Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Unit Pack (Glory Mod + Shotgunners)
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Update: 2 Oct, 2019 @ 11:52am

Update part 2:

Balance part 2:

Master Thunderer unit size increased to 32.

Renames:

Charge Breakers → Thunderers (Concussion Rounds)
Axe Throwers → Militia Axe Throwers
Marksmen → Master Thunderers
Great Gyro'Nuker → Strategic Gyrobomber

Update: 2 Oct, 2019 @ 11:29am

Added:
Proper unit descriptions added for dorfs.
Everguard now have proper hammers instead of umgak Beastmen halberds.
Finished correcting dorf unit_sets because apparently I missed some.
Nuke Gyro has proper nuke visual effects. Accidental-self deletion from sitting in the blast now looks like it makes sense.
Fixed flamethrower gyros' missile weapon. MajorSpankage created a custom weapon/projectile/explosion set, but forgot to switch the unit's missile weapon off of the default drakegun.

Balance:
Drastically increased upkeep, recruit cost, and custom battle recruit cost, for The Everguard and Kingsguard.
Changed Thunderer concussion round explosion damage spread to 12/4 from 10/8 normal/AP. Should be significantly less effective on armored targets now.
Increased concussion round explosion force 33%.
Increased Master Thunderer unit size to 32.
Because of enabling of custom weapon, flame thrower gyros are now geared towards murderizing lightly armored targets.

Update: 30 Sep, 2019 @ 3:21am

Fixes:
Dorf Gyronuker should no longer delete itself when dropping nuke during a strafe.
IMPORTANT : Dorf Gyronuker will still delete itself if dropping a nuke while stationary. It's a fucking nuke.

Mechanics:
Brought all flying units into line with Sebidee's "Realistic Flight" mod.

Update: 29 Sep, 2019 @ 10:04pm

Kingsguard unit cap reduced to 10.
Axe Throwers given unit cap of 20 to (hopefully) reduce AI spam of low quality troops.
Deamon and Dragon Slayer caps doubled (to 2 and 4, respectively).

Update: 29 Sep, 2019 @ 9:57pm

Finally bothered to set custom attribute groups for reworked dorf units.

Update: 28 Sep, 2019 @ 3:44am

Balance:

Tentative recruit limit for Kingsguard (12)
Tentative recruit limit for Charge Breakers (24)

Update: 28 Sep, 2019 @ 1:35am

Balance:

Ironbreaker Halberdiers given 5 extra AP damage and 1 extra normal damage. Base melee skill increased to 35/55. Added 10% phys and missile resist. Players should be able to justify 2 turn recruit time for these now.

Everguard given 4 unit recruit limit ( allows one for each LL, technically not lore-friendly). Main recruit building changed to Hall of Oaths (still requires T5 due to T5 forge requirement). Base Melee skill increased to 50/60. Melee damage increased to 15/45 normal/AP. Set base ward save to 25% and 20 dorfs. Added 5 armor. Recruit time still 3 turns.

Kingsguard main recruitment building changed to Hall of Oaths (still requires T5 forge). Base melee skill increased to 45/50. Base charge set to 20. Shield changed to 55% block metal. Ward save set to 15%. Melee damage set to 30/15.
Attribute group changed to wh_chargeReflectorVsL_encourage_hideForest_unbreakable for now. Recruit time set to 2.
Recruit limit will likely be set after a test run. May also return recruit time to 3.

Renames:

Elder Warriors renamed to The Everguard
Royal Guard renamed to Kingsguard
Irondrake Halberdiers renamed to Ironbreaker Halberdiers

Update: 23 Sep, 2019 @ 9:17pm

Fixed TK Royal Archers' unit card to properly display missile damage

Update: 23 Sep, 2019 @ 4:27pm

Corrected wood elf, frenchy, and vampire unit_sets.

Update: 23 Sep, 2019 @ 4:00pm

Updated unit_sets for empire, dorfs, beastmen, and norscans. Tech/skill bonuses should now be properly applied.