes from Warhammer 1.

Opdatering: 17. nov. 2018 kl. 17:15

Fixed an issue with invisable Custom Warmachine Engines.
Removed the "invisable faction" from the custom battle selection screen. (it's required by the COOP sub mod, but since we cant seem to compile a startpos right now that wont be updated anytime soon)

Opdatering: 14. nov. 2018 kl. 8:56

Chaos invasions no longer occur on turn 2!
Sorry about that.

Opdatering: 14. nov. 2018 kl. 8:49

Updated For Vampire Coast DLC!
The mod should run correctly now with Vampire Coast.

MISC:
Updated Loadscreen Text - If you want more quotes warhammer related suggest a few!

CA have removed some effects and effect scopes form the database with the latest patch.
Therefore some skills have had to be re-worked and I havent had tome to fully test them all.

Notably:
There is a tech that adds recruitment points - can someone verify it still works correctly.
Horde Growth boost techs.
Plague Doctor Campaign skill that effects Horde replenishment rate.

I ahve tested it along with the invasion script but there may be some other glitches here an dthere due to the size and scope of the mod, please report these if any arise with as many details as possible.