Total War: WARHAMMER II

Total War: WARHAMMER II

Radious Total War Mod - Part 1
 This topic has been pinned, so it's probably important
Radious  [developer] Sep 28, 2017 @ 1:55am
Changelog
Hello everyone!

Warhammer 2 is here and so is Radious mod for it! Our Team is hard working very much to deliver you once again best quality and most enjoyable mods you know for so long already! It will be again long process, many many things must be done and we will explain you in this article what it will be and what we already did for you!

First is very much needed to say, that community modding tools which are essential for any proper modding must be fuly updated and new schemas uploaded so we can fully dive into modding of Warhammer 2, hopefully this will be done within few days.

Now how we will be making things in WH2:

1. Adapting to Radious style all new Warhamer 2 content (4 races, effects, AI, buildings, recruitment, scripts, techs, traits and milion other things).
2. Porting from WH 1 to WH 2 all our content created for Warhammer 1 (all stuff pretty much + all our custom units).
3. Once first 2 steps will be done we will start making new custom units for WH 2 factions - Lizardmen, Skaven, Dark and High Elves we have very detailed lore articles about potential new units for these factions, so we will pick units from them).

As you can see, all this is extreme amount of work for our small team, so if you want to help a bit and speed up things slightly, please consider supporting us here - https://www.patreon.com/Team_Radious

And now to the actual mod release!

Radious Total War Mod

Release Changelog:

1. Both parts (Part 1 and 2) are required to be used together! Both will grow and get new content and your game wont work if you will use just one part!
2. All changes listed belowe are Work in Progress, they will change a lot! And many more things wil lbe added once porting our WH1 content will grow, same as modding tools will be getting updates!



Battle Changes:

- New morale system - progressive, changes during battle rapidly, various effects changed. Overall longer and more interesting battles. Big differences between races (each behaves differentlly).
- Battles last longer - reworked melee hit chance and almost all unit stats to ensure its not over within 2-3 minutes units clash.
- Almost all units are rebalanced in terms of health, stats, ammo, leadership, formations, atributes and much more.
- Wider differences between various weapons, missile weapons, armors and shields to ensure much wider variety on the battlefield.
- Complete rebalance of all projectiles - every single bow, javelin, rifle, crossbow and tons of other missile weapons has been edited to offer larger differences between types including reworked ranges, standard and AP damages, reload times etc.
- Complete rebalance of all speels, abilities and magic - magic is far more interesting to use, buffs and debuffs are reworked, effects changed, duration mostly increase and have more strategic depth in their usage.
- Rebalanced level up bonuses for units - more experienced units will play higher role.
- Fatigue numbers and its effects rebalanced.
- Resized most Lords and Heroes to match their size with regular units (not for Chaos, Beatmen, Orcs, Lizardmen, Skaven).
- Unlocked Gate Guard (High Elves) unit for custom battles and made them recruitable in campaign.

Campaign Changes:

- Economy rebalanced and reworked, income reworked.
- Changes to religion, cultural coversion and population growth.
- Almost all building effects are rebalanced, many buildings got additional effects to make any sence to actually build them.
- Building costs rebalanced, higher tiers are more expensive.
- Ambush chance increased on almost all terrain types.
- Experience system rebalanced, units level up slightly faster.
- Technologies slightly rebalanced, effects changed on various types.
- Rebalanced diplomacy status numbers: Friendly, Hostile, Unfriendly, Very friendly.
- Reworked cultural relations between factions.
- Skillpoints changes - all generals are getting 2 skill points per level (few levels grant 3 points). All agents get each 1 or 2 points per level (first few starting level 1 skill point and few last levels 1 skill point, between that 2 points).
- Atrition on various areas rebalanced.
- Rebalanced conquest decisions - more options and potential gold income from various decisions.
- All traits and ancillaries are rebalanced and their effects changed to be more enjoyable and have wider variety.
- Improved effectivity of trade agreements.
- Rebalanced all faction traits and big game events effects, buffs and debuffs reworked to be more interesting.
- Rebalanced climate effects for occupying settlements from other cultures (debuffs are not so harsch so it has more sence to keep the town instead of razing it).
- All corruption/religion spreading effects edited, various things giving bonuses to those.
- All army campaign stances and their effects rebalance, made them more interesting and unique per race.
- Rebalanced nature and storm events and efffects.
- Slightly increased chance of getting Blessed Lizardmen units (10% chance on turn start if army has 6-19 units and its on own territory), uncommon blessed units are gained from turn 40 and rare blessed units from turn 70.
- Spawned ritual Chaos, Norsca and Skaven armies will be stronger, have more units and better rank - each difficulty setting will make it harder!
- High Elven intrigue effects rebalanced and edited.


