Total War: WARHAMMER II

Total War: WARHAMMER II

Elon's Greybeard's Prospectors - Faction Overhaul (Updated)
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Update: 14 Mar, 2019 @ 12:02pm

Greybeard's Prospectors start now with a tier 2 capital in ME to improve early campaign pacing.

Bug Fix: Demolisher Cannons can now be picked in custom siege battles both as attacker and defender.

Update: 11 Mar, 2019 @ 3:31pm

(Hopefully) resolved an incompatibility with the Strigoi Bloodline mod by Whysofurious.

Removed 'Oath of Forging' skill from Oldor Greybeard (I don't think that it is a very fitting skill for his story).

Substituted it with 'Adventurer at Heart' Skill (which also serves as his unique high level (20+) skill that doesn't require points in previous skills).

Buffed the post-battle loot buff gained by Greybeard's unique Pickaxe from 5% up to 15%.

Update: 7 Mar, 2019 @ 1:51pm

Added Oldor Greybeard as starting LL-lord in the ME campaign both for the player and the a.i. with 2 unique skill-lines that resemble the development of his story. He is also the faction leader now (as seen in diplomacy screens and so on).

Added Obsidian Commander generic Lord type to be recruited in campaign.

Fixed Master Engineer buffs not applying to the new units.

Added faction effects.

The ME selection screen has been updated with a new pic, Lord effects and Faction effects being displayed and a (slightly) modified describtion of the Faction.

Added 3 new ancillaries for Oldor Greybeard - one unique one for either version of him and one available to both versions. All of them are also available for custom battles.

Both Oldor Greybeard (Engineer version) and Obsidian Commanders have access to 'Masterful Ballistic Calibration' (which is an upgraded version of the vanilla skill) instead of normal 'Ballistic Calibration' in custom battles now.

Update: 13 Feb, 2019 @ 5:56am

The red skill lines for vanilla lords now contain buffs for the new units.

Update: 7 Feb, 2019 @ 8:07am

Hotfixed a problem that occured when using this mod with Trolls for the Trollking. Throggs skills should now be visible again when using both mods togheter.

Update: 6 Feb, 2019 @ 6:07am

Hotfixed Rocketlauncher (Brimstone) becoming unavailable for recruitment when improving a lv3 Gunnery School to a lv4 one.

Update: 1 Feb, 2019 @ 11:03am

Alright, a few quality of life/balance changes and fixes this time:

Buildings:
-Barracks & Gunnery building lvl.1 building time reduced to 1 to help with campaign start for player & a.i.
- More a.i. guidance hopefully leading to better building management

Units:
Swords of Gazul didn't have their active ability in campaign - fixed.

Upkeep reduction for:
Scouts
Sentries
Legionnaires (Shieldbreaker Muskets)
Heavy Thunderers
Heavy Thunderers (Grenades)
Ushabti Slayers
Linebreakers

While Prospector units are meant to be expensive in upkeep, the upkeep for some of these units was really way off the charts.

Technologies:
Empire Style Mortars and Empire Style Steamtanks don't work and probably can't be made to work - removed.
New Technologies to replace them:
Imperial Diplomacy +25 relation with humans, high elves and lizards
Imperial Tactics: +6 melee attack against beastmen and greenskins
+10% weapon strength against vampire counts, norsca and chaos

The pirate tech main technology now decreases your standing with pirates. Seems like the pirates dont like their tech pirated after all.

Update: 29 Jan, 2019 @ 5:35am

Hotfixed the 'Battlehardended Commander' tech doing nothing. It now gives +4 recruitment rank to lords like advertised.

Update: 28 Jan, 2019 @ 9:30am

Added a custom tech-tree with slightly over 50 technologies (although you can only ever have roughly 30 at the same time) to the Greybeard's Pospectors Faction, with tons of custom effects and a script (made by DrunkFlamingo) that allows locking other technologies when picking certain technologies.

Added 3 new building chains (money, growth and order) to the faction, replacing the respective vanilla buildings with the same functions.

The 4 RoRs - once unlocked - can now be recruited from (normal) buildings in the campaign. You still can only have 1 of each regiment at the same time.

Added a script that makes the faction start at war with Thegan's Crusaders. Mainly to motivate the ai to attempt and complete their starting province early.

Update: 14 Jan, 2019 @ 6:26am

Fixed a bug that could lead to campaign crashes when not playing on easy.