Total War: WARHAMMER II

Total War: WARHAMMER II

Boyz Will Be Boyz - Closer to Tabletop overhaul (CTT)
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Update: Sep 9, 2018 @ 2:20am

- Rank bonus is +6MA instead of +3MA and MD. Double rank bonus (pikes, HE spears) is/stacks at +12MA.
- This change better represents the ‘death by a thousand cuts’, especially on pikes, and emulates crunch numbers that are loosely similar to +1 rank = +1WS offensively. As a result spearmen are less all-rounded and keep their TW anti-large advantages, but the slight advantage over swordsmen in terms of marginal utility and versatility is removed.
- Yes, this affects hordes as well.
- Fanatics launched by night gobbo units are correctly 3 rather than 4, individual damage and behaviour is unchanged.
- TEB Carabiniers cannot fire and move.
- Grenade Outriders: CTT-ified missile weapon, changed their mount to barded warhorse; accordingly upped their armour, their price by 1pt and removed their possibility to vanguard deploy. Missile doesn’t deal aoe but still disrupts formations, may not be final.
- Tips of tool.
- Placeholder for acquired Hawkish Precision extended to an Handmaiden skill, updated the unit set on the tech that does it for TK.

Update: Sep 5, 2018 @ 8:45am

- Dark Riders can into fire whilst moving.
- Underground Advance (Miners): duration increased from 40 to 60.
- Fix for Shaggoth weapons having the wrong aoe limits.
- Ammo for Swashbucklers increased from 15 to 18 (equal to FC).
- Fixes and tweaks in TEB and KD custom entity speeds.
- Hippo Knights have a better average in ap ratio and magical attacks.
- TOOLTIPS.
- You missed that.

Update: Sep 2, 2018 @ 9:36am

- Added compatibility tables for unit recruitment with Celtik’s AI.
- Sisters of Slaughter are moved to Barracks3 (ported from beta to remove DLC issues) together with their cap contribution (reduced). I don’t like it but it’s either this or bugs or factional problems. I hope I can find a better solution another time.

Update: Aug 25, 2018 @ 8:11am

- Belegar’s t3 Ranger building yields better caps.
- Both Globadiers are now forced to lob in a high arc to better fire from behind “friendlies”.
- TEB: halberdiers are t1 like in the Empire.
- TEB: Estalian Riders have the full melee statline for one extra point and lower ammo.

Update: Aug 20, 2018 @ 6:32am

- Added functional caps to CFU buildings for Brass Keep, and added permissions for Slaanesh and Nurgle marked units. Not the Khornekhorners.

Update: Aug 17, 2018 @ 3:53pm

- Norscan Rage grants Immpsy in phase 2 and 3. It also triggers 15s earlier.
- Fimir, Mixu’s Warlord included, can hide in forests. Yes, they’re big, but swampy shenanigans.
- More importantly, there are more Fimir in a unit (ROR too), MP cap down to 1 each.
- TOOLTEEEEPS.

Update: Aug 17, 2018 @ 6:15am

- Fixed (nerfwards) Alith Batmanar’s ranged damage.
- Adapted Mixu’s Egil Khorneflakes and Gorfang Rotgut.
- They may come with CTT abilities and with a gut-simulation of their magic gear (e.g. +1S for Rotgut).

Update: Aug 11, 2018 @ 6:31am

- Tooltips, yo.
- Added script saved value to help other mods track CTT.
- Rebuilt support for We’z Speshul for update 1.6.
- if your campaign crashes go bother Lost2Insanity for destroying every proof of 1.5.

Update: Aug 5, 2018 @ 11:17am

- fixed the cap script override in absentia of the actual DF mod.

Update: Aug 5, 2018 @ 5:28am

- Override for the list from DF’s tt caps, weights generated for CTT.
- This also means that if you have problems with unit weights for vanilla/CTT units you talk to me instead of DF.
- I have a knife.
- Rebuilt and added core units to the CTT non-vanilla list.