AI Changes:

- Completely Reworked AI recruitment system - AI army composition improved and recruitment reworked so AI builds more balanced armies with larger variety of units. This will be greatly improved also once we port all our WH 1 units to original factons and create new for WH 2 factions!
- Rebalance AI difficulty bonuses, on campaign AI gets various boosts on higher difficulties, battle bonuses almost all removed entirely.
- AI will be much more agressive and active on campaign map, wil lressetle razed towns far more often and faster.
- Improved AI spending and economy logic, will be able to use higher income more effectively.
- AI will raze less and occupy more.


Graphics Changes:

- Added new logo to the main menu and campaign loading screens, representing the mod and you know its activated.
- Removed dust effects when arrows hit the ground.
- Removed various dust effects when army marches on places where no dust would ever appear.
- Added new UI unit markers which are far more visible then original ones.



< >
Showing 1-15 of 110 comments
Radious  [developer] Sep 29, 2017 @ 7:30am 
Updated - 29.09.2017:


- Unlocked all Lizardmen Blessed units for custom battles (they are stronger versions of vanilla units, have some abilities and different looks)

- Entire economy rebalanced - Radious style of economy is finally here - more expensive buildings and units, reworked all income, reduced unit upkeep.

- Rebalanced costs of every single unit in the game, various unit numbers changes.

- Many recruitment changes and recruitment requirements.

- Total Magic and Spells rebalance - every single spell and ability has reworked stats, effects, durations, recharge, mana costs and damage values.

- Added Home Region Movement bonus - same a sin WH 1 your armries have 10% movement bonus on own lands.

- Entire rebalance of all combat unit stats - every single weapon, armor, shield has rebalanced values, units are massively rebalanced aswell, combat lenght is increased around 40-60% (depending on many other aspects).

- Complete projectile rebalance - Every single missile weapon has ben rebalanced aswell, different ranges, damage values, bonuses for all missil units, arty weapons. Wider differences, more variety between units.

- Towers slightly nerfed, range reduced.

- New main menu and edited loading screens.

- Reworked Food mechanics for Skaven, more interesting and suitable for larger armies gameplay.

- Rebalanced unit speeds - wider differences between unit types and races.

- All flying units received speed bonus, no more slow-mo flying but actually fast and deadly with good charges.
Last edited by Radious; Sep 29, 2017 @ 7:33am
Radious  [developer] Sep 30, 2017 @ 2:31pm 
Updated 30.09.2017:

- All 200+ custom units from Warhammer 1 for all Old Wolrd factions are now fully ported, implented and balanced for Warhammer 2!

- Tons of balance changes across the whole board to ensure unique factions with unique rosters but well designed and balanced.

- Many recruitment changes, AI recrutiment entirely reworked to offer best possible balanced and interesting armies. Except Rogue factions, those are sofar totaly weirdly mixed.....

- Upkeep increased across the board by 5-10% from last version - minor increase but was needed due to other economy changes. Every single unit, lord, hero and monster is effected by it.

- Skill points reworked, slightly less points on various levels, curent number was too much and you could have all skills around level 25-30 for msot heroes when new cap is now level 40. Now need more points then actual skills :D

- Many bug fixes and issues fixed. Small stuff here and there i find every day and they could annoy you if yo uwould find them! :-)

- Magic and spells balance changes - many got rebalanced damage values, mana costs, duration times.

- Gateguard added to high elven group to receive tech/skill bonuses same as other units.

