Total War: WARHAMMER II

Total War: WARHAMMER II

Sons of Sigmar
57 Comments
martybell34 Sep 7, 2022 @ 12:05pm 
hurrah subscribed so happy
martybell34 Sep 7, 2022 @ 6:20am 
wh3 ?
Hadrian Voldus May 8, 2022 @ 2:27am 
Ah, yes. Didn't see that. Well, I'll try it by myself then. Thanks :)
Gejnor  [author] May 8, 2022 @ 2:26am 
I have a disclaimer for this, its at the bottom of the mod page.
Hadrian Voldus May 8, 2022 @ 2:25am 
Sorry to ask for compatibility questions again, but I have just discovered Radious total war warhammer, and I wanted to know if this is compatible. I fear big conflicts, since both are overhaul.
Gejnor  [author] Apr 24, 2022 @ 10:06am 
Yeah, a debuff to armour every time you hit a melee attack for about 10 seconds. I think its.. -35 armour flat? Not entirely sure.
Hadrian Voldus Apr 24, 2022 @ 9:55am 
@Geljnor Sundering Attacks? You means it breaks armor?
Gejnor  [author] Apr 24, 2022 @ 9:48am 
Oh right, it also has Sundering Attacks as a contact effect!
Hadrian Voldus Apr 24, 2022 @ 9:43am 
@Gejnor Thanks, thats clearer now :)
Gejnor  [author] Apr 24, 2022 @ 9:42am 
Yeah the damage,and i think slightly better MA and some Upkeep reduction, thats about it.
Hadrian Voldus Apr 24, 2022 @ 9:18am 
@Gejnor But, when I watch the pictures, I don't understand : wich upgrades did you make to GM? I think I see a slightly better weapons strengh, but that's all
Gejnor  [author] Apr 22, 2022 @ 10:20am 
Im glad it sounds interesting, hopefully you'll like it :)
Hadrian Voldus Apr 22, 2022 @ 9:29am 
Than the juiced up runefangs, I mean.
Hadrian Voldus Apr 22, 2022 @ 9:28am 
@Gejnor Thanks. I'll just to choose wich one is better. But I think I'll keep your mod. I installed better runefangs mainly to juice up Ghal Maraz, but the mechanics yours propose seems much more interesting.
Gejnor  [author] Apr 22, 2022 @ 8:14am 
Yeah it does.

There may very well be some conflict there, i apologize but nothing i can do about it really.
Hadrian Voldus Apr 21, 2022 @ 1:14pm 
Does this mod changes Ghal Maraz? Because I've installed the mod Better Runefangs that does it and I want to now if there is going to be conflicts between the two...
Gejnor  [author] Jul 18, 2021 @ 10:12am 
Removed some changes based on what the patch gave us.
Shatilov Jul 18, 2021 @ 9:48am 
what was changed
SOLAR Jun 16, 2021 @ 8:43am 
Is it acceptable FOR SFO MOD?
Gejnor  [author] May 24, 2021 @ 12:11am 
I have no intention of doing that, as i do not use SFO myself.

If somebody else wants to they can try to make their own version i suppose.
Flo463 May 23, 2021 @ 6:03pm 
I was going to ask the same thing as @ Kindjal83, some techs are scrambled, is it possible make it compatible with SFO please?
Gejnor  [author] Mar 22, 2021 @ 1:55am 
Updated, bu the Rakarth patch didn't break any of my mods :)
cybvep Mar 21, 2021 @ 6:03am 
Update required or not? ;)
Kindjal83 Mar 9, 2021 @ 8:04am 
This mod is a treat! IF someone could make it compatible with SFO it would be amazing! It is only incompatible with the TechTree... It scrambles some techs but except for that it works just fine.
LACRIS Dec 5, 2020 @ 11:40pm 
Thanks for the update!
Gejnor  [author] Dec 5, 2020 @ 1:19pm 
I took a 4 month break, now that i am back i just want to play and mod!
Ritter Ayla Dec 5, 2020 @ 1:06pm 
woah I wasnt expecting it that quick, thanks!!!
Gejnor  [author] Dec 5, 2020 @ 12:28pm 
Short Stuff:

The Sigmar Priests and Lords all have their first Battle Prayer Unlocked and they get the rest sooner.

