Total War: WARHAMMER II

Total War: WARHAMMER II

Boyz Will Be Boyz - Closer to Tabletop overhaul (CTT)
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Update: Sep 11, 2019 @ 1:53pm

Mixu: adapted new mount for Naieth and Tullaris and some other weird beastman.

Update: Sep 11, 2019 @ 7:36am

- Kroxigors use the correct MA and MD great-weapon stats.
- Pistoliers have been tweaked to better use the improved animation.
- Outriders GL now use a modified unit card to reflect their barding. (this doesn’t affect the new ror)
- Luminarks use the correct melee weapon. (nerf-wise)
- Fireleech Terradons don’t need a second building anymore.
- Star Dragons (as mounts too) use the correct armour value. (nerf-wise)
- Adaptation of Aislinn (Sea Patrol mod).
- Internal: removed useless lines in factions table.
- Internal: removed some obsolete overrides on Mixu keys.

ADAPTION OF NEW CONTENT
- As usual some trait changes in the new Empire quasi-RORs (e.g. removal of terror from Morrs for more stats).
- Red RORs are allowed in custom battles, added mp caps.
- Red RORs are capped at 1 in campaign whenever they’re named regiments (i.e., not knights).
- Huntsmen are recruitable like CTT Huntsmen were before (moved from barracks to timber and fur resources).
- Further changes examples: Archers can fire whilst moving and at 360° (as per skirmisher), Huntsmen too but lost stalk.
- War Wagon balance may not be final. The artillery versions have a vastly reduced ammo pool.
- Added horde units and hero/lord options for new factions’ custom battle.
- CTT campaign caps. Nakai brings 1.5x the usual format, which should give a reasonable amount of units across a reasonable number of hordes.
- Generated CTTTTC caps for new stuff and cloned units. Imperial Supply units are prolly immune by virtue of using the ROR system.

Unit pack, following introduction of Archers and Huntsmen:
- Converted extant Archers and Huntsmen to use the new respective unit.
- Converted their unit sets (buffs and stuff) to use the new ones.
- Archer hordes are now enabled in custom battles in the main pack.
- Archer horde unit icon updated to be based on the vanilla one.
- (internal) Moved effect priority for huntsmen caps.
- (internal) Moved recruitment for huntsmen to main pack.

Update: Jul 24, 2019 @ 12:52am

- Made TTC caps for Moxillon. (may be subject to change)
- Made CTT caps instead for Lichemaster.
- Lichemaster Hordes are capped in MP.


Unit pack:
- Removed an obsolete vmp unit set.
- Removed the backup of dlc11 unit sets.
- Lichemaster Gloom Hordes are now capped (3 x landmark)

Update: Jul 16, 2019 @ 3:36am

- Fixed a woopsie with teb and ksl captains and generals having inverted stats.
- Temporarily removed TEB captains as general choice in custom battles to avoid conflicts.

Update: Jul 11, 2019 @ 1:55am

- Centigors: vanguard bullet point removed too. (note: can’t remove from external centigors)
- Kroxi got their aquatic bullet point instead.
- Removed an older attempt at a different poison phase and a bug with it on lizardmen projectiles.

Update: Jul 4, 2019 @ 2:44am

- All Centigors cannot into vanguard deployment cause they’ve been drinking (tt rule fix).
- Adapted new stuff from Mixu LL2. Affected by above fix. A bloke swaps his custom ability for the CTT equivalents.

Update: Jun 27, 2019 @ 3:09am

- Some bullet point fixes.
- Fix for missing text on two custom passives.
- Followup to new stuff in Moxillon. Also fixed the Moxillon lahmian chick’s upkeep.
- Fixed toughness for Plagueclaw crews.
- Added more info to the Plagueclaw's bullet point.

Update: Jun 23, 2019 @ 5:48am

Fix for Mixu’s Korhil missing martial prowess.
Fix for TEB’s Gashnag not using caster upkeep. His and Lucy’s base cost decreased.
Horde tooltip for TEB companies.

Update: Jun 22, 2019 @ 7:30am

(TEB) Lupio’s ring uses the two CTT Frenzy phases.
Fixed unique ids of the latest abilities.
Fixed an old CA bug the bloodline strigoi main unit still carried.

Update: Jun 18, 2019 @ 9:25am

- followup to TEB changes and additions for Lupio and High Eagle.