Total War: WARHAMMER II

Total War: WARHAMMER II

Arboreal Sunbringers (Ranged Tree Spirit) (T&T Updated)
86 Comments
Nov 13, 2024 @ 5:58am 
很平衡的远程大树人单位:steamthumbsup::steamthumbsup:
Jun 2, 2023 @ 2:18am 
+1 for WH3 Please :D
Nov 3, 2022 @ 10:04am 
This would be fun for 3 if you ever get the time to move it.
Oct 6, 2022 @ 7:55am 
plz make it for wh3
Squiggy  [author]
Aug 17, 2021 @ 12:45pm 
@benedictordo
This mod unfortunately has not been updated for a few patches now. I can't promise it will be any further. Apologies.
Aug 17, 2021 @ 12:06pm 
They don't shoot. No firing animation. They shoot by status, but this cannot be done. Also without other modifications. This is strange. Melee only.
Apr 15, 2021 @ 10:41pm 
Hope you're doin better man! Much love from the people who enjoy your mods
Feb 3, 2021 @ 2:16pm 
Is there a reason why these guys have 100k health? I've been using them for a while now in the campaign and only just realised that these guys are so incredibly tanky?
Squiggy  [author]
Jan 20, 2021 @ 1:12pm 
I appreciate the understanding.
Jan 19, 2021 @ 7:04pm 
Fair enough, thanks for the great mod.
Squiggy  [author]
Jan 19, 2021 @ 12:54pm 
@linkfire12 Unfortunately I've had to set aside working on any TWW2 projects, in favor of publishing my 5th edition class modules. I'd like to keep modding but its exhausting.
It makes it difficult to work on writing/editing.
Jan 18, 2021 @ 9:58pm 
I've been testing the mod, and I'm curious how possible it would be to get aspect upgrades for them? Also perhaps a modified version of the Blackbriar Topiary unit card would look nicer? It seems really fun/promising so far, kudos!
Jan 3, 2021 @ 9:39am 
Hey No hustle m8. reallife first. i just wanted to report it too so it doesnt look like an Isolated case.

i'll test around if the bug is related to one of the Mods i use and give you a Heads up if i find anything (or dont find anything, in which case it is indeed this mod. ) so maybe you dont have to do "fixing" after recovery but can just update the Description with "incompatible with XYZ" :) get well soon!
Squiggy  [author]
Jan 3, 2021 @ 8:37am 
Damn, I'm sorry, I wish I could fix it. I'm recovering from surgery and can't think straight enough to fix this bug. I plan to work on it when I'm recovered.
Jan 3, 2021 @ 6:33am 
about that 100.000 HP thing, not only the Manevolent ones have it.

im using Radious, but i use loads of Modded Units that dont have a Radious patch, so i'd assume its unrelated to them. played as Durthu. in campaign screen the HP is at 6800 ish, in battle its over 100k.
Squiggy  [author]
Jan 1, 2021 @ 9:28am 
@Satis At first glance, probably not.
Radious seems to overhaul quite a lot. IF the building chain for WElfs remained intact there would still be the trouble of the overhauls balance benchmark being different from vanilla. If you'd like to patch the Sunbringers to be compatible, be my guest.
I am, unfortunately, not in a position to do that currently.
Jan 1, 2021 @ 2:02am 
compatible with Radious?
Squiggy  [author]
Dec 30, 2020 @ 11:07am 
Hmm, i'll look into it
Dec 30, 2020 @ 6:19am 
Great work on the mod, but I've noticed that I have the same issue someone mentioned earlier about the Malevolent versions having an overflow of HP. For some reason, they show the correct hp value in the campaign map but then go up to 100k+ when in battle.
I made sure to test a new Drycha campaign with just this mod activated, so I'm pretty sure it's not a conflict (unless somehow a movie mod is conflicting).
Squiggy  [author]
Dec 29, 2020 @ 7:14pm 
Hit me up on discord.
Dec 28, 2020 @ 5:32am 
Well, reckon I've done it. Mind if I send it your way to see if you like it?
Dec 28, 2020 @ 3:19am 
Fair enough, now it all makes sense! I'd love to help out with the unit size alterations, but I haven't tried it before. I'll see if I can figure it out and if I do, I'll send it your way.
Squiggy  [author]
Dec 27, 2020 @ 7:20pm 
BONUS: 1 Projectile lacked the spectacle the unit had on launch, so I doubled the non-explosive shot and gave it an interesting trajectory to try and recapture that "Wave" I had when the unit was at 30 models.

I appreciate your time.
Squiggy  [author]
Dec 27, 2020 @ 7:20pm 
@SKG.Shas'O Fr05ty
Thanks for the feedback!
1. Weapon strength was totally too low, its been adjusted alongside melee attack to compensate.
2. Yep, I should have checked the base stats for trends that would inform the Sunbringer's stats. It's been swapped.
3. The Sunbringers benefit from two separate sets of skills that increase their toughness quite a bit. (When players invest in tree spirit buffs) The base resists are low due to this.
4. Unit size started at like 30 and was cut down repeatedly. It was easier to cut off chunks of 5 till it felt right. Your are probably right that the unit size should change...but I'm gonna leave unit size as is. I can't be bothered to change all the tables to get everything balanced as I had it. (It ain't a trivial amount of fiddling for what would be a pretty low impact result.)

