Total War: WARHAMMER II

Total War: WARHAMMER II

[OUTDATED] Ratskrieg - Skryre Roster Expansion (SFO)
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Update: 26 Sep, 2020 @ 8:02pm

Minor

  • Nerfed Warpstrom Maelstrom - moved most damage from AP to normal, and reduced overall damage. Also added higher initial recharge, and a use count of 3 to prevent siege spams.
  • Ikit's upgrades were stripped back down, turning his 150% buffs down to around 20%, his armour back to normal, and balancing his new warp-lightning gauntlet to normal standards. I have, however, retained his charge bonus and increased charge speed. The jet animation should be seen more, it's awesome. It's not like you'll be having him charge anyway, right?
  • Fixed some DB references for compatibility.

Update: 1 Sep, 2020 @ 11:59am

Minor

  • Whoops, added the wrong spawn VFX to the Maelstrom. Fixed.
  • Brought down some of the buffs to Ikit, since he was a little too ridiculous.
  • Standardised the battle entities - if you have any entity-changing mods, such as SFO Weapon Teams Can Climb Walls, this'll now be compatible with my units.

Update: 31 Aug, 2020 @ 9:52pm

Major

  • Ikit was growing jealous of all the new toys, so I outfitted him with a series of ridiculous buffs to his armour, HP, attack behaviour, melee and ranged attack, and much more. I also buffed all his mounts.
  • Further to this, Ikit was growing tired of his Warpfire Thrower gauntlet, so he strapped a Warp-Lightning projector to his arm instead. Slower to fire, but longer range and far more damage potential across the board.
  • And lastly; Warpstorm Maelstrom, a bombardment spell that Ikit has to begin with. What does it do? Well, it's like that spell everyone hates - 'Warp-Lightning' - except it's a giant stormcloud that fires up to 75 Warp-Lightning arcs in an AOE. It's got a long CD, but it's definitely the cherry on the top.
  • TL:DR? Ikit is now ridiculous.

Update: 20 Aug, 2020 @ 8:55pm

Minor

  • Created new functional explosion for Warpflares as to reduce AoE damage.
  • Rebalanced Warpflare overall output - much less regular damage and smaller radius, but far higher AP. Explosion phase [Flare Burn] changed into temporary heavy armour sunder.
  • Nerfed Chasm Mortar explosion damage, but increased radius further and added massive direct hit AP damage (very hard to land).
  • Added a new contact phase to Chasm Mortar - [Chasm Shock], to make anti-fodder and morale shock more potent, exponentially decreasing speed and morale temporarily upon impact.
  • Changed explosion visuals and behaviour for Chasm Mortar - slightly less likely to destroy surrounding units (still does it, and that's very much on purpose), creates a rocky impact that makes more sense for a literal kinetic pole mortar, and increased shockwave speed for the same reason.

Update: 12 Aug, 2020 @ 10:00am

Minor

  • Teeny tiny hotfix for Chasm Mortar, plus unit card tweak.

Update: 12 Aug, 2020 @ 9:35am

Major

  • Added a new unit: Chasm Mortar, a predecessor and prototype of the far more acclaimed 'Morskittar Device'. They're long-ranged rods that look like rockets but function as earth-shattering Mortars that, whilst deal minimal damage, shatter morale and blows away infantry with devastating force in a large AOE. They specialise in disrupting formations and crushing advances. Can also stagger larger units. Careful, however, ammunition isn't exactly plentiful, and they're high cost/upkeep.
  • Added some new fancy WS stuff to the Warphunters.

    Minor
    • Heavily increased Warp-Tank costs overall (50-60%). The unit remains a behemoth, but you'll certainly be feeling a hole in your pocket.
    • Blastvermin have a fancy, new unit card. The other older ones will get new ones eventually too.

Update: 11 Aug, 2020 @ 10:08pm

[See Above]

Update: 12 Jul, 2020 @ 8:46pm

Major

  • Added a new unit: Warphunters, loosely based off of the Mordheim equivilent. Four Eshin nightrunners, with Skryre tech and beefed-up jezzails that can carve holes in the heaviest of armour, or the thickest of LL egos. Come with Overcharge, Concealment Bombs and Duck & Weave. They exist simply as a more mobile, more powerful version of regular Jezzails, especially good late-game.
  • Implemented Steelfiend to 1/2 complete - can now be played in campaign, but still plenty of WIP to go.

    Minor
    • Some tweaks to the Warptank, including projectile damage and turret behaviour.
    • Removed Armoured Rat Ogre (I'm expecting these to come in the Moulder DLC, whenever that may be.)

Update: 10 Jul, 2020 @ 5:52pm

Major

  • Added a new unit: Warpnaught Rat-Tank, as a beefy tier-5 Warmachine that costs a hell of a lot, is a bitch to upkeep, but packs immense power in the form of a Warpcannon (highly explosive anti-everything cannon) and a Warp-Magma Laser Turret (armour-piercing, highly accurate smallarm) as a secondary. The tradeoff is that it lacks the thick armour of the Empire's original contraption. Also uses SFO's overcharge, as well as 'Invasive Manuevers' for increased speed at the cost of reload speed.

    Minor
    • A new round of visual projectile changes.
    • Added Minelayer unit to custom battle for testing. Do not use, the model is buggered on purpose.
    • More of a note - red line and tech in campaign upgrades that affect Doomwheels should also affect the Warpnaught Tank.
    • Another note - the current tank model is temporary, I REALLY want a decent, custom model. But I'll wait. It's fine. :(

Update: 30 Jun, 2020 @ 8:00pm

Minor

  • Reduced entity count of Clanrat Skirmishers to better reflect them being Clanrat, as opposed to Skavenslaves, as they were prior. (180 -> 120)
  • Increased most multiplayer costs.
  • Increased upkeep across the board by 5-10%.