Total War: WARHAMMER II

Total War: WARHAMMER II

The Amber Kingdom (TAK) | Blood Elf Conversion - BETA
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Update: Aug 10, 2020 @ 3:27pm

Blood and Bark (II) - Release

Technology Tree Rework:

- Technology tied to special unit caps.
- All tech nodes have been adjusted.
- Various icons have been changed.
- Various new tech nodes added.
- Tech nodes can now unlock unit upgrades.
- Tech has been prepared to be tied in with future RoR
- Tech integrated with the faction's special resource - Amberblood

General/Misc:

- Transported army tab adjusted, and icon has been changed.
- New landmark in Karak Zorn: Library of the Eternal Flame
- Added frontend starting unit icons.
- Fixed Amberguard unit XP not showing correctly from the Craftsman's Gathering.
- Removed redundant Oak of Ages icon on the top bar (credits to Vandy).
- Fixed PO effect that affects enemies to show the right color.
- Mt. Arachnos' special resource (Exotic Animals) should show up now.
- Added cooldowns to Marked Ones units and integrated that with icons and description.
- Added Unit Upgrade Lock Reasons, such as technology requirements, etc...
- New incident -> Blessed From Above
- Temple of Khorne's Building Set has been renamed.
- Removed hidden encampement for the Elder Amberbark.
- Vanilla RoR unlocked events should no longer show up.
- All "Blood Cult" instances were renamed into the "Scarlet Cult" as it should have always been.
- Added various VFX for the Amberguard units.
- New projectile VFX for the Amberguard.
- Slight Amberguard helmet texture adjustments.
- Amberguard sword and shield texture adjustments.
- Campaign starting units have been changed.
- Four new Amberguard cape variations have been added.
- Various unit card adjustments and changes.
- New unit: Eternal Guard (Shields).
- 80 new additional diplomatic lines, with over 185 still in progress to be added in later.
- Fixed issue where Blood Elf UI icons and landmark icons appeared for OvN's Arabyan factions.
- Various campaign UI improvements, including new icons, changes to the top/left/right/bottom bars and also - secondary lower bars.
- Many additional images that were missing in the campaign.
- Fixed issue where "Amber" was being referred to as "Food" for the Amber Kingdom.
- Completely transitioned the Amberguard (Manticore Legion) into a recruitable unit, and removed it from Kellebron's - skill line. It has caps and tech requirements.
- The "Amber Court" building chain has been moved from the capital to normal regions.
- Golden-Dome Palace landmark has been moved from the Amber Glade to the Black Tower of Arkhan.
- Faction recruitment has been adjusted completely for both major and minor chains.
- New landmark in the Amber Glade - tied in to Amberguard recruitment.
- The Spellweaver building chain has been moved from the capital.
- Removed the spread corruption effect from the Spellweavers, due to the religion being hardcoded and always being untainted for that skill.
- Removed Amber costs from the Pathstalker building chain.
- Renamed "God King's Own" description into the "Amber King's Own".
- Added income generation to the Amber King Temple building chain.
- Removed Lord/General xp/rank from the Amber King Temple building chain.
- Added Amberblood generation to the Temple of the Blood God building chain.
- Removed income generation from the Temple of the Blood God building chain.
- Added Amberblood consumption to the main buildings on the higher-end levels.
- Added in 2 new Amberblood resource factors.
- Changed the base Amberblood starting amount to 1000.
- Changed the amount the tech "Amberwood Growth" gives.
- New passive faction Amberblood consumption, that can later be negated when the Amberblood generation increases via buildings/characters/etc.
- Post battle Amberblood gain 20 -> 100.
- Blood Council building chains' passive Amberblood generation 2->5.
- Ancient Amberbark's entity size increased by 10%.
- Fixed the Amberblood duplication icon bug in the top bar.
- Fixed the bug where Amberblood showed for a partner in multiplayer co-op.
- Faction flag and emblem has been revisioned.
- Faction capital borders have also been changed according to the new flag.
- Mercenary Recruitment building chain name has been changed into Mercenaries, for better UI fidelity.
- Overall building priorities have been adjusted to look more orderly.
- Added in the missing description to the "And the Blood Elves Answer" effect bundle.
- Entire backend rework of the Scarlet Cult.
- The Elder Amberbark's skill line completion.
- All ancillary icons have been adjusted/edited - mostly lighting changes.
- Changed Kellebron's voice (again) from Archaon's, as it was not fitting.
- Kaadari Cultists cape textures have been fixed.
- Fanatic Cultists tech node has been renamed into Fanatic Zealots.
- New dilemma: Awakening of the Amberwood.
- Added missing Blood Council chain tooltip.
- Backend Blood Council building tie-in with the Scarlet Cult's Blood Council tab, the options themselves will be available in the next update.
- New custom AI personality for the Amber Kingdom.
- Unit autoresolve quality adjustments.
- Unit Upgrade icons and their respective effect icons have been changed.
- Ancient Amberbark's transformation into the Amber Kin correctly has usage flag now.
- Scarlet Cult: Armour of Scarlet Twilight, armour 6 ->12.
- Scarlet Cult: Arabyan Scimitar, bonus vs large has been changed into bonus vs infantry.
- All of the Scarlet Cult's weapons and armour have been adjusted.
- Overall resource and price adjustments of the Scarlet Cult.
- Various new flavour texts for the Scarlet Cult.
- Added in the Temple of Khorne options/effects/etc in the Scarlet Cult.
- Fixed Akhnar's chaos unit recruitment not working.
- Akhnar's unit recruitment works with an aura effect, so that other Blood Elf armies can also recruit from his pool.
- Akhnar's units removed from global recruitment.
- Most localization instances of "Blood Elf" and "Blood Elven" have been changed into the "Kaadari" where suitable. Kaadari is to Blood Elf what Druchii is to Dark Elf, etc...
- New VFX for the Elder Amberbark's "Ancient Spite" ability.
- Added in the "How They Play" event, shows on turn 2.
- Added in a new video for the "How They Play" event.
- Updated the frotnend faction leader portrait.
- New faction's race frontend select movie.
- New custom faction intro movie.
- Various building effects/costs/etc adjustments.
- Various localization fixes and additions.
- Various UI fixes, changes, and adjustments.
- Various backend Database optimizations.
- Lots of backend script updates and adjustments all thanks to Vandy.
- All WIP features have been denoted with specific effects/name tags and descriptions with a yellow colour. To make it clearer.


