Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Total Combat Overhaul
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Update: 9 Oct, 2019 @ 3:27pm

Some shield tweaks done while working on updating LLLL.

Update: 7 Oct, 2019 @ 5:05am

Update: 6 Oct, 2019 @ 8:51pm

Part 3 work completed:

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.

Mechanics note:

Shields only block missiles coming from the front and left quadrants of a model.
Shields do NOT protect against any missile with an explosive component, even if it's a small arm missile.

Update: 6 Oct, 2019 @ 4:11am

Added:
Changes to rock dropping skills for Lizardmen moved over from Impactful Magic. Rock drop skills are reusable on a cooldown now. Yes, this makes Terradons and Tiktaqto register 12/10 on the Troll-o-Meter. Yes, this is intended. Blame the lore.

Update: 6 Oct, 2019 @ 2:39am

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

Update: 5 Oct, 2019 @ 9:28pm

Krimson Killers no longer have 40k HP. This was not intended.

Update: 5 Oct, 2019 @ 8:35pm

What the fuck did I do here?

Update: 5 Oct, 2019 @ 12:56pm

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 @ 12:19am

Initial release