Total War: WARHAMMER II

Total War: WARHAMMER II

Mighty Campaigns - Endgame Expanded
Showing 21-30 of 34 entries
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Update: 17 Jun, 2021 @ 10:52pm

Fixed a regression with the army generation code

Update: 17 Jun, 2021 @ 7:23pm

Added new MCT option to disable tracking missions under the General section.
This should be disabled if you experience a crash.
Refactored the mission generation logic after a character is killed.

Update: 17 Jun, 2021 @ 3:11am

Individual missions will not be cancelled when the character is killed.
This works fine the first time the characters are spawned but can cause issues (crashes) after they respawn and the mission is recreated.

Update: 16 Jun, 2021 @ 3:30am

Missions will now be cancelled when victory occurs.
If these aren't cancelled when the special characters die, the game can crash.
When diplomatic restrictions are removed, Norscan's won't be dragged into a war again.
Warherd of chaos will be removed when victory is triggered.

Update: 9 Jun, 2021 @ 8:39pm

Correctly fixed and updated weighted list changes.
Includes updates from the 7th and 8th June.

Update: 9 Jun, 2021 @ 3:42pm

Weighted list changes were broken, reverted to older version

Update: 8 Jun, 2021 @ 4:20am

Fixed first Doom Tide spawning almost immediately after invasion start.

Update: 7 Jun, 2021 @ 8:57pm

Further tweaks to beastmen armies.
There shouldn't be any razorgor chariots in the mid game invