Total War: WARHAMMER II

Total War: WARHAMMER II

Unit Caps for All [Updated for patch 1.12.1]
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Update: 8 Aug, 2021 @ 12:39am

[Wood Elves] Changed caste properties on spiders and hawks to match fixes in the Community Bugfix Mod.
[Dark Elves] Added +1 cap to Rakarth for kharibdyss, black dragon, bloodwrack medusa, feral manticore, and war hydra. Is this balanced? No? I'm just tired of people "reporting" the bug that they never built a recruitment building and cannot recruit them.
[Strings] Fixed assorted minor typos. Finished transitioning to a new, slightly more compact presentation style. Credit to Flying Fox and Sharper for spotting and reporting a typo in one of the last batch of string changes. It's possible that other errors have been introduced in the process of the transition. Please report any typos spotted.

Update: 30 Jul, 2021 @ 9:04pm

[Dark Elves] Added witch elf caps to the tier 2 cult of pleasure building. Credit to 137438 for bringing yet another undocumented patch change to my attention.
[General] Fixed a whole lot of erroneous caps from damaged buildings.
[Strings] Continued transitioning to a new, slightly more compact presentation style.

Update: 27 Jul, 2021 @ 5:46pm

[Empire] Fixed missing Empire Knights Cap at the T2 stables building. Credit to I7OHb for the report. I wish CA wouldn't miss out changes like these on their patch notes.
[Strings] Started transitioning to a new, slightly more compact presentation style.

Update: 24 Jul, 2021 @ 7:21pm

[Dwarfs] Significant rebalance of Dwarf caps. Removed all caps derived from settlement buildings. Included hero caps and campaign bonuses in cap values. Simplified and slightly reduced caps from the barracks line. Added small bonus caps to some T4 resource buildings. Reduced caps from other buildings with hero caps and campaign bonuses. Reduced caps from landmarks. Feedback is welcome. Persuade me on what should be changed.

Update: 24 Jul, 2021 @ 9:22am

[Norsca] Removed old vestiges of settlement-based cap system for berserkers and hunters remaining from pre-patch, and removed the temporary system put in place to allow interim recruitment of basic marauder spearmen. Currently, all these units rely on military buildings again. Please give feedback as to whether these changes offer an improved Norscan experience, or not, explaining why: I have limited time to playtest at the best of times.

Update: 22 Jul, 2021 @ 7:50am

[Wood Elves] Fixed a duplicate string in the faction select screen for Drycha. Credit to Vacuumriderfor the report.
[Norsca] Temporary fix for problems with Norscan infantry caps reported by Shatilov. I'll take a better look and see whether something else needs to be done in my spare time tomorrow.
[Technical] Background support in progress for some new submods, but this work is not complete, and will be detailed in an upcoming release.

Update: 20 Jul, 2021 @ 11:22am

[Technical] Added support for Guv's Chaos Dragon mod, Guv's Chosen Berserkers mod, Guv's Dwarf Great Beards mod, and Guv's Mammoths to WoC mod.
[Bretonnia] Reduced caps from special tournament grounds building. Combined with the buffs, it was a bit too OP.
[Dwarfs] Switched caps for dwarf warriors and quarrellers at the main settlement building for Tor Yvresse from the Dark Elf version to the Dwarf version for hopefully obvious reasons.

Update: 19 Jul, 2021 @ 7:46pm

[Lizardmen] Added missing chameleon skinks and stalkers caps to Skinks 3 building. Credit to ElJefeGrande for report.
[Empire] Added caps for Knights of the Blazing Sun to Stables line as apparently they're now recruitable from here. Adjusted Pistolier caps downwards to try and compensate. Fully expecting the Elector Counts to announce independence in protest.

Update: 19 Jul, 2021 @ 12:45pm

[Technical] Added support for new units in Pirates of Sartosa patch.

Update: 19 Jul, 2021 @ 11:23am

[Technical] Added support for We'z Speshul submod.
[Greenskins] Numerous small tweaks to caps.