The Sigmar Lords have Immune to Psychology from the start.

Foe Seeker is a skill all Sigmar Lords and Priests can now get.

The Flagellants Unique Skills also buff the Lord.

If you pick Volkmar you can recruit Warrior Priests right away.

Benediction also gives Immune to Psychology in its aura.

Volkmars weapon got a small buff.
Gejnor  [author] Dec 5, 2020 @ 12:15pm 
And we have an update!

There are quite a few changes to Volkmar, Arch Lectors and Warrior Priests.

I wrote a massive list of changes and then fucked up and got it deleted so i am not rewriting all that. Instead, i will be adding pictures.

I would recommend using this mod in conjuction with mine if you're going Volkmar:
https://steamcommunity.com/sharedfiles/filedetails/?id=2029242116&searchtext=volkmar
Ritter Ayla Dec 5, 2020 @ 10:12am 
thanks!
Gejnor  [author] Dec 5, 2020 @ 9:48am 
Some changes to Volkmar and Archlectors will be incoming soon.
Ritter Ayla Dec 4, 2020 @ 7:50pm 
Can you also buff Volkmar or his items a bit so that he sucks less?
Gricken Dec 4, 2020 @ 7:37am 
Okay this update is really cool. I'm looking forward to using this once the other empire mods update!
Gejnor  [author] Dec 4, 2020 @ 7:22am 
Sorry about that, it was an extremely minor error that has now been fixed!

With that comes also an update:
There are now Empire Province based background skills for Empire Captains and Generals of the Empire, unlocked at Rank 12.

These are mutually exclusive and will lock out the other choices, much like the High Elf and Tomb Kings god choices.

The Empire Captain version of this are personalized self-centered buffs while the General of the Empire are more Army Wide stuff.

I will add a couple of pictures to show off some examples!
LACRIS Dec 4, 2020 @ 6:39am 
I love this mode! pls Update!
Blinks Dec 3, 2020 @ 7:00am 
Update pls?
Gricken Nov 29, 2020 @ 8:03pm 
Do you know how this mod works with things lke 'imrpoved artifacts"?
Gejnor  [author] Dec 19, 2019 @ 4:51am 
Fixed a minor problem of Wulfhart not getting the new techs.
XIX Victorious Aut Mortis Sep 12, 2019 @ 2:17pm 
Thankyou
Gejnor  [author] Sep 12, 2019 @ 6:32am 
And the mod has been updated!

Some techs have been lost, but i have added four from the previous run in as a purchasable option for your Elites & Irregulars!

Skills are still in, Free Company Militia is still useful!
XIX Victorious Aut Mortis Sep 7, 2019 @ 4:48am 
thanks gejnor the mods you create breath life into the empire
Gejnor  [author] Sep 7, 2019 @ 12:50am 
I will look into it of course and it won't be fully deleted, but since the update changes so many things this mod will be stripped down, we'll see what remains afterwards.

In short, yes but not at launch day and it will be reduced in effects after i am done with it.
XIX Victorious Aut Mortis Sep 6, 2019 @ 8:36pm 
will this mod be updated for the Empire undivied?
ZenShin Jul 6, 2019 @ 2:11pm 
Another great mod that keep this game alive.
Gejnor  [author] May 27, 2019 @ 6:13pm 
Thinking maybe +20% to ambush chance, but make it factionwide in that case.
Gejnor  [author] May 27, 2019 @ 6:10pm 
I already have a tech that gives stalk to free company, it should be enough, and as you said yourself, ambush increases are kind of rare for the Empire.

Don't worry though, i'll make it worth the loss of stalk for everything, and of course the vanguard for the whole army stays where it is.
Kronos May 27, 2019 @ 3:15pm 
Or maybe just stalk for a few units like for ranged units or light cavalry, although ambush chance works well for the empire since they don't have many buffs to that.
Gejnor  [author] May 27, 2019 @ 4:27am 
Hmm, good feedback. I may remove the stalk bit and give them something else, like a raised ambush chance?
Kronos May 26, 2019 @ 8:23pm 
Hey I really like your mod in that it doesn't change many things and makes the lackluster offices worth it, just wanted to give my 2 cents about the spy office, the army wide stalk is kinda OP and makes the AI go bonkers in sieges, besides that it works great!