Total War: WARHAMMER II

Total War: WARHAMMER II

The Great Garrison Overhaul - Firepower Version
21 Comments
Commisar Jon Fuklaw  [author] Aug 17, 2021 @ 12:31pm 
Update:

Content:
Re-enabled vanilla beastmen garrisons as a stopgap until I have the will and time to rewrite them.

Minor Fixes:
Black tower of Arkhan garrison increased via the landmark there.
Commisar Jon Fuklaw  [author] Jul 28, 2021 @ 8:28am 
Update:

General:
Build merge with the unit pack.
Commisar Jon Fuklaw  [author] Jul 26, 2021 @ 3:06pm 
Update:

Balance:
Ironsiders increased a tier.

Fixes:
Re-added several missing recruitment allowances for empire.
Commisar Jon Fuklaw  [author] Jul 26, 2021 @ 3:56am 
Update:

Fixes:
Finally noticed the recruitment breaks brought about by the patch's changes to dorf building changes. Several high tier units should be recruitable once again.
Old version of building text file removed (not sure why it was present). Fixes missing descriptions/names of buildings.
tongmaster Jan 23, 2021 @ 5:38am 
Love this mod!
Commisar Jon Fuklaw  [author] Jan 12, 2021 @ 11:47am 
Update:

Balance:
Gave the ratkateers their own projectile explosion. The mortar explosion was very much overboard for them.
Reduced HP for stormvermin champions and shadowvermin.
Commisar Jon Fuklaw  [author] Jan 11, 2021 @ 11:20pm 
Update:

Content:
Preliminary release of T4 minor settlements.
Commisar Jon Fuklaw  [author] Jan 11, 2021 @ 3:58pm 
Update:

Fixes:
Allowed several units to be used by Kislev, Tilea, Estalia, and Border Princes that CA did not previously allow. All four factions should now have full access to their garrisons, now.
Commisar Jon Fuklaw  [author] Jan 11, 2021 @ 1:36pm 
Update:

Content:
Came up with a workaround for the inability to overcast spells normally. Players can choose between normal and overcast by switching between spell groups using the left and right arrows in the bottom right corner of the screen. This will be used until the desired method for casting can be used.
Removed Cracks Call Upgraded for now, as for some reason, it cannot be cast.
Commisar Jon Fuklaw  [author] Jan 11, 2021 @ 10:34am 
Update:

Content:
Skaven units from Glory Mod now work with the Clan Moulder mutation system.
Commisar Jon Fuklaw  [author] Jan 11, 2021 @ 9:23am 
Update:

Balance:
Removed Moulder Monstrosities from T2 monster building.
Moulder Monstrosities' melee attack increased to 65, charge bonus reduced to 35, melee defense reduced to 30.

Fixes:
Moulder Monstrosities were not recruitable from T3/T4 monster buildings. Fixed.

Misc:
Shadow Clan Ogres renamed to Moulder Monstrosities.
Commisar Jon Fuklaw  [author] Jan 10, 2021 @ 9:10pm 
Update:

Balance:
Shadowvermin and Stormvermin Champions now have a stronger halberd.
Stormvermin champion HP increased slightly.
Stormvermin champion melee skill improved slightly.

Fixes:
The tomb king royal archers were missing their projectile, probably because it got lost during transition when making these mods. Fixed.
Commisar Jon Fuklaw  [author] Jan 9, 2021 @ 12:56pm 
Update:

Balance:
Slayer Pirates are now recruited via the Dwarf port chain.
Two irondrakes have been removed from the Dwarf minor settlement garrison chain. Dwarf minor settlements were not meant to have 18 units. Unit composition will be shifted sometime in the future as a result.

Content:
All special settlements that have towers (so no athel loren settlements) now produce their own tower upgrades starting at T3. This is independent of whether or not the settlement can build the walls chain. (This is a stopgap until I find the means to remove the wall chain from all special settlements.)

Minor Fixes:
Found another mage that somehow didn't get a text file. Fixed.
Commisar Jon Fuklaw  [author] Jan 9, 2021 @ 12:21am 
Update:

Major Fixes:
Effect bundles to add spells to garrison mages were misjunctioned. Corrected. All mages should have their spells now.
Unfortunately, the correction requires separate effects for every mage and spell, so the initial plan of lower level settlements having less spells on mages has been largely scrapped because I can't be arsed right now.
Commisar Jon Fuklaw  [author] Jan 8, 2021 @ 8:01pm 
Update:

Minor fixes:
Finally got around to setting unit cards for the garrison units.
Somehow, the Rune Smith garrison unit was set to be available to the Empire culture group instead of the dwarf one. Fixed.
Commisar Jon Fuklaw  [author] Jan 8, 2021 @ 6:10pm 
Update:

Critical Fixes:
Renamed a table to prevent crash on launch when used with Firepower.
Commisar Jon Fuklaw  [author] Jan 8, 2021 @ 10:24am 
Update(s):

Balance:
All garrison mages are now rebalanced to Firepower standards (hooray for more HP).

Content:
Added base level rogue army garrisons. Rogue armies will not be getting a full garrison list as I do not wish to spend another 50 hours on sorting out all the culture groups.
Commisar Jon Fuklaw  [author] Jan 7, 2021 @ 4:33pm 
I just finished the (very roughly done, damn I'm tired) vanilla version, so if you'd rather use that, it's there.
Supermag24 Jan 7, 2021 @ 2:58pm 
time to play firepower again. GG Fuklaw
Commisar Jon Fuklaw  [author] Jan 7, 2021 @ 11:54am 
Probably something that's been wrong with glory mod for a long time.
Bendy Jan 7, 2021 @ 11:26am 
cool mod :3 but look pls at youre lord of death from the vampires his head...looks kinda weird XD