Dec 27, 2020 @ 5:34pm 
[Continued]
4. Most ranged units have a smaller unit size than their equivalent melee units. Since Melee monstrous infantry for Wood Elves normally have 16 entities, wouldn't it make sense for the Sunbringers to be in a unit of 12 entities? I'd probably raise the per-entity health (so unit-wise it stays roughly the same) and give them +20 or +40 more range and still consider it to be balanced and more comparable to their role of long-ranged mobile artillery. Just the unit size stands out since it's the only unit with 15 entities in the whole Wood Elf roster. Not a big issue of course, just something I thought I'd bring up.

I'm loving them btw! Just those things things above that I thought I might bring up as they're the only things that I think are probably either oversights or things easily fixed.

PS: Any reason why they fire 2 projectiles per volley?
Dec 27, 2020 @ 5:34pm 
Just a few things about the sunbringers:
1. Their weapon strength is too low (it's currently showing up as 20 which is even below an archer's), I'd say that something ~70 or 75 would be appropriate for an elite, small-count unit like this (it'd still be worse than Treekin for example).
2. All other large Forest Spirits have a focus on Melee Defence over Melee Attack. Might be worth just switching the two values around? MA27 & MD35 sounds a lot more appropriate to me considering their role.
3. All other Forest Spirits have Physical Resistance 20, yet they have 15. Other large Forest Spirits have Ranged Resistance 15, yet they have 10. Shouldn't they be the same as the other Forest Spirits?
Squiggy  [author]
Dec 26, 2020 @ 8:51am 
There, they should be recruit-able from T4 and 5 buildings now.
Squiggy  [author]
Dec 26, 2020 @ 8:39am 
Whoops, I'll have it fixed by noon
Dec 26, 2020 @ 8:05am 
Ah, you can't recruit them in the campaign with the T4 version of their building. You need to add that line to the building_units_allowed table as well.
Squiggy  [author]
Dec 23, 2020 @ 2:27pm 
Video has been updated! (Voice work by yours truly.)
Squiggy  [author]
Dec 23, 2020 @ 1:13pm 
Camalie is correct, both treemen and tree spirit buffs apply.
Dec 23, 2020 @ 11:10am 
@SKG.Shas'O Fr05ty
skills that buff treemen and tree spirits I believe
Dec 23, 2020 @ 10:04am 
Hey Squiggy, great job with this! Would you happen to know which skills buff them in the campaign?
Dec 22, 2020 @ 5:29pm 
this is an apsolutely wonderful mod thank you so much for making it
Dec 18, 2020 @ 9:25pm 
No problem! Thank you for answering :)
Squiggy  [author]
Dec 18, 2020 @ 2:33pm 
Oh wait, that's Alarielle's faction. I unfortunately don't own that DLC and thus can't access the faction keys/assets to add the sunbringers to it.
Squiggy  [author]
Dec 18, 2020 @ 2:31pm 
@Didgereedank I have no plans to make an SFO patch. If someone else wants to, be my guest.
@linkfire12 I...dont even know anything about Avelorn, I'll look up some stuff and maybe add a variant if it seems interesting.
Dec 18, 2020 @ 12:43am 
Hello! I'm being a dumb and wondering if this is going to have a SFO update once the SFO is updated?
Dec 17, 2020 @ 9:37pm 
This unit looks fantastic! Great work! Would it be possible to see an Avelorn version of the unit, and perhaps compatibility with Avelorn Reborn? No obligation of course, the unit is great as is, especially with a Drycha version. Kudos!
Squiggy  [author]
Dec 17, 2020 @ 9:35am 
Yea I don't get that on my end. I'd need more info on your mod/save setup to even begin to debug why that is happening. All I can think of with that much info is a mod is adding treeman/treekin hp buffs would have both compounded into that excess of HP.

IIRC 5160 is not supposed to be the base HP anyway, but I might be mistaken there,
Dec 17, 2020 @ 1:43am 
For some reason my Malevolent versions have an overflow of HP and end up having some 77k HP as if they are getting the 5160x15(per model) instead of 5160, might be due to other mods though.
Dec 15, 2020 @ 1:42pm 
Thanks for the fix, it works perfectly!
Squiggy  [author]
Dec 14, 2020 @ 10:37pm 
Thanks for the heads up, It should be fixed.
Squiggy  [author]
Dec 14, 2020 @ 10:34pm 
Huh...I'll look into it.
Dec 14, 2020 @ 9:53pm 
Okay, just did some testing with the new WE factions and with Durthu just to confirm that I'm experiencing a unit cap of no more than 1 sunbringer even if I build more of the barracks required to actually recruit them
Dec 14, 2020 @ 8:53pm 
Yes, I noticed that I'm only able to build just one of the malevolent variants for Drycha
I apologize for not testing it further when I commented. I'm going to do the other WE factions just to make sure
Squiggy  [author]
Dec 14, 2020 @ 8:48pm 
I didn't intend any...is there currently one?
Dec 14, 2020 @ 6:55pm 
this might be a silly question but is there supposed to be a unit cap on how many you can recruit?
Squiggy  [author]
Dec 14, 2020 @ 11:12am 
The big update is complete!
Squiggy  [author]
Dec 10, 2020 @ 8:16am 
I had planned to take a second look at that yea. Its just the model count is difficult to modify as there are so many elements tied to it. I tend to leave that sort of thing for last because it can break a lot of other stuff. But I'm planning on trimming it.