Regiments of Renown:

- Dancers of Death (Amber Sisters - Dual Swords)
- Blood Guard (Amber Sisters - Sword and Shield)
- Heralds of the Blood Queen (Amber Sister Archers)

Unit Upgrades:

- Glade Guard = Potion of Swiftness, Potion of Sight.
- Amberwood Scouts = Swiftshiver Shards.
- Eternal Guard = Improved Armour, Honed Obsidian Tips.
- Kaadari Cultists = Blood of Kurdan.
- Eternal Guard (Shields) = Deflective Shields, Improved Armour.
- Amberguard (Bloodstag Riders) = Amberblood Antlers.
- Glade Riders = Hooves of Amaratha.
- Blood Riders - Hooves of Amaratha.

Corrupted Forest Host:

- Scorching Dryads
- Spectral Dryads
- Dark Kin
- Venerable One

Pathfinders:

- Have been renamed to Pathstalkers.
- New skill line.
- Revisioned looks slightly.
- New campaign effects.
- New custom abilities and effects.

Amberblood:

- Added factionwide Amberblood effects that have different stages (6) and give specific positive or negative effects depending on the stage.

Update: Jun 17, 2020 @ 10:23am

UPDATE

Amber Sisters rework :

+ New looks.
+ New abilities.
+ Modified stats.


- Amber Guard voice line changes.
- Amber Sisters voice line changes.
- Removed various redundant assets.
- Blood Riders and Cultists model adjustments.
- VFX pack added!
- Ambush stance works again.
- Faction effects modified.
- Fixed the movement speed faction effect not working previously.

Scarlet Cult

New Marked Ones units:

- Forgotten Aethyr
- Ensnared One

Update: Jun 9, 2020 @ 3:15pm

- Few animation bugs fixed.

Update: Jun 9, 2020 @ 6:21am

Hotfix

Misc

- Updated tech nodes to work with Mixu's new custom nodes set for this faction - this isn't a new tree for now, but the good news is that we can have a customized tree and I am already working on it.
- New frontend bullets to further better portray the faction attributes.
- Fixed Spellweaver caps.
- Priest of Addaioth follower effect fixed to work on the lord's army.
- Loading screen quote added for the Amber Kingdom, and fixed the vanilla wef loading screens.
- Various loc fixes.
- Added legendary lord defeated traits when defeating Kellebron and Akhnar, I have NOT tested them due to the lack of time. So test those and let me know if they work.

