Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Part 3 - Melee
Showing 11-15 of 15 entries
< 1  >
Update: 6 Oct, 2019 @ 2:41am

Minor HP and melee skill balance changes, noticed from working on updating submod to new standards.

Update: 5 Oct, 2019 @ 9:28pm

Bugfix:

Krimson Killerz regiment no longer has 40k HP. This was unintended.

Update: 5 Oct, 2019 @ 2:33pm

What happened here?

Update: 5 Oct, 2019 @ 12:56pm

Balance:
Phase 2 morale changes implemented. Monstrous infantry morale values increased to 50 for undead, 60 for living monstrous infantry. Rat Ogre morale set to 55 as the exception to the rule.
All monstrous infantry received 5-15% base missile resist. Ushabti received 10% physical resist due to their much lower HP and stony nature.
Fatigue rules further tweaked All fatigue states should occur slightly later, with the exception of exhausted, which still occurs at 27000. Ladder climbing penalty reduced 25%.
Morale rules changes implemented. Penalties for Lords fleeing or dying increased. Morale loss from unit casualties smoothed out in early and middle casualty stages. Army losses threshold reduced, army losses penalty reduced to 100. Intended effect is increased occurrence of "rearguard action" when fights are being lost.
Phase 2 charge bonuses partially implemented (5% complete, further data required). Giant-class monsters 25-50% charge bonus increase.
All giants' (of the orc/chaos variety) melee attack increased from 65 to 80.
Flying unit charge bonus changes partially implemented. (20% complete, further data needed).

Update: 5 Oct, 2019 @ 12:18am

Initial release


Important note:

Melee base chance to hit reduced to 30%
Melee minimum chance to hit increased to 10%
Melee max chance to hit still 90%