Total War: WARHAMMER II

Total War: WARHAMMER II

Boyz Will Be Boyz - Closer to Tabletop overhaul (CTT)
 This topic has been pinned, so it's probably important
Cataph  [developer] Nov 28, 2017 @ 11:52am
REPORT FILTHY BUGS HERE / SUGGESTIONS
Consult this quick mod user guide for everyday issues![tw-modding.com]


http://steamcommunity.com/sharedfiles/filedetails/?id=1215626121
- If you are using this, do mention it.
- please also mention your unit size setting.
There may be relevant balance twists between the recommended Large settings and Ultra+Submod (this is true for any vanilla TW game as well in terms of unit sizes).




KNOWN ISSUES:
- Lead Shot Syndrome: units that can currently switch to single projectile mode will statistically deplete their ammunition twice as fast. Which is why we are currently halting the diffusion of the ammo switch. Have to find a way around this.

- Skirmishing Skirmishers: ranged units that are also Skirmishers (thus able to loose formation, e.g. Chameleon Skinks) lose the ability to toggle on/off skirmish mode in most campaign battles due to the presence of Withdraw and the game not allowing one more button :\. We have removed one of the two on short-range skirmishers. Consider disabling Skirmish by default on the gameplay options menu if you want more control.

- Tiranoc Chariots need to be redone due to a firing animation and a scaling bug (different issues). The latter also affects Goblin chariots, but it's basically only visual.

SUGGESTIONS WE ACTIVELY SEEK:
- More sources of unit caps: landmarks that do not actively recruit units, but that are themed around them (e.g. Pestilens pools adding more plague monks). Please provide screenshot of the building, it helps contextualize.
Same thing for LLs that focus on certain units but run out too soon.
Last edited by Cataph; Oct 20, 2021 @ 1:59am
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Showing 1-15 of 593 comments
Gaata Nov 28, 2017 @ 4:54pm 
Estalian Royal guard have lost their ranged missile attacks and the accompanying tooltip. They still have an ammo bar in battle, for whatever reason.

http://steamcommunity.com/sharedfiles/filedetails/?id=1215240070
Sun//Eater Nov 28, 2017 @ 5:40pm 
Crashes when loading a new campaign on normal difficulty, but loads fine on hard. That's an odd one. This is with the foundation beta.
Last edited by Sun//Eater; Nov 28, 2017 @ 5:42pm
Cataph  [developer] Nov 29, 2017 @ 2:42am 
@shinobiknights
Fixed, ty.

@Saitta
No idea whatsoever. Never had that.
Poss Nov 29, 2017 @ 3:04am 
I get a crash everytime i save either a campaign or replay, with no other mods enabled.
Cataph  [developer] Nov 29, 2017 @ 3:09am 
Verify your game, we have hundreds of turns of campaigns with not a single crash.
Sun//Eater Nov 29, 2017 @ 3:23am 
As for the crash on normal difficulty, I disabled Uriak's Campaign AI mod and now it works. I have NO idea why it would only be on normal difficulty, but I think that was it.
Cataph  [developer] Nov 29, 2017 @ 3:25am 
Originally posted by Saitta:
As for the crash on normal difficulty, I disabled Uriak's Campaign AI mod and now it works. I have NO idea why it would only be on normal difficulty, but I think that was it.
Odd, but I suppose they have specific scripts/effects for that difficulty that aren't quite working. Let them know.
Sun//Eater Nov 29, 2017 @ 4:59am 
Ironbreakers still have the "Special Ranged Weapon" bullet point. #thatsagrudgin
Cataph  [developer] Nov 29, 2017 @ 5:01am 
Well, if they HAD one, it'd be speshul.
Jack Nov 29, 2017 @ 6:33am 
Banshees don't have physical resist, nor do the two ancestor hero Thanes (Lunn and Halkenhaf). As far as I can see every other ethereal unit has the correct phys resist.
While I'm at it, the Green Knight has 65 armor, which might be as intended or might not - the Thanes only have 40...
Cataph  [developer] Nov 29, 2017 @ 6:40am 
Correct, compiling bug. As for the armour, it's intended.
Jack Nov 29, 2017 @ 8:43am 
Thanks! I have an interesting crash report: start a campaign as clan angrund, click your main settlement and hover over the runesmith unit icon in the advanced military tree. I crash to desktop. Also if I hover over the runesmith icon in the building browser.

No other mods, files verified.
Cataph  [developer] Nov 29, 2017 @ 9:35am 
Fixed, it was another of those useless bits that should not be necessary to import (when lacking a certain mod, in this case Kraka Drak) but it is because we can't have nice things.

And importing it adds more issues. Yay.
Cataph  [developer] Nov 29, 2017 @ 12:35pm 
Already mention in description. I have to triple my workload just because units' secondary requirements are not coded properly.

If you were to use TEB, that'd work fine.
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