- Chaos and Norsca scripts reworked - improved spawned armies, contain custom units, will be more dangerous when you start rituals, each wave/ritual more difficult, challenge is also icnreased with each difficulty level you play on.
Radious  [developer] Oct 2, 2017 @ 12:40pm 
Updated - 02.10.2017:

Changelog:

- Complete new Garrisons for all factions - every single faction received complete overhaul in this aspect of the game. All Old World factions, all New World factions. Old World factions already have in garrisons now our custom units which are very well implemented so they provide unique variety and options depending what type of city you are attacking. New World factions have reworked vanilla rosters, unique for special settlements, major, minor, bonus defensive structures and much more! All garrisons are already prepared to work with Mortal Empires campaign so all types of citties are covered for all factions entirely! Garrison Heroes are now for all Minor Towns Level 3, Major Towns Level 3-5, Special Settlements Level 3-5.

- Mod files and packs are now well prepared for additional custom units for New World factions which we will start working on soon!

- Several balance changes for various units.

- Minor tweaking to spell balance.

- Several bug fixes.

- Additional small improvements to Ai recruitment.

- Additional tweaks to Chaos/Norsca invasions during rituals.
Radious  [developer] Oct 5, 2017 @ 5:58am 
Updated - 04.10.2017:

Changelog:

- Food mechanics for SKaven rebalanced and reworked - due to Radious style gameplay it was needed to adapt system for it. Now several unique resource buildings will provide food (not only farms), food edict has +1 food, rading has +1 food. Province capitals increasing food storage capacity by +6, minor towns by +3. Fe wother food providing buildings received small buff.

- AI battle difficulty stats bonuses removed - no longer stats bonuses like melee attack, charge bonus etc for AI, this ruined balance if you wanted to play on higher difficulties and didnt changed battle difficulty in campaign settings.

- Veterancy bonuses reworked - veterancy plays higher role, units receive every second level slightly more morale, defence, accuracy stats bonuses. Makes them more valuable.

- Penalties from unsuitable climates rebalanced - effects were too harsch, pretty much no point to do there anything except razing. No more! Negatives stays but they are far more acceptable when you choose to occupy it.

- Loyalty for Skaven and Dark Elves edited - slightly higher chance to spawn with higher loayly then before.

- Several minor balance changes.

- Few bug fixes.
Radious  [developer] Oct 6, 2017 @ 6:36am 
Updated - 06.10.2017:

- Bonus movement points from Roads now effects whole province, not just single region.
- Several balance changes to various units.
- Fixed various bugs and missing textures.
- Various spells balance changes.
- Skill points per level slightly nerfed for Lords (too many)
- Various recruitment changes (some preparations for new units we are working on).
- Few minor economy and building effects changes
Radious  [developer] Oct 12, 2017 @ 6:57am 
Updated - 12.10.2017:

As was announced earlier several times: THIS UPDATE IS NOT SAVEGAME COMPATIBLE!!!! Should be only for this time and future updates should be fully compatible.

We have for you our fist Roster addition for New World factions! Full roster of 20 brand new and unique units for High Elves! All units are created and based on lore and deep research. All of them are balanced to fit into vanilla HE roster which is heavily edited aswell in terms of unit balance, recruitment requirements and much more. New units are also placed into HE garrisons, AI will recruit them same as player and all units receive proper technology bonuses and lord/character skills.

Here is the list of all 20 new units: Dismounted Dragon Princes, Ellyrian Reavers (Swords), Elven Warriors, Horsemasters of Ellyrion, Chracian Hunters, Lothern City Guard (Spears), Lothern City Guard (Swords), Maiden Guard, Nightelm Archers, Nightelm Spearmen, Red Ribbon Spearmen, Red Ribbon Swordsmen, Sea Elf Wardancers, Seekers, Ship Companies, Merchant Companies, Shore Riders, Sisters of Avelorn, The Spire Guard of Tor Yvresse and Wardens of the Annulii Mountains.

