Total War: WARHAMMER II

Total War: WARHAMMER II

Kroxigor Rework
8 Comments
ShadyGrady Oct 4, 2019 @ 8:10am 
how come you wouldn't have made the sacred anti-inf... or just no need to really do it, because they're already beastily enough?
Wikist Sep 16, 2019 @ 1:45pm 
Changes much appreciated. :) Now it looks far better.
Fenrisudo Sep 14, 2019 @ 4:32pm 
Hello, just to add, that my Kroxigors both show the same speed values: 46

:)
Abo lo6fa  [author] Sep 14, 2019 @ 10:06am 
Thank you guys for your feedback .
we already updated our mod , you can see changes and see the difference between vanilla and this mod
co co da yo Sep 14, 2019 @ 2:43am 
thank you,This is really great
Wikist Sep 14, 2019 @ 2:07am 
I also think that upping stats by 25 points is an overkill. You decrease MA with one by 1 and add 24 MD. That's inasane! Same with the second one, but opposite: -1 MD and +14 MA. That's absolutely ridiculous. You can't say that you changed the role of a unit just by decreasing MD by 1 and saying it's now glass cannon, because it was same glass cannon before. I love the idea of giving normal KRoxigros anti-large and I approve that, but I would only use your mod if the stat change were much smaller like +5 or around that max.
Abo lo6fa  [author] Sep 13, 2019 @ 10:59pm 
@Rachel L
Thank you for you feedback
we test this mod alot before share It with you guys .
we don't buff those unit olny , we change them and change the way you play with them
Example : Sacred Kroxigor you should use them as " hit & run " unit
If you forgeive him for a moment without move they will die
Rachel L Sep 13, 2019 @ 8:46am 
I can see the reason why you made that change but you made both units extremelly strong. In my opinion just giving the original krox +10 in MD, a little more health (just a little) and a little more armor (+10 probably) would have accomplished the same idea without making any of the units OP