Total War: WARHAMMER II

Total War: WARHAMMER II

The Amber Kingdom (TAK) | Blood Elf Conversion - BETA
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Actualizare: 6 aug. 2021 @ 16:52

~ Update :

- Fixed the Amber Guard dilemma unit caps to stay permanently for the game duration.
- Added 10 new unique options in the Amber Court that give dilemmas tied to the Amber Guard unit caps, accessible via the Blood Council. Removed the old one, this might cause crashes in games where the player has pressed/used the previous Amber Guard Blood Council option, but there was no way around this.
Each of the 10 options can only be used once, and their resource cost of "Blessings of Addaioth" increase gradually per level.
- Fixed the Amber Lord Bloodstag mount on the campaign.
- Removed recruitment cost for the Amber Guard.
- Removed upkeep cost for the Amber Guard.
- Added 2 unique UI icons for 2 Marked Ones units, that shows when they are recruited. Others will follow suit.
- Amberblood reward amount adjusted for all missions.

Actualizare: 6 aug. 2021 @ 16:50

Actualizare: 5 aug. 2021 @ 17:26

- Improved armour for the Bloodsteed Knights and Bloodhawk Knights, improved shield for the Bloodsteed Knights.
- Fixed the "Potion of Swiftness" unit upgrade not providing the correct effects.
- Fixed the "Forsaken Dryads" not unlocking on the second tier of their building chain.
- Fixed the "Guardians of Amaratha" not unlocking upon constructing the required building.

Actualizare: 5 aug. 2021 @ 14:40

Actualizare: 5 aug. 2021 @ 13:47

- Fixed a shader problem that existed on the faces of some of the new Kaadari units, including the Glade Guard and Glade Riders.
- Dark Kin unit cap that was missing has been added, included in the Elder Amberbark's skill line as well.
- Missing base income has been fixed for the coastal major settlements.
- Remnant vanilla dilemma the "Shapeshifters" has been removed and replaced by a new custom dilemma "The Dark Calling".
- Kel'Avar's stats adjusted.
- Kel'Avar's unit grouping fixed.
- Removed the negative diplomacy penalty due to annexation, increased the public order penalty factionwide. This should stop every single faction in the world from declaring war on the player, which was somewhat bothersome.
- Fixed the skill line effects indicators to no longer included the removed slave units.
- Fixed a bug with the skill "Gaze of Addaioth".
- Bloodroots cooldown has been reduced from 8-12 to 4-6.
- Manticore Legion unit size increased from 15 to 20.

Actualizare: 5 aug. 2021 @ 4:26

Actualizare: 2 aug. 2021 @ 4:26

- Fixed the invisible Cultists.

Actualizare: 1 aug. 2021 @ 15:13

In Amber Clad

"In Amber Clad" is a large update that reshapes the core of the faction and the way it is played, below you will find the details listed (note that there might be a few things missing as I probably forgot to write them down during the course of this update, which took a few months).

Kaadari Units Visual Overhauls:

These units have been reskinned - ranging from simple textures to completely new textures done from the ground up - to match the Blood Elf theme of the faction.

- Eternal Guard // Including more than 10 head and hair variations. Multiple torso and acc variations as well.
- Glade Guard // Including around 12 hair and face variations in combination, and more for the torso and accs.
- Glade Riders // Many variations and unique combinations.
- Bloodhawk Riders // Many variations.
- Bloodhawk Knights // Multiple variations with unique helmets.
- Bloodsteed Knights // Multiple variations and they have unique shields.
- Pathstalkers // New look with 3 variations, all necessary changes carried on to the campaign as well.
Corrupted Forest Spirits Units Visual Overhauls:
- The Elder Amberbark has new updated visuals, with unique head variations.
- New unique look for the Ancient Amberbark.
- New unique look for the Guardians of Amaratha Marked One unit.
- New unique looks for the Amberbark unit.

Slave Rework:

- Most of the slave buildings have been been adjusted.
- Many slave units have been removed, what has retained is a more believable approach to how Blood Elves would use Greenskin slaves.
- Slave recruitment has changed, following with the Amber Kingdom's current approach, they can only be recruited in the Amber Glade. All other regions must rely on Global Recruitment.
- Slaves still require no recruitment cost, making it much more effective to call upon then on campaigns requiring you to use global recruitment, than the available Kaadari units that would be deemed more expensive.
- Slave economy modified and nerfed.

Amberblood Rework:

- All Amberblood factors have been modified in some way.
- Amberblood is now more valuable than ever before!
- New limits range from 0 to 500, with the Bloodwood Health stages being divided along this range.
- Occupation, post-battle loot, etc.. Amberblood costs have been changed.
- Rewards adjusted.
- New missions added.
- Razing settlements is now more valuable than Annexation, as razing provides a new effect that grants Amberblood for 3 turns.

