Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Total Combat Overhaul
Showing 1-10 of 109 entries
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Update: 10 Aug, 2021 @ 5:45pm

Update: 9 Aug, 2021 @ 9:21pm

Fixes:
Beastmen upkeep removed again.

Update: 9 Aug, 2021 @ 1:44pm

Fixes:
A couple of Tomb Kangz construct projectiles were missing their explosive component.

Update: 29 Jul, 2021 @ 10:37pm

Update: 28 Jul, 2021 @ 6:04pm

Content:
Moved skill lock on dorf engineers so that they have access to ballistic enhancement even if they use shotguns.

Update: 28 Jul, 2021 @ 8:23am

Balance:
Siege Attacker added to gyrobombers

Update: 28 Jul, 2021 @ 4:35am

Balance:
Pure warmachine units (e.g. Steam Tanks, Luminarks, Gyromachines) have their own appropriate unit attributes now.

Update: 27 Jul, 2021 @ 12:48am

Balance:

Slightly improved the weakest melee skill attribute of underperforming Tomb Kangz infantry (mostly T1).
Specialized Tomb Kangz spear and sword infantry a bit more into offensive and defensive roles based on equipment.

Update: 27 Jul, 2021 @ 12:17am

Balance:
Normalized reload speeds of non-gunpowder "cannons" from the skaven roster.
General 10% reload speed increase for non-monster cannonry.
Slight reload speed reduction for mortars.
Reload speed for rocket launchers brought more in line with cannonry.
Necrofex cannonballs increased from half of cannon damage to three-quarters.
Steam Tank reload speed increased by a third. They probably still suck ass but I can't be bothered to give them an ammunition swap because of how much of a pain in the ass that is.
Hammer of Witches given an enemy-only explosive element to help set it apart from typical Empire cannonry.

Update: 26 Jul, 2021 @ 5:14pm

Content:
Remembered that Ogre Mercenaries exist now.
Pistol Ogres are now statted as Leadbelchers (text changes pending).