Total War: WARHAMMER II

Total War: WARHAMMER II

Carnage in the New World - Overhaul (BETA) (Updated)
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Update: 23 May, 2020 @ 12:24pm

Update:

General:
- Updated mod to the lastest patch
- Immortalitly is now locked at level 40
- Increased the level requirements of all single-unit monsterous mounts (The earliest will be unlocked at 31, then 35, then 38)
*Some Legendary Lords are NOT affected by this

High Elves
- Imrik
-On foot, phoenix guard
-On Horse, ROR Dragon Princes
- Batman
-On foot, phoenix guard
-On Horse, Dragon Princes
- Tyrion
-On foot, Tyrion's squires (halberds)
-On foot, Tyrion's squires (Lance and shield)


- Increased star dragon hp by 1000
- Imrik's Dragons should now benefit from red skill tree lines
- White Lions of Chrace has been buffed to Tier 5 like swordmasters, they have less armour but have armour sundering. They now have 2 turn recruitment and have an additional building requirement.

Greenskins
- Added river troll bodyguards to River Troll Hag
- Reduced Grimgore's inhiert ward save to 10% from 25% (Since CA gave him lots of good abilities)
- Reduced level requirements for boar and forest unit recruitment buildings

As of right now, Lords/heroes aren't using the scrap system, instead 1 or 2 scrap upgrades are intergrated into some Lords/heroes.

PS Grimgore can become unkillable if he defeats Gotrek and equips the immortal banner...

Update: 15 Mar, 2020 @ 6:44pm

Update:

Vampire Counts
- Reduced recruitment time for Black Knights (Lance and Barding), Hexwairths, and Terrogheists
- Changed Blood Dragon Bloodlines melee damage buff to effect all units instead of just cav
- Changed Necrarch Bloodlines upkeep reduction to -15% from -10%
- Changed Lahmian Bloodlines line of sight bonus to 300% from 150%
- Changed Strigoi Bloodlines ambush chance to 50% from 20%
- Increased Income from Vampire crypts and Libiries
- Lowered cost of binding circle recruitment building

Empire
- Nerfed Volkmar on his war alter. Way too OP (can solo armies) and nearly immortal, now acts mostly as a support unit. Reduced WPS/MA/MD to match corpse carts and reduced HP a bit.
- Reduced "Best Defense" armor bonus to 10 from 15

Dwarves
- Increased hitpoints for higher-tier dwarf units by 25% (longbeards and above)
- Increased range for grudge throwers
- Reduced cost and construction time for basic infantry recruitment buildings
- Reduced reload time for dwarf range units
- Increased leadership for miners

Update: 25 Feb, 2020 @ 5:16pm

Update:

High Elves
Tech tree leadership bonus that only affected heroes now affects lords as well

Dark Elves
Changed Malus' sanity melee attack bonuses to be balanced with this mod

Update: 5 Feb, 2020 @ 4:01pm

Update:

Skaven:
Lowered building requirements for death runners, death globiers, plague monk censer bearers

Changed Warlord bodyguard unit to stormvermin with halberds, so you can choose between anti-large infantry or anti-infantry monster
Increased bodyguard size for queek, craventail, skrolk from 120 to 160, adjusted stats to compensate
Increased unit size for ROR stormvermin and plague monks from 120 to 160, adjusted stats to compensate

Increased health of plague monks & triads from 75 to 100 per model
Increased health of clanrats from 50 to 75 per model

Reduced size of skaven weapon teams to 24, so they are more manageable, increased projectile damage to compensate (you'll be able to move them through other units easier)
Increased range and ammo for globadiers
Buffed warp grinders

Tech Tree
- Changed Hit and Run effect from 10% move speed for infantry to 10% move speed for all units as it was not affecting lords/heroes

Empire:
Reduced the recruitment cost reduction from castle reiksguard from 30% to 10%
Increased AP ratio for crossbow units
Stubborn bulls are now even more stubborn, being now unbreakable

Dark Elves
Dread Knights (& their bodyguards) are now unbreakable, armor changed to 110 from 120, cost increased

Dwarfs:
Increased AP ratio for crossbow units

Tomb Kings
Level 1 Lord Rally ability now also heals, but with 1/2 the radius

Norsca/Chaos
Marauder horsemen are now melee cavalry with some missile ammo. NO MORE viking mongols

Update: 31 Jan, 2020 @ 8:55pm

Update:
Fixed Mount names on the character equipment screen

Skaven
Updated master assassin's guard to death runners (dual claws and throwing stars)
Increased HP of death-runner based units and guards from 75 to 100 per model

Dark Elves
Reduced cooldown of Beastmaster's ability
Increased armour of Cold One Dread Knights from 110 to 120
Changed Master's & the true phenoix king's cold one chariot mount to cold one dread knight bodyguards

Vampire Counts
Reduced cost & building time of the ancient armoury
Reduced cost & building time of the growth buildings

Greenskins
Reduced armour of Big 'Uns from 80 to 70

Dwarfs
Increased armour of longbeards from 100 to 110

Norsca
Added "unit sets" to lords and heroes so they benefit from red skill line or tech trees
Updated the yellow skill trees

Update: 29 Dec, 2019 @ 7:21pm

Update: Patch is a little rough around the edges, sneaky boi and master assassin could use a buff.
Added Support for Shadow and the Blade