Addaioth's Blessings:

- New pooled resource for the Amber Kingdom.
- A certain amount is required in order to unlock unit caps for the Amber Guard.
- Post-battle option "Auction Slaves" has been reworked into the "Consign to Amaratha" option, that also grants Blessings.
- Blessings can be gained via different methods, but for now the main methods are post-battle and through unique buildings.

Building Rework:

The Amber Glade:

- Economy chain modified.
- Resource chain modified.
- Support chains modified.
- Recruitment chains modified.
- Slave chain modified.

Expansion Regions:

- Recruitment chains modified.
- Slave chains modified, economy rebalanced.
- New chain related to slaves.
- Slave recruitment chains removed.
- New chain replacing the Forge.

Misc:

- Scarlet Cult has been renamed into the Amber Court.
- Kellebron has been renamed to "Kel'Avar".
- Removed "Antoch" as a starting region.
- All Amber Guard units are now capped.
- New citybar border on the campaign.
- New frontend character video.
- New frontend race movie.
- The Bloodroots can now be manually closed, and new popups that ask the player if they are sure on both opening and closing the portals. All thanks to PropJoe's (PJ) magicscripting !
- The "Amber Court" building in the Amber Glade has been renamed into the "Great Amber Halls".
- New projectile VFX for the missile weapon upgrades available to the Glade Guard.
- Amber Glade starting level reduced to 2.
- New textures for all the Bloodsteeds.
- The Blood Council unique buildings have all been moved to Athel Loren.
- New VFX aura for Kel'Avar.
- New projectile VFX for Kel'Avar.
- All forest regions have new buildings with unique effects.
- Athel Loren regions have unique "Bloodstones" buildings. (will be completed in the coming few days after this patch).
- Settlement occupation effects have been changed.
- New Blood Council option in the Amber Court tab, related to the Amber Guard unit cap mechanic.
- All Kaadari arrow effects have been changed (from vanilla WEF to a more Blood-themed effect), with the exception of the Waystriders (for now).
- New helmets for the Amber Guard officers, with 3 variations.
- New VFX for the Amber Guard arrow trails.
- New aura VFX for the Guardians of Amaratha Marked One unit.
- New campaign ship models specific to the Amber Kingdom, with animations that vanilla Wood Elf ships lack.
- New unique campaign ship model for Kel'Avar, themed around his look.
- New campaign flag model for the Amber Kingdom.
- Spellweavers renamed to Blood Sisters (with more changes coming for them in the future).
- Goblin Spears have been renamed to Wild Goblins.
- Spectral Dryads renamed to Dark Dryads.
- Added a new impact VFX for the Flamebearers of Addaioth Marked One unit.
- Added a new impact VFX for the Ancient Amberbark missile weapon.
- New VFX for the "Summon Ancient Dryads" ability that is available to the Ancient Amberbark.
- New VFXs for the Pathstalker.
- New "Blood Salvation" army ability VFXs.
- New VFX for the Bloodstalkers Marked One unit.
- New VFX for the "Venerable One" unit.
- Removed Hawk Armour from non-Amber Guard units.
- Bloodroot cooldowns adjusted.
- New "Raid" stance, also provides Amberblood.
- New shield models for the Amber Guard.
- Various unit card updates.
- Various new localizations.
- Akhnar and his units have been removed from the custom battle screen.
- Akhnar is currently locked out of the campaign, until more appropriate assets are available to complete the way I visioned him in Warhammer 3.
- Removed the "Black Cloud" slave faction and all its related features, hereby reducing more feature creep and allowing for more focus faction-theme-wide.
- New prop textures for the Kaadari infantry.
- Ogres have been added to the Amber Kingdom in custom battles, along the lines of all other factions.

Stats:

- Amber Sisters stats have been adjusted
- Dancers of Death Marked One unit stats adjusted.
- Changed "woodsman" to "strider" for a few Marked One units.
- "Blood Salvation" army ability stat modification.
- Ancient Dryads size in summoned form changed from 30 to 100.
- Initial recharge of 30 seconds added to the Pathstalker ability "Will of Fire".
- Adjusted attributes and basic stats of the Elder Amberbark.
- Manticore Legion numbers changed from 8 to 15.
- Kel'Avar has new missile and melee weapons, with new stats.
- Amber Guard (Bloodhawk Riders) stats buffed.

Actualizare: 4 mai 2021 @ 10:42

The Awakening Bloodroots Update


Corrupted Forest Host - New Units:

- Venerable One
- Forsaken Dryads
- Amberbark

Amber Lords:

- Changed Bloodstag mounts to Great Bloodstags
- Dedicated to Khorne skill has been adjusted
- Added missing unit attr. for the mounted Amber Lord (Manticore)
- Removed the blue aura vfx surrounding the Amber Lords on foot

Elder Amberbark:

- Skill line completed
- Removed the Lore of Beasts
- The Elder Amberbark's custom building chains have been completed

Bloodroots:

- Implemented a new Bloodroots mechanic - teleport armies to any settlement on the map once a certain building has been constructed. Many thanks to PropJoe for the help and allowing me to base it off the Skittergate script!

