Total War: WARHAMMER II

Total War: WARHAMMER II

Boyz Will Be Boyz - Closer to Tabletop overhaul (CTT)
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Update: Apr 9, 2018 @ 2:11pm

- ROR spider riders tweaked (as per 8E rule for Snagla Gobspit)
- Reworked Kraka drak special missile weapons except Troll Melter.
- Fixed melee stats for Kraka Drak RORs. Also, KD Rock Splitters use steam drills in melee.
- Added misfire chance for KD Troll Melters and TEB Light Cannons.
- Mixu’s S.Orc Warboss is cheaper.

Update: Apr 7, 2018 @ 5:29am

- Added a rounding function to the pricing formula: all unit costs are rounded to the nearest multiple of 10 because it’s nicer.
- Free Company priced up to 7pts each to keep the fancy pistol.
- Reduced Dragonogres from 16 to 12 in a unit.
- Improved long range accuracy for most units by flattening a further penalty in place.
- Fixed wrong missile weapon for Centigors.
- Fixed wrong missile damage for steam Gyrocopters.
- Fixed wrong melee damage on ROR Luminark.
- Fixed wrong crew armour on all goblin artillery (lower, higher on ROR).

FULL (?) REWORK for most artillery units (damage and range).
- Added four new misfire passives for artillery units.
- Artillery misfires reflect their TT classes: bolt throwers (no misfire), stone throwers (3% misfire), cannons & special (5% misfire).
- Orion gets his proper javelin.
- Luminarks: ammo from 10 to 20; ROR Great Cannon: from 30 to 24.
- Various cost fixes on artillery, more related to TT pts costs. Incidentally, Skaven Warp cannon is considered more expensive because of in-game differences.
- Added new artillery tooltips.
- Added Grape Shot alternate mode for Great Cannons and Cannons.
- Added unique abilities for the Helblaster VG and Hellcannon.
- Helstorm Rocket Batteries cannot open siege and cannot harm buildings.
- Currently still being reworked in the shooty department: towers, TK Caskets, ROR Ushabti, Stalker gazes, dino-mounted weapons, gyro bombs, blasting charges, grenade launchers, some special stuff from TEB/KD (light cannons are done), zombieflanders’ Stanks.

Update: Mar 30, 2018 @ 11:30am

- followup for a teb update (high eagle camp mount).

Update: Mar 27, 2018 @ 7:45am

- adaptation of three new vamp lord types from Mixu; some bloodline rules from 6E were used.

Update: Mar 26, 2018 @ 3:49am

Update: Mar 25, 2018 @ 5:33pm

- I did a goof.

Update: Mar 25, 2018 @ 4:54pm

- Added Bumpy Ride to most TK chariots (bar Arkhan and Settra).
- Improved (?) ai usage for some custom abilities.
- Steam tank charge nerf to accomodate...
- Two new abilities for Steam Tanks.
- Added support for:
http://steamcommunity.com/sharedfiles/filedetails/?id=1206010657

Update: Mar 25, 2018 @ 8:04am

Added support for:
http://steamcommunity.com/sharedfiles/filedetails/?id=1211148790

Update: Mar 18, 2018 @ 5:06am

- removed either loose formation or skirmish mode from short range / melee-capable ranged units to better control them in campaign (due to hardcoded Retreat button taking priority).

Update: Mar 17, 2018 @ 7:26am

- adaptation for new units from TEB
- nerfed night gobbo campaign buffs.
- more compatibility with Celtik's AI.