Unit Upgrades

The first iteration of unit upgrades just as a test have been added:

Glade Guard - Hagbane Tips
Glade Guard - Starfire Shafts

Update: Jun 9, 2020 @ 6:13am

Update: Jun 1, 2020 @ 3:22pm

Update: Jun 1, 2020 @ 11:47am

Scarlet Cult Rework

- New resource: Amberblood. Can be used for crafting, unlocking techs, upgrading units, for events, Marked Ones, etc...
- UI improvements.
- Amberblood is tied to various missions, buildings, techs, and post battle rewards.

Epicleses Update

Epiclesis of Eternal Blood

- A Khornate themed army no longer spawns at the capital, it is now a khornate host that attaches to the main army and replenishes over time, for 30 turns. Akin to the WAAAGH! mechanic.

Agents and Lords

Kellebron

- Mount size adjusted on the campaign map.
- Slight model changes.

NEW: Spellweaver (Fire)
NEW: Spellweaver (Metal)

- 4 art set variations.
- Mount options: Blood Steed, Blood Hawk.
- Modified skill trees.

Amber Lords

- 4 new art set variations.
- Fixed existing LOD model issues.

Akhnar, the Emissary - New Legendary Lord

- Customized skill tree.
- Custom abilities.
- Agent-specific horde mechanics, with unique buildings and also units unique to Akhnar.

# few skills and abilities are still missing, and will be included in part 2 of this update.

Elder Amberbark

- 3 new art set variations.
- Agent-specific horde mechanics, with unique buildings and the Corrupted Forest Host!

# few skills and around 3 more units of the Corrupted Forest Host will be included in part 2 of the update.

Corrupted Forest Host

- Ancient Dryads (unique to the summoned version).
- Amber Kin (unique to the summoned version).

New Units

Mercenary Units

- Aswad Scythan Cataphracts - Available in Ka-Sabar
- Black Orcs - Mount Arachnos
- Orc Boar Chariots - Mount Arachnos

Slave Units

- Squig Hoppers
- Squig Hoppers (Armoured)

Akhnar's Host

- 12 Chaos themed units, only available to Akhnar.

New Events

New Incident --> Vampiric Onslaught
New Incident --> Wrought In Amber
New Incident --> Tug of War
New Incident --> Worshipers of Chaos

MISC

- Added missing building names.
- Sundered Armour removed from the Amber Guard
- Added new shot type for the Amber Guard (Blood Hawk Riders), that has Sundered Armour effect.
- Added a few missing special building chains in various regions.
- Added the new regions that were in the update.
- Amber Guard unit sizes have been adjusted.
- Amber Guard stats have been adjusted.
- Custom Battle: A plethora of units were moved under the category "Campaign Exclusive" to better relay that information.
- Global recruitment should work again for the vanilla wef factions using the Amber Guard units via the sub-mod.
- Campaign Name Adjustment: Geomantic Web --> Bloodwood Web.
- Campaign Name Adjustment: Offices --> Blood Council.
- Removed the Adventurer's Camp in the Amber Glade.
- Faction uniform colors have been adjusted.
- Fixed various Blood Elven effects not correctly showing the stat changes on the campaign.
- Improved "Settlement Occupation" pictures.
- Updated various character skills along with their respective localization and icon changes.
- Various text changes.
- Various effects have been adjusted/changed.
- Various icons all over the place have been adjusted to better portray the theme.
- Slight Blood Elven model fixes, with an entire rework to come later on as I am not satisfied at all with how they look.
- Blood Salvation army ability stat adjustment, indicator fix, and icon update.
- Fixed mounted units to riding their mounts correctly (they have been taught how to ride... Correctly).
- Adjusted the capital city border on the campaign map to better reflect WH2's theme.
- Amber Guard require Amber Forges to recruit (only for the Amber Kingdom).
- Updated the Bloodwood Web icons to better match WH2's theme.
- NEW: Background UI images for Epicleses.
- Tech tabs have been renamed to "Ancient Knowledge".
- Annexation effect changes + icon adjustments.
- Rite effect icon now shows on the top main bar.
- Kellebron found his voice again! And now speaks once more...
- Front-end faction video, with lots of guidance from Belisarian!
- New front-end faction leader portrait, with the faction flag now being a sub-mod for the HN overhaul.
- Fixed Amber Lord voices in battle to match their campaign voices.
- Front-end flag on the right hand side has been fixed.
- NEW: Post battle captive options, with new icons, effects, and tie-ins to the new cult resource "Amberblood".
- Reworked various unit cards (if there are any good unit card makers, contact me, seriously).
- Recruit Lord and Agent UI on the campaign should no longer show vanilla WEF lords and most agents (slight quircks with Spellweavers still exsit).
- Blood arrow adjusted model has been added to replace the greenish arrows the Amber Guard used to use.
- NEW faction specific region names IF you are using Vandy's mod --> "New Settlement, Who Dis".
- Modified stance icons and names.
- Adjusted Amber Bombardment army ability and decreased the radius.
- Fixed an issue of the Amber Guard (Bloodstag Riders) appearing in the global recruitment pool.
- Pathfinder texture adjustments.
- And probably many other things I forgot to write down... But with that, we conclude part 1 of the "Blood and Bark" update.