Mercenary and Slave Overhaul:

- Many units have been reshuffled
- The old mercenary system is defunct and has been removed
- Various building stats and effects have been adjusted
- Slave recruitment has been removed from all settlements except the Amber Glade
- The Amber Glade's main military chain unlocks the recruitment of all slave units
- Minor settlements are still needed for slave unit cap buildings, as those buildings can only be built in settlements other than the Amber Glade
- Black Orcs are now counted as slaves, in line with other slave units, they also have the "expendable" attribute

Provincial Commandment Rework:

- "The Rage of Khorne" edict now correctly causes attrition to enemy units
- All edict stats have been adjusted
- "The Gaze of Addaioth" now grants more sight over the owned province

The Scarlet Cult:

- Marked Ones have been completed, resource/stat/effects have all been customized
- New Marked Ones units include: "Flamebearers of Addaioth", "Blood Stalkers", "Guardians of the Scarlet Chalice", - "Guardians of Amaratha", along with the previous RoR units: "Blood Guard", and "Dancers of Death"
- Added 12 new unique items under the "Weapons" category
- Added 15 new unique items under the "Armour" category
- All item resource requirements, cost, and pooled resource costs have been adjusted
- Added a few unique resources that are required for specific items, they may include tech or building unlocks.
- Added 3 new sacrifices
- All Sacrifices have had their slave requirements, effects, etc adjusted
- The Sacrifices tab has been renamed into the "Blood Altar"

Amberblood Upgrades:

- Ancient Dryads
- Amber Kin
- Amberbark

Misc. :

- Added physical resistance to Kaadari Cultists
- All instances of "Amberwood" have been modified to "Bloodwood" for consistency purposes
- All instances of "Worldroots" have been modified into "Bloodroots" for consistency purposes
- All instances of "Khornate Units" in tech/effects/council positions etc have changed into "Akhnar's Units" for clarity and consistency purposes
- All "Wood Elf" units references in effects/tech etc have been modified and changed into "Blood Elf" units, for clarity and consistency purposes
- Removed "Forest Stalker" from all Blood Elf units
- The "Dusky Portal" dilemma effects have been adjusted
- Added a new pooled resource factor
- The resource icon and unit type of Blossom Shade have changed (units are now ingots instead of sacks), to better reflect the nature of Blossom Shade (a mixture of Obsidian and Amberblood).
- Various ministerial position effects have been adjusted and/or fixed
- The "Howler of Khorne" Blood Council position can now be occupied by an Amber Lord
- New unique region : "The Oak of Ages"
- A few rite effects have been adjusted
- Added a dummy effect indicator for the "Epicelisis of the Blood God", that would inform the player of how many turns the Blood God's host armies attached to your generals would remain (countdown from 20 turns)
- Added the missing "hide forest" attribute to the Amber Sisters (Spears)
- Marked Ones now gain bonuses from the last skill node that the lords have, and thus deeming that general skill line complete
- Various character skill effect adjustments
- Removed the Ancient Amberbark's amber ui indicator, as it is now reserved for any unit related to the Amber Guard
- Technology tree has been completed
- 2 new tech nodes have been added
- Adjustments to various tech effects
- Removed the Elder Amberbark's UI set
- Marked Ones have no additional recruitment cost, as you're paying for it in the Scarlet Cult, upkeep is increased
- A new follower has been added
- Temple of Khorne building chain has been adjusted in the Amber Glade, reduced to just 1 level and renamed the building into the "Blood Altar"
- Removed "Unbreakable" from the previous RoR units that are now Marked Ones
- Scorching Dryads flame resistance increased to 50
- Adjusted various unit recruitment and upkeep costs
- Fixed the main, major and minor building chains showing the wrong number of slots that are unlocked per level
- Kellebron has new lord effect that replaces the trade one = all Amber Guard in Kellebron's army are unbreakable
- New Blood Elf units: Bloodsteed Knights, and Bloodhawk Knights - Blood Riders have been renamed into Bloodsteed Riders
- Bloodsteed Riders stats have been adjusted
- All of Akhnar's units have been renamed and have an added prefix "Akhnar's - " to distinguish them in terms of tied in effects, etc
- Some RoR units have been made into Marked Ones
- Amber Guard (Bloodstag Riders) unit size 50 --> 60
- Kellebron's voice has been changed (yet again) to that of a Chaos Lord
- Removed the redundant "Gain Amber" effects when colonizing or resettling settlements
- Settlement occupation effects Amberblood gain 100 --> 200
- "Knowledge of the Ancestors" incident has been fixed
- Various UI updates
- Various loc updates
- Few updated textures
- Various new VFX
- Plus other small shit that I don't frankly remember

Actualizare: 13 apr. 2021 @ 9:35

- Fixed the Amberblood PR icon that caused crashes.
- Backend data for the larger update to come.