On top of that we have for you massive changelog with many fixes, changes and improvements:

Changes:

- Many mod files reworked, edited for easier work, compatibility and future updates.
- Several bug fixes, texture fixes, minor issues here and there.
- Various unit balancing across all factions, bigger changes for High Elves due to new roster addon.
- Each Blessed unit received additionl trait/ability to be more different from their vanilla counterparts.
- Several recruitment changes, minor Ai recruitment logic tweaks.
- Several building effects rebalanced, edited, added few new.
- Various spells slightly rebalanced.
- Various items and abilities rebalanced.
- Religion and corruption effects slightly rebalanced.
- Several more unique buildings + T5 Religion chain provides High Elves +1 influence.
- Several changes to variouss scripts, improved invasion when rituals begin.
- AI bonus to ritual currency slightly reduced on Hard and Very Hard difficulties.
- Added to Ritual 4 new Norscan invasion (previously only Chaos and Skaven), added to Ritual 5 new Chaos and Norscan invasions (previously only Skaven) - very powerfull armies with great mix of units!
- Rituals now require more points before they can be started (each tier requires from 10%-25% more unique ritual resource. This gives AI and player bit more time and no need to rush so fast. Completing ritual 4 takes now 15 turns (previously 10), First 3 remain same (10) and final also same (20).
- Many balance changes to weapons and their attack interval (different per races and weapon types).
- Combat fatigue effects slightly rebalanced.
- Many balance changes to all projectiles and their calibrations.
- Several garrison changes and fixes.
- Movement range on sea increased by 10%.
- Several changes to climates and settlement occupation - negative effects received additional reduction.
- Added Feral Cold Ones to Lizardmen roster, its now recrutiable in campaign.
- Minor tweaks to autoresolve to be slightly less bad (crap) in various situations.
- Wood Elves and Beastmen factions removed from CB/MP menu - could not be played anyway till CA unlocks them and only confused players.
- Added Siege attacker trait to all dragons and dragon mounts for all lords and heroes across all factions (from some reason only some had it).
- Malekith size increased, no longer tiny as his fellow Dark Elves.
- Removed Light Beams for all lords and heroes on battle map - immersion breaking, bad for screenshots and videos and totaly not needed.
- Faster end turn camera included now, turn times will be faster!
Last edited by Radious; Oct 12, 2017 @ 6:57am
Radious  [developer] Oct 13, 2017 @ 6:36am 
Updated - 13.10.2017:

Changelog:

- Removed from fatigue effects armor and damage reduction.
- Several balance changes.
- Tyrion slightly nerfed.
- Several custom unit name changes.
- Minor economy changes, few income bonuses slightly reduced.
- Minor morale effects tweaks.
- Several changes to Ai budget policy and recruitment.
- Few smaller bug fixes.
Radious  [developer] Oct 20, 2017 @ 4:56am 
Updated: 20.10.2017:

Time for another massive update today!

Our Mod with todays update offers 255 unique custom units for all Old World factions and High + Dark Elves from New World! No other mod out there for WH1 and WH2 will offer you this unique experience with so many unique and interesting units, all based on lore and perfectly balanced into original rosters! And 2 more factions are on the way to receive same treatment as all others - Skaven and Lizardmen! Diversity and complexity is key for sandbox games like TW and we offer you exactly that and much more!

We have for you our second Roster addition for New World factions! Full roster of 20 brand new and unique units for Dark Elves! All units are created and based on lore and deep research. All of them are balanced to fit into vanilla DE roster which is heavily edited and reworked aswell in terms of unit balance, recruitment requirements and much more. New units are also placed into DE garrisons, AI will recruit them same as player and all units receive proper bonuses from technologies and lord/character skills.

Here is the list of all 20 new units (pictures are on workshop - part2): Devoted of Slaanesh, Sisters of Slaughter, Daughters of Despair, Cult of the Blood Queen, Black Guard of Naggarond (Spears), Har Ganeth Executioners (Shields), Dark Riders (Swords), Doomsteeds, Helldrakes, Royal Hydra, Shadows (Spears), Shadows (Swords), Fellblades (Great Swords), Fellblades (Dual Wield), Tower Masters (Halberds), Tower Masters (Swords), Black Ark Reavers (Swords), Black Ark Reavers (Spears), Pit Fighters and Pit Veterans.

