Total War: WARHAMMER II

Total War: WARHAMMER II

Chaos Invasion Mod - Soul's The End Time Comes 2.3
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Update: 20 Dec, 2020 @ 12:32pm

- tweaked army lists be more random after playtesting 2.1 for some time.
- Sigvald should have a more elite line up at his disposal now.
- All none character hordes should spawn more varied load outs, with repeat of a small core set of units for each diff faction.
- Norsca should no longer commonly spawn fimir doom stacks as one example of this.
- The way the random army generator works in TW means the potential for doom stack armies will still exist from time to time, but the way i've made the script in this update there will be more variety across the board to counter this.

Update: 17 Dec, 2020 @ 11:31pm

- Beastmen hotfix for not declaring war applied to stable build after testing.
- It will take an extra turn for Beastmen, and Norsca as well if more than five armies spawn in together and declare war on the world.
- After testing I have found this is caused when spawning more than five armies and declaring war on the world at same time, anything past the initial five armies just hits some kind of cap in the game's engine/code. I found the best solution was simply to force declare war action for these two factions at beginning of the following turn.

Looking back: Back to full Ikit Claw mode; testing, trying new things, breaking private versions of new versions, testing again.
Think over first year of the mod I spent more time playtesting that playing the game anymore.
However, you'll note I start properly documenting it, and I think this around the time I upgraded the look, descriptions etc.
'If you look fabulous, you feel fabulous, baby', after all.

Update: 17 Dec, 2020 @ 8:29pm

- Increased horde count of beastmen (8)
- Piggy backed extra beastmen spawns off four factions of the mod.
Please see extended description for more details and current version of army loadouts within script.

Update: 16 Dec, 2020 @ 6:04pm

- Noticed while testing another version that Slaanesh was spawning Nurgle armies, this has been fixed.

Update: 14 Dec, 2020 @ 9:54pm

- Proofed script, tweaked army loadouts after testing spawns. (Had some units spawning as mandatory should of been secondary spawns and vice versa for the army manager script)

Update: 14 Dec, 2020 @ 4:07pm

- Script updated to re-include our old buddies. 2.0 release.

Update: 14 Dec, 2020 @ 12:21pm

Update: 13 Dec, 2020 @ 2:52pm

Update: 13 Dec, 2020 @ 2:08pm

Update: 13 Dec, 2020 @ 12:14pm

- Removed custom armies from stable build of mod, have confirmed custom loadouts will spawn but can't quite figure out yet how to get custom armies(the old four from previous version of mod) to spawn in with their beastmen, and norsca counterparts yet.