Total War: WARHAMMER II

Total War: WARHAMMER II

Elon's Greybeard's Prospectors - Faction Overhaul (Updated)
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Update: 22 Sep, 2019 @ 7:01am

Fixed locked tech script.

RoRs are now recruited from the mercenary recruitment pool just like vanilla RoRs.

Update: 18 Sep, 2019 @ 11:52am

Fixed most scripts.

Update: 15 Sep, 2019 @ 1:05pm

Fixed several typos and grammar issues in tech and ability descriptions. Probably far from all of them though.

Gave the magic missile ability granted by Greybeard's legendary gun proper ui elements which were missing.

Vanilla RoRs should no longer be recruitable for the faction for real now (third time is a charm?? *knock on wood*)

Scouts no longer require a secondary building to be recruited. This should make it easier to take the Shieldwall route instead of obsidian legions at the start of the game.

Nerfed the rifle reload tech - it gives only 15% reload speed reduction now. This was done to make the tech giving the bonus to range a more attractive option. Before the change reload speed was clearly the better choice.

Reduced corruption penalties caused by skaven and vampire tech.

Update: 22 Jul, 2019 @ 9:18am

Small bugfixes.

Fixed the Imperial Armor technologies not locking each other.

Update: 11 Jul, 2019 @ 7:51am

Significantly buffed Greybeard's gun. It was supposed to be of similar strength as alith anars bow when i first made the character, but ever since then alith anar received some buffs. It is now again on par - better even in terms of pure damage output, but doesn't allow for shooting while moving.

Shieldwall's shieldwall ability no longer roots the unit in place, now it just halfs their movement speed, allowing for at least a little maneuverability. This should make the ability slightly easier to use for the player and much less punishing for the ai who screwed up regularly.

Hotfixed the vanilla engineer buildings being unavailable when playing with mixus unlocker.

Made some more changes to ai usage hints in hope that they will be able to use some of the units better.

Update: 9 Jul, 2019 @ 2:51pm

Added 2 new RoRs, Valaya's Protectors and Stonemelter Alchemists.

(Hopefully) fixed the vanilla RoRs being shown as unlocked (and possible to recruit in the first place). I don't have the King and Warlord dlc, so i am kind of fixing this 'blindly', so to say.

Fixed Obsidian Legion Commanders not showing the Lord type under their name when recruited.

Nerfed scout ranged damage (-3ap/+2non ap). They were a bit too good in shredding elites/low entities because of their low numbers. This change brings them more in line with their costs. They are still great though.

RoR's now unlock at higher LL levels similar to their vanilla counterparts.

Added support for the a.i. to actually spend points on new skills and not only vanilla skills.






Update: 8 Jul, 2019 @ 8:24am

Added support for Mixu's Faction Unlocker (thanks Mixu for making this possible!).

Added support for Vortex Campaign:
- You will now start with Oldor Greybeard as your LL.
- Added Prospector starting units
- Removed old LL/starting army
- You now start with a tier 2 capital.

Other:
- Your starting army in the ME campaign has been moved up in attack reach of Martek. You can take the settlement turn 1 if you wish, so you don't have to spend your first 3 turns rushing upwards if you want to take it early.

Update: 19 Apr, 2019 @ 12:23pm

RoR's have their purple frames on the unit cards back.

Update: 18 Apr, 2019 @ 2:42pm

Fixed the CTD issues introduced with the Prophet&Warlock update.

Update: 16 Mar, 2019 @ 12:01pm

Small bugfix/balance update:

Fixes: Greybeard's Adventurer at Heart skill no longer grants rowdy to the whole army, just to Greybeard himself as originally intended.

Balance:
Mercenary Army - tech now also reduces local recruitment time by 1 to make the tech more attractive compared to the alternative.

Nomadic Desert Warfare Skill - buffed protection from attrition and ambush chance granted by the tech to make the it more attractive compared to the alternative.