On top of that we have for you massive changelog with many fixes, changes and improvements:

Changes:

- Various bug fixes.
- Minor texture changes to several units.
- Few colours edited.
- Several upkeep changes on various units.
- Many spells rebalanced (damage values, mana cost, duration).
- Several abilities rebalanced.
- Various unit descriptions updated and changed.
- Several atribute changes to various units.
- Flying mounts for all lords and heroes received additional missile protection.
- Ai recruitment logic further improved and adapted for all new changes.
- Recruitment of many units changed so new units fit well into the building trees.
- All chariots received 50% more men and machines.
- Big thanks to JohnDillinger for great custom hydra retexture!
- All HE flying units rebalanced, reworked stats, atributes and abilities, each is now very different and has its own purpose.
- Dragon Breaths slightly buffed to be more dangerous.




Radious  [developer] Oct 26, 2017 @ 7:18am 
Updated - 26.10.2017:

Massive update is here! Last 6 days i spend countless hours on making this ready for you:

Complete Mortal Empires adaptation and balancing - Mod now fully supports all our content from Warhammer 1, which is transfered and balanced for Warhammer 2 and ME campaign. Due to thousands necessary changes and additions to the mod you may need to restart your WH2 campaigns (as was informed earlier), update is massive, huge, its almost like a new game put into the WH2! Therefore your older WH2 saves may no longer work and due to tons and tons of changes its highly recomended to start new campaign (Vortex WH2 one).


- Several bugs and potential crash issues fixed.

- Various unit textures improved, fixed on several Old World custom units.

- Many spells and magic balance changes, increased cooldown for very powerfull ones, reworked damage values and much more.

- Many additional unit balancing and unit recruitment changes across all factions.

- Several Ai minor changes for better adaptation on massive ME map.

- Chaos, Norscan, Savage Orcs and Beastmen scripts reworked for ME: improved army compositions, strength, amount of armies, spawn rate, should be far more interesting and unique to fight against, our custom units included.

- Massive economy balancing - all income bonuses, reduced upkeeps, building and unit costs bonuses from all techs, traits, events and ancillaries reduced quite a lot so they dont buff your economy so much anymore.

- All new Dark + High Elven units have now gore assigned to their models same as all units (for Blood DLC).

- Radious Blood Mod for WH2 released (download- https://drive.google.com/drive/u/0/folders/0ByZi52jXTp5SZE5EWmhfQVZqYlE ) - increases amount of blood variations, blood effects from more weapon types + blood on ground stays several minutes (instead of several seconds). Minor fps hit only (2-3fps difference for me in large battles 20vs20 ultra size).
Radious  [developer] Nov 2, 2017 @ 8:58am 
Updated: 02.11.2017

Hello everyone!

New mega update is here!

Our Mod with todays update offers 271 unique custom units for all Old World factions and High Elves, Dark Elves and Skaven from New World! No other mod out there for WH1 and WH2 will offer you this unique experience with so many unique and interesting units, all based on lore and perfectly balanced into original rosters! And 1 more faction is on the way to receive same treatment as all others - Lizardmen! Diversity and complexity is key for sandbox games like TW and we offer you exactly that and much more!

We have for you our second Roster addition for New World factions! Full roster of 16 brand new and unique units for Skaven! All units are created and based on lore and deep research. All of them are balanced to fit into vanilla Skaven roster which is heavily edited and reworked aswell in terms of unit balance, recruitment requirements and much more. New units are also placed into Skaven garrisons, AI will recruit them same as player and all units receive proper bonuses from technologies and lord/character skills. Vortex Skaven script in Wh2 campaign was also updated to include new custom units in Ai spawned armies.

