Total War: WARHAMMER II

Total War: WARHAMMER II

Lily's Bretonnia Overhaul
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Update: 22 Jul, 2022 @ 3:13pm

Foot squires made cheaper but lower stats.

Update: 22 Jul, 2022 @ 10:24am

Reduced Knights of the Realm and Knights Errant melee attack and weapon damage to old values (due to the change in the effect of Knightly Tempered)

Update: 22 Jul, 2022 @ 4:05am

Update: 21 Jul, 2022 @ 2:45pm

Hotfixed Economy changes for Farms

Update: 21 Jul, 2022 @ 2:30pm

• Royal Men-at-arms are now shielded
• Royal Men-at-arms, Men-at-arms (Polearms) and Battle Pilgrims cost more
• Knightly Tempered gives a flat +10 MA and +5 MD instead of +10/+5%
• Farms and Industry give more income but have bigger penalties when combined
• Some unit card changes have been reverted.
• Battle pilgrims model has been reverted

Update: 29 Apr, 2022 @ 8:17am

Men-at-arms reform gives +4 MA/MD up from +2 and costs 1500 gold down from 4000
Legendary Outfitters costs 3000 down from 4000 (And down from 8000 for Repanse)
Men-at-arms have had their hit points increase (by about 1-2 per model, depending on type)

Update: 8 Mar, 2022 @ 6:29am

Update: 7 Mar, 2022 @ 6:00pm

Hotfixed Squire hitpoint values

Update: 7 Mar, 2022 @ 3:10pm

Modified all foot squires to be more expensive but slightly better. Foot Squires with greatswords should compare unfavourably to empire greatswords despite being the same cost, for example.

This change was made for a few reasons:
• To further distinguish the difference between men-at-arms units and squires
• To make them less of a cost effective meat-shield unit and more of an infantry unit you'd want in the late game
• To make Bretonnian infantry armies scale slightly better in the campaign, without making them too good as to make bretonnia an infantry faction (which is why they are still worse than empire greatswords

Update: 2 Nov, 2021 @ 7:32pm

Unit Changes:
• Foot Squires have had their melee attack and melee defence slightly lowered, but their hit points have increased.

Building changes:
• Industry level 3 can be built at a level 3 settlement, but now only gives +1 recruit rank to men-at-arms and gives 200 income down from 225.
• Apothecary no longer gives +5 chivalry
• Guild Hall chain now gives province wide income bonus, and its effects have all been modified slightly
• Order hall is now cheaper and can be build in a level 3 settlement, but no longer allows the recruitment of Knights of the Realm.
• Farms gives 250 income down from 275
• Tavern chain gives higher public order in the province, but less to adjacent provinces

Technology Changes:
• Charity reverted to its vanilla state
• Almshouses no longer gives +1 public order but it now gives +2 to peasant economy limit
• Peasant smiths no longer increases peasant economy limit
• Many technologies have had their income boosts modified to be lower

My thoughts: These changes have been made to make the peasant economy feel slightly more relevant again, for example by removing the boost from Charity you can no longer obtain +2 to the limit in a pinch, same goes for the peasant forges tech where it seemed unfitting.
The change to the Guild hall was made to make it a more appealing building, making it cheaper and able to fit perfectly into any settlement makes it a better choice in many situations than it was before. Trade increases are powerful but only when you have trade partners, so the previous iteration had many situations where you couldn't consider it. Now that it gives a province wide boost, it should be more viable.
The change to industry was made simply to make it more viable in smaller settlements where you would likely still only want farms, its difficult to balance given that in this mod it can actually be used together with farms, which is why I reduced the income bonuses technologies give to industry.