Total War: WARHAMMER II

Total War: WARHAMMER II

Ultimate Skaven - (Updated for Beastlord Update!)
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Update: 23 Dec, 2019 @ 2:44am

Updated for Clan Eshin Update:
Changes to Murderlord's skilltrees, adjustments to Snitch, Assassin Lord Skills,
Economy Adjustments.
Tech tree Tweaks,
Compatability Tweaks,
Can now build US buildings in Sartosa & Karak Izor, along with new mountain settlements in Mortal Empires.

Code Cleaning.

Update: 4 Dec, 2019 @ 5:29am

Update: 15 Nov, 2019 @ 9:08am

Updated for the Hunter & The Beast DLC.
(also works with Gotrex & Felix & Go'Rok)

Update: 19 May, 2019 @ 2:04am

Fixed an issue with Doom Brigade's tail animations.

Update: 4 May, 2019 @ 7:17pm

Fixed missing custom battle units.

Update: 4 May, 2019 @ 8:00am

Ultimate Skaven now updated for the Prophet and Warlock!
This list is not exhaustive but covers most of the changes I think.

NEW FEATURES:
2 New Under-Empire buildings!
A new Skaven propaganda centre that reduces corruptions effects on public order to keep rebellions under control.
A new Slavers building that aids in local ambushes and gathering slaves from the surface.
Added a tech related to improving slavery factionwide.
Warlock Engineers can now mount Doomflayers
Weapon teams can now mount walls (do not attempt to use ladders with them as there is no animations-this is an unavoidable bug)

BUG FIXES:
Murderlords Concealment Bombs are now correctly unlocked via a skillpoint.
Fixed Skaven post battle options spilling over to other factions.
Incorporated a fix for the Jezzails range bug.
Added slave cap bonuses for the Awakening, Sartosa, and Gaeon Vale.
Fixed some missing building superchain slot templates. (Not being able to build some US buildings in certain provinces)

CHANGELOG:
Changed the way slavery works factionwide. Power buildings\Feasting Halls now cause slaves to decline factionwide instead of locally closing a loophole of using these buildings where no slaves are present.
Adjusted values for slavery chain to reduce income overall from slaves.
Adjusted all bribe effects to be more uniformed and better balanced.
Adjusted Skaven post battle options to be more streamlined and make more sense.
Moved Global Warpbomb on tech tree and added a substantial cost.
Surface Raiding party chain reworked so that it reduces public order instead of increasing it.
Repealed certain bonuses from stage 2 HQ's for Skaven.
Feasting halls now grants bonus Replenishment rate instead of decreasing it.
Under Empire Tunnels no longer grant increased replenishment.
Changed and adjusted all building chains and effects to be in line with update.
Changed how the coding for units works to be in line with the update.
Adjusted vortexes and explosions to be consistent with update.
Adjust some unit stats to be update consistent.
Restructured the way buildings work in the mod to better tie into the new mechanics.
Adjusted garrisons for Skaven HQ's.
Queek's now grants 1 unit of stromvermin and 1 warplighting cannon.
Skrolk's grants 1 censer bearer and 1 catapult.
Ikit's grants 1 ratling gun and 1 doomwheel.
Restructured the way slave decline works factionwide.
Adjusted provincial records to avoid an exploit regarding slaves.

Update: 18 Feb, 2019 @ 9:34am

Fixed building chains for Karak Zorn,
Removed Artillery battery garrisons from Skaven starting buildings at level 1.

Update: 28 Jan, 2019 @ 7:46pm

Fixed an issue with tier 4 cannons for VC not being able to recruit Deck Gunners.
Tweaked Murderlord's combat skills to bring him in line with the Festag Update.

Update: 27 Nov, 2018 @ 3:28am

Fixed an issue with errors in the ability tables.

Update: 24 Nov, 2018 @ 10:49pm

Added Artillery Batteries and custom buildings to Vamprie Coast factions.