Here is the list of all 16 new units (pictures are on workshop - part2): Black Skaven Clanrats (Censers), Black Skaven Clanrats (Dual Wield), Black Skaven Clanrats (Spears), Blackclaws (Slings), Blackclaws (Throwing Stars), Black-Rage Rat Ogres, Clanrat Warriors (Halberds), Clanrat Warriors (Swords), Death Runners (Spears), Plague Monks (Shields), Rat Ogre Bonebreakers, Red Guard (Censers), Red Guard (Halberds), Red Guard (Swords), Stormvermin (Dual Wield) and Warpstone Hell Pit Abomination.

Changes:


- Building Progression Icons Mod now fully included! - excelent mod from our teammember SPARTANVI - http://steamcommunity.com/sharedfiles/filedetails/?id=1161902443&searchtext= (You dont need it anymore if you are using Radious mod - latest version is now included!)
- Fixed broken animation for Cultists.
- Fixed few broken textures.
- Fixed Imperial Academy building cost.
- Descriptions updated for various units.
- Several building effects rebalanced.
- Several technology effects rebalanced.
- High and Dark Elven unit cards improved.
- Various unit balance changes.
- Changed visuals for Pit Fighters and Pit Veterans.
- Several recruitment changes.
- Minor Ai recruitment priorities balance changes.
Radious  [developer] Nov 9, 2017 @ 9:41am 
Updated - 09.11.2017:

Our mod now fully supports Live release of Warhammer 2 Hotfix Patch!


Changelog:

- Updated Chaos script to fully represent latest CA changes + our own additions of custom units, reworked compositions and much more.

- Fixed several missing Garrisons.

- Fixed several broken textures.

- Updated unit descriptions.

- Unlocked Tilea for custom battles.

- Added TEB factinos siege weapons in custom battles.

- Several recruitment changes.

- Vampire economy slightly rebalanced (not so powerfull at start).

- VC missile units weaken + available later (each unit has different recruitment requirements).

- Fixed several missing technology/skill upgrades for various custom units.

- Fixed several missing voices for few custom units.

- Additional unit balancing.

- Dryrains TEB and Kislev reskins are now fully integrated in Radious mods: No more clone Empire factions, unique excelent visuals and cards for every vannila unit in their rosters!
Radious  [developer] Nov 18, 2017 @ 10:39pm 
Updated - 19.11.2017:

Our Mod with todays update offers 288 unique custom units for all Old World and New World factions! Every single faction in the game received its treatment and roster overhaul! No other mod out there for WH1 and WH2 will offer you this unique experience with so many unique and interesting units, all based on lore and perfectly balanced into original rosters! Diversity and complexity is key for sandbox games like TW and we offer you exactly that and much more!

We have for you our fourth Roster addition for New World factions! Full roster of 17 brand new and unique units for Lizardmen! All units are created and based on lore and deep research. All of them are balanced to fit into vanilla Lizardmen roster which is heavily edited and reworked aswell in terms of unit balance, recruitment requirements and much more. New units are also placed into Lizardmen garrisons, AI will recruit them same as player and all units receive proper bonuses from technologies and lord/character skills.

Here is the list of all 17 new units (pictures are on workshop - part2 or our facebook gallery): Cohort of the Black Club, Cold Ones of Sotek, Crested Stegadon, Honour Guard of Hexoatl (Clubs), Honour Guard of Hexoatl (Halberds), Horned Ones of Itzi, Living Bastions, Saurus Totem Warriors (Clubs), Saurus Totem Warriors (Spears), Skink Braves (Blowpipes), Skink Braves (Javelins), Skink Great Crests (Clubs), Skink Great Crests (Spears), Sky Cohort (Fireleech Bolas), Sky Cohort (Javelins), Sotek Kroxigors and Tlaxtlan Carnosaurus.

