Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Part 3 - Melee
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Update: 21 May, 2020 @ 6:47pm

Update: 2 Jan, 2020 @ 2:46pm

Imported from main mod:
land_units
main_units
melee_weapons

Added:
First iteration of custom veterancy gains (also imported).

Update: 9 Dec, 2019 @ 10:14am

Update: 9 Dec, 2019 @ 10:01am

Balance:

Goblin Spears melee defense increased by 5.
Orc and Savage Orc Big Uns melee attack increased by 5. (50 and 55, respectively.)
Black Orc melee attack increased by 15. (Now 60 rather than 45.)
Per model HP changes for various dorf units imported from compiled version of the mod.

Fatigue:

Foe Seeker and Deadly Onslaught changes imported from compiled version of the mod, including the balance update.

Fixes:

Norgrimlings Ironbreakers melee defense is now 75 instead of being erroneously copied from its melee attack.

Update: 4 Nov, 2019 @ 12:12pm

Fatigue:
Decreased base run costs to 24/18/12 for infantry/heavycav/lightcav.
Decreased base stamina replenishment to 30/s from 40.
Increased shallow and steep terrain multipliers to 50x and 75x (very steep still 100x, vanilla is 150x)

Update: 2 Nov, 2019 @ 10:54am

Fatigue balance:
Second iteration complete.
Effective melee attack/defense at tired/very tired stages reduced another 5-10%
Effective movement speed at tired stage reduced 5% (from 90% to 85%)
Effective melee attack at exhaustion stage increased 5%
Fatigue stages now a bit smoother; Stages set to 0 (fresh)/7500 (active)/15000 (winded)/22500 (tired)/30000 (v. tired)/40000 (exhausted)/50000 (maximum)
Running stamina drain increased to 30/15/10 (inf/cav/light cav). Penalties for running uphill still 25x/50x/100x (shallow/steep/very steep)
Melee stamina drain increased to 30
Shooting stamina drain increased to 16
Stamina recovery set to 40 (20 in any bad weather/snow map)

Fixed:
Re-added table that deleted itself during last update cycle.

Update: 2 Nov, 2019 @ 8:06am

Update:

Changes imported from main branch

Added:
Culled version of main_units added in preparation for upkeep, cost, and unit size changes

Compatibility:
Increased priority of land_units and battle_entities tables

Fixes:
Missed a couple of monstrous infantry entities earlier in the bid to enable wall climbing. Should be corrected now.

BAD VERSION:
Several tables deleted when update was saved.

Update: 9 Oct, 2019 @ 5:54pm

Update: 7 Oct, 2019 @ 5:08am

Balance:
Drastically increased fell bat HP (120 HP/model from 72 HP/model)
Fixed the fact that vampire counts' fell bats were less beefy than all other fell bats

Note: Fell Bat melee attack will probably be roughly halved in the near future.

Update: 6 Oct, 2019 @ 8:53pm

Content:

Added additional shield types.
10% block shields to simulate dodge and weapon/magic block mechanisms for mages, divinely protected characters, legendary mounts, and especially agile fighters.
45% block variants for certain infantry regiments (dorfs, norscans, lizards, empire only as of now), elite cavalry, and generic lords/heroes
50% metal shield for grail guardians/knights, as well as some lords
70% metal shield for three LL's (Siggy, Wulfrik, Archaon)

Balance:

Shield rework completed.
Most mages received 10% shield. Notable exceptions are Slann, Skaven mages, and necromancers, who get nothing.
Delf elite infantry received 20% missile block to properly balance against helf elites.
Almost all 30% block shields in the game increased to 35%.
Heavy and elite cavalry shields increased from 35% to 45% to prevent premature evaporation under fire.
Grail cavalry and Swords of Chaos shields increased from 35% to 50%.
Some more defensive LL's with 55% shield increased to 60%.
Footchaon, Footfrick, and Footvald shields increased to 70%.
Lord, Hero, and Legendary Lord/Hero mounted shields increased 5-10% in most cases.