Known Issues

- Once you start a new game, there may be 2 (TWO) icons of the new Amberblood resource in the top bar. This can be easily fixed by just saving the game and loading it again, and it will stay that way. If you can't be bothered to do that step for the first run, however, just know that the one on the LEFT is the correct one. The right will always be stuck at "50".

Update: May 22, 2020 @ 8:07am

Update: May 22, 2020 @ 5:55am

Update: Apr 24, 2020 @ 12:05pm

What's New

Kellebron

- Entirely unique "personal" skill chain, with new abilities
- New special skill line (60% complete, as it has to tie in with future factions events and units not yet introduced)
- Modified stats
- New breath ability for Vel'karion.

Amber Lord

- New unique skill line, with new abilities and effects
- Overall stat adjustments
- Slight texture fixes

Elder Amberbark - New generic lord type

- Powerful corrupted forest spirit, with a modified skill tree (replaces Aspect of the Amber Lords with the Ancient Spite ability)
- Unique skill chain (not yet completed, requires the introduction of the Corrupted Forest Spirit units down the line)

New Units
3 slave units have been added:
- Goblin Spears
- Goblin Archers
- Goblin Wolf Riders
And the Wild Orc Boar Riders are now fixed to be recruitable again.

Followers

~ 34 new followers unique to the faction have been added, obtainable post battle to give various effects.

Heroes

- First iteration of the Pathfinder has been introduced, uses the generic Waystalker skill chain for now, it will be made completely unique by the next update

(Note: textures are not final, just a baseline for now)

New missions, events, and dilemmas

- Plus new effects and rewards, including amber

Buildings

- Around 8 new building chains, including the "pacification" chain - anti foreign corruption
- Various building effects have been tweaked, modified, or entirely changed

Recruitment System Overhaul

- Slaves are no longer in the global recruitment pool, as to negate the effect that they don't require any cost and have very low upkeep
- Amber Guard units have been removed from global recruitment, they can only be recruited within the Amber Glade! This will work as a general balance as you expand further, forcing you to use slaves and other low-tier units once you lose the guard

General Fixes

- Added missing Hawk Rider BPs.
- Fixed empty Hawk Rider portholes.
- Fixed the temple chains not working properly.
- Blood Cult items should require their respective resources now.
- Fixed the Amber Lord Hawk mount saddle not displaying correctly.
- Fixed the Amber Lord role description.
- Glade Lords should no longer show up in the recruit lord panel (does not work for the AI).
- Added missing "Ruined Port" icon.
- Added missing "Parthian Shot" icon.
- Fixed mounts not unlocking in the campaign, they should be working perfectly now.
- Fixed the issue of buildings not being available in various settlements (i'm sure there are more though, please report them if you find any).
- Fixed the "Establish Red Cloud Outpost" option, moreover, the faction should always be vassalized now even when they don't own a settlement (it will say vassal broken but once you press the end-turn, they will once again be a vassal).
- Fixed the Amber Guard textures to match with the Blood Elven theme.
- Fixed/added various missing/misplaced effect and effect bundle icons all over the place.
- Various unit card adjustments.
- Various localization adjustments and fixes.
- Various building icon adjustments, additions, and fixes.
- Ancient Amberbark nerf, with new trait denoting that. This allows for more frequent use of their Amber Kin summon as well, since they are easily prone to death.
- Amber Lord innate traits nerfed.
- Lots of other stat adjustments that are not too relevant to write down (or i'm just getting lazy by now).