Master
Foot: Black Guard
Horse: DEF Knights
Cold One: Cold One Knights
Cold One Chariot: Same
Dark Pegasus: Changed to Manticore

High Beastmaster
Foot: Dismounted dark riders
Chariot: Changed to dark riders
Manticore: Same

Malus
Foot: Black Guard with great swords
Cold One: Cold One Knights
No bodyguards for demon mode (maybe in the future)

Master Assassin
Foot: gutter runners
Eshin Mage

Foot: skaven acolytes

Sneaky boy
Foot: ROR deathrunners
No bodyguards for demon mode (maybe in the future)

Joan d'Arc
Foot: Dismounted Grail Knights (full strength)
Horse: Grail Knights

Henri
Foot: Dismounted Grail Knights
Horse: Grail Knights
Hippogrith: Same

General
- Changed lord leveling, same as before to 30, than fairly slow afterward.
- Increased AP damage of 4-model monster units
- Gotrek & Felix adventure traits now increase WPS (10/20/30%)
- All non-special (not pink) Lord Rank + buildings, increase Lord Rank by 5, but the effect is no longer faction-wide
- Lowered the cost of most healing spells
- Increased Miscast change of some "Nuke" spells (base 0 => 25% / upgraded 50% to 75%)

Vampire Counts
- Vargulfs are now Anti-Infantry
- Blood Knights and Hexwariths are now recruitable at a lower level
- Move balefire building chain requirements for main settlement down a level
- fixed corpse cart health
- Reduced Upkeep for Mortis Engines (& the ROR version) to be consistent with all units
- Reduced Cost/Upkeep for Blood Knights
- Terrogheists' breath attack is now properly unlimited

Skaven
- Stormvermin, moved from T4 to T3, but increased unit count to 160 at 100hp per entity

Tomb Kings
- Increased Anti-Infantry Bonus & Armour of Scorpions

Wood Elves
- Greatly increased the Damage of Orion's Spear, but also reduced max ammo count to 5

High Elves
- Stave of Avelorn, now has unlimited uses, but double the recharge time

Update: 16 Oct, 2019 @ 7:52pm

Update:
General
- Added bodyguards for Gotrek and Felix (Dragonback Slayers & Carroburg Greatswords), both are now unbreakable
- Reduced Technology missile damage buffs by 50%

Empire
- Tweaked Tech Tree
- Added units sets to Rodrik and Doctor Witch Hunter Guy so that they recieve buffs from the red skill line & techs
- Reduced Karl's Diplomanic Bonus

Dwarfs
- Added units sets to Ghost Heros so that they recieve buffs from the red skill line & techs
- Greatly Reduced reload time for Organ Guns
- Upped Dragonback Slayers to T5

High Evles
- Nerfed the Sword of Teclis (He's got swordmasters protecting him now, he doesn't need such a buff)
- Buffed Sunfang

Greenskins
- Reduced armor to 110 from 120, gave them Fear, Terror, Grim Resolve

Update: 6 Oct, 2019 @ 5:59pm

Update:
Lizardmen
- Reduced damage of Fireleech bolas explosions (they were extremely OP)

Dwarfs
- As in Lore, Dwarfs are now a dwindling race, max unit count is now 80 men, but units have been moved up a Tier in terms of melee stats.
Eg. Dwarf Warriors now have 80 men from 120, but they have Tier 3 (20MA/35MD/20WPS) unit stats instead Tier 2 (14MA/30MD/15WPS).
- Reduced spread on Dwarf Crossbows
- Reduced reload time on Dwarf Handguns
- Added bodyguards to Ghost heroes
- Add character only effects on master engineer skill tree to match army-only effects

Hopefully, it doesn't lead to Blue Chaos wave...

Greenskins
-Black Orcs & Warboss Guard removed 10% missile resistance, gave the ability Grim Resolve & +10 armor

Empire
-Change rank7 skills buffs for Empire Knights/swordsmen/spearmen/etc to match the rank7 buffs for the Rieksguard/halberdiers

Update: 22 Sep, 2019 @ 9:00pm

Update:
Empire
-Changed Huntsmen General guard to white wolves
-Changed "Speed of Horse" buff from "armour and MD" to "armour and wps"
-Reduced missile spread of all Huntsmen units (still higher than elf archers)

Lizardmen
- Adjusted new campaign buffs for this mod
- Increased damage and reload time of razordon missiles
- Changed Gor-Rok's 15% phys resist to 25% ward-save
- Gave Nakai & other horde armies, 100% attrition immunity with gifts of the jungle
- Gave Mazada Monday 2nd generation Slann traits
- Adjusted Kroxigor recruitment
- Increased health of Dread Saurians

Greenskins
-Grimgor Ironhide, increased melee attack

Update: 16 Sep, 2019 @ 7:42pm

Update:
General
-All T5 infantry and cav units +1 AP damage
-Upper Tier Monsterous infantry and cavalry +2-3 AP damage
-Character skills that buffed missile reload time have been cut in half


Empire
-Changed Rodrik's guard to use halberds
-Removed magical attacks from Blazing Sun Knights, reduced cost to 1000 (because of the new knight unit)
-Updated names of the new units

Choas
-Chaos Warriors and Chosen +10 armor

Dwarfs
- Ironbreakers +5 armor
- Hammerers +10 armor

Lizardmen
- +10 armor for sarus warriors with shields