Total War: WARHAMMER II

Total War: WARHAMMER II

Greenskin Big Bosses [The Silence & The Fury]
Showing 1-10 of 34 entries
< 1  2  3  4 >
Update: 8 Nov, 2021 @ 3:16pm

--Orc Big Boss available to Skarsnik barracks (as with the Black Orc Big Boss)
--updated compatibility with We'z Speshul (minor stuff)

Update: 23 Oct, 2021 @ 8:38am

--Fixed Sporcatus campaign setup when using We'z Speshul (this mod has a copy of the We'z Speshul script that runs only when that mod is detected to spawn/override a Night Goblin Big Boss for Crooked Moon).
--Added Orc Big Boss to Sporcatus military recruitment chain.

Update: 5 Oct, 2021 @ 4:10pm

--Goblin Big Boss Immortality skill moved to the right so its visible in the skill tree.

Update: 28 Jul, 2021 @ 2:22am

--fixed giant wolf short bow variant (internal filenames were renamed recently and this one got mixed up)

Update: 27 Jul, 2021 @ 3:04pm

-fixed a mixed up skill node lock. Doesn't effect save game compatibility.

Update: 27 Jul, 2021 @ 6:09am

--Silence & Fury update

--nothing much needed; changes to the Beastmen chariot engines (new tuskgor, old razorgor) required a fix to Orc Big Boss's chariot.

--fixed Night Goblin Big Bosses accidentally being assigned to all garrisons.

--housecleaned the packfile, renamed tables and filenames to be more understandable to me in the future

Update: 24 Dec, 2020 @ 2:12pm

Update: 24 Dec, 2020 @ 2:09pm

Update: 21 Dec, 2020 @ 6:21am

--Skill "Get Back an' Protect da Stash" now effects regular Goblin Big Boss garrison units

--Orc Big Boss bodyguard "mount": Orc Big 'Uns (Shields) reduced to 45 men. The Big Boss (officer) hp increased to ~3000. The Big 'Uns have 120 hp each (vs 100 on regular Big 'Uns). Unit uses a slightly stronger weapon, and has silver shield missile block chance. They now operate sort of like Aspiring Champions: they are strong, but the low model count and hit points per man means they won't be invincible when stacked with character items. Set the CAI usage for this skill to ALWAYS_USELESS so that it doesn't pop up in the hands of the AI often or at all. The skill is now player-only: use at your discretion.

--small localization tweaks for skill names/text added by this mod.

Update: 20 Dec, 2020 @ 2:13pm

--One new skill for the Night Goblin Big Boss:

"Go Back and Protect the Stash!"
It buffs Night Goblin garrison commanders (defense, ward save, speed). It stacks, so you could feasibly get ten Night Goblins with this skill and your garrison commanders will be comically hard to kill...
Currently it only benefits Skarsnik, as he is the only one who has night goblin big bosses in his garrisons.


--Three skills for the Orc Big Boss (you must choose one, its a skill lock-out):

"Stuck in Wiv da Boys": Melee defense aura.
"Boar Grokka": Move speed for boar cavalry and chariots.
"Get on Wiv It": Unlocks the Mobility army assist skill (campaign movement).


--New 'mount' option for the Orc Big Boss, an infantry bodyguard (yeah yeah, they are stupid and buggy): Orc Big 'Uns (Shields)

Mechanically, the Big Boss appears as the unit's officer and has about 65% of his normal health (2700), but shares the weapon damage of the unit... so he will survive the melee like a single entity, but won't be doing much damage. Only equipped items effect the units stats, no red-line or technology. Also the hp buff skills/traits/items will increase the unit size beyond its standard 100 men, sort of like Rome2/Shogun.
It might be wildly unbalanced with certain items.


--Other changes

* Skarsnik gets Night Goblin Big Boss in 8 Peaks garrison
* Orc Big Boss recruitment is now at tier 4 instead of tier 5 level for 8 Peaks landmark