Changelog:


- Updated custom building icons to latest version.
- Kislev unit cards improved.
- Unlocked Alastar The White Lion in custom battles for HE.
- Population growth bonuses slightly reduced.
- AI difficulty growth bonus slightly reduced.
- AI campaign atrittion rebalanced.
- Various AI recruitment priorities changes.
- T4 and T5 city buildings have +1 turn longer construction and slightly increased building cost (small delay of strongest units and builds).
- Background battle loading screen picture for WH1 factions is now same (dark and bloody) as for WH2 factions.
- All Dwarven units received +5% resistance vs magic.
- Reduced recharge time on most Dwarven abilities and runes.
- Small balance changes to various unit abilities.
- Durthu received several balance changes and stats improvements.
- Fear attribute added to Dark Elven Black Guards units.
- Lizardmen Primeval Glory ritual will now spawn random army of Blessed units instead of army full of Dynos!
Radious  [developer] Dec 14, 2017 @ 7:24am 
Updated - 14.12.2017:

Time for another big update - Reprisal update + FLC The Laboratory

Here is current list of changes and improvements:

- Full support of Reprisal Update - mod is adapted and balanced for all new changes and fixes.

- Various unit cards changes and improvements.

- Fixed various text typos in unit descriptions.

- Several Ai recruitment priorities improvements.

- Several economy and building effects balance changes.

- Several recruitment requirements changes.

- Fixed few visual bugs on several custom units.

- Fixed Ai not recruiting Skink Braves custom units.

- Removed Gorebull from Minotaur chain (was never suppose to be recruitable unit).

- Several spells rebalanced (Wind of Death small nerf - longer cooldown, higher mana cost and less overall damage).

- Wood Elves missile infantry received +5range and 10% protection vs missiles.

- Dark Elves basic infantry small armor buff.

- Balance changes to various units (dragons, monsters and several others).

- Orcs and Goblins received +1 unit to T2 and T3 city garrisons + several other garrison balance changes, replaced several not fitting units with others.

- Updated Building Icons to latest version.
Radious  [developer] Jan 2, 2018 @ 7:16am 
Updated - 02.01.2018:

- Changed Tzaangor animation so it no longer kills fps.
- AI recruitment further improvements.
- Fixed vannila bug where a few buildings bonuses are better when the building is damaged. For example The College/Conclave of magic in Atldorf gave more Hero cap when damaged.
- Changes to various climate areas. Now more logicaly they are distributed between suitable, unsuitable and uninhabitable for all races.
- Minor economy balance changes.
- Added missing Dark Elves garrison to Athel Loren.
- Various unit balance changes - another revision with small tweaks for most enjoyable battles and great mp balance.
- Several spells rebalanced.
Radious  [developer] Jan 8, 2018 @ 9:01am 
Updated 08.01.2018:

Changelog:

- Lizardmen Cold One Riders do have now primal instincs same as all other Cold Ones units.

- Fixed missing technology/skill bonuses for Sylvannian units in VC roster.

- Fixed missing garrisons in Hellpit and Skavenblight for other races.

- Fixed vanilla Beastmen and Chaos replenishment bugs - their technologies not applying their replenishment bonuses. Effects were not working at all in vanilla.

- Rebalanced several projectile weapons. Slightly increased range of pistols.

- Small damage increase for Pistoliers and Outriders.

- Small garrison tweaks.

- Asaph Chosen Archers removed from Vampire Counts roster (this unit will return in Tomb Kings roster completely recreated), VC still keep Skeleton Archers and Sylvanian Crossbowmen = totaly lore friendly and no elite missile unit for VC anymore!

- Added 1 new Vampire Counts Unit - Guards of the Counts (When the Vampire Counts march to war they need to slumber during the day due to Nagash's curse. These Wights are dedicated to guarding the Vampires whilst they sleep, ensuring none disturb their rest.)

- Added 1 new Dark Elven Unit - Druchii City Guards (These hard-bitten Druchii patrol the narrow streets of Dark Elf cities and extract hefty tolls at the gates. Whilst nominally loyal to the Drachau they can still be bought.. for a price.)

Both units are part of WH lore, references can be found here - http://games-workshop.wikia.com/wiki/Dark_Elf_city_guard and in Vampire Wars: The Von Carstein Trilogy.

Unit pictures can be found on our facebook gallery, google docs gallery or on workshop part 2.

For cooperation on these units - thanks to Malekith The Witch King and R4ze!
< >
Showing 1-15 of 110 comments
Per page: 15 30 50