Total War: WARHAMMER II

Total War: WARHAMMER II

Legendary Lords of Legendary Legends
Showing 81-85 of 85 entries
< 1 ... 7  8  >
Update: 31 May, 2019 @ 1:48am

Fixed two translocation errors in localization text. Several skill names fixed as a result.
Fixed skill link for archaon, moved archaon capstone to proper location
Fixed final tier of Manny's army capstone skill

Update: 30 May, 2019 @ 10:50pm

Changes to morathi's skills were lost with last update. Issue corrected.

Update: 30 May, 2019 @ 9:16pm

Bugfixes:

Corrected religious conversion skill effects.

Update: 30 May, 2019 @ 4:30pm

Balance changes:

Hellebron: Army charge bonus increased by 5 at each level
Morathi: Army melee attack increased to 10 at least level.

Update: 30 May, 2019 @ 1:04pm

Initial Release:

  • 125 skills added as capstones for each LL skill tree.
  • LL's given capstone skills as dictated by their role in lore and available skill trees.
  • Roles are: Duelist, Thug, Defender, Vampire Lord, King, Renowned Commander, Magelord, and Mazdamundi
  • All LL melee weapons reworked, both on foot and mounts. Weapon damage increased 50-100 for all LL's except Duelist, Thug, and Magelord roles. Duelist weapon strength by 200-300 AP. Thug weapon strength increased by 200-300 normal. Magelord weapon strength usually kept the same, except in case of characters with hybrid roles (e.g. Malekith).
  • As part of the melee weapon rework, all cleave attacks have been rebalanced based on LL role and mount. Duelists have had cleave removed entirely or reduced to 2-3 targets. Thugs, Defenders, and very large mounts (dragons, Deathclaw, Morathi's manticore, Louen's hippogryph) have had cleave radius increased and number of cleave targets increased.
  • Melee skill of each LL tweaked to better represent their skill in lore. Pure mages had melee defense or resistances increased to mitigate the more dangerous melee LL's.
  • All LL's have had their on-foot mass increased to heavy to reduce stunlocking in melee. Exceptions are Skarsnik and Wurrzag (increased from light to medium in both cases).
  • ALL LL's have been given new attribute blocks that better represent their skill, training, and demeanors. Additionally, all LL's have resistance to fatigue by default to ensure that the fatigue immunity that certain LL's get from skills does not provide too much of an edge.
  • All LL's have charge defense of some sort. Pure mages generally have defense vs large. Hybrids and dedicated melee lords have charge defense vs all. Unlikely to have much impact due to all LL's being single model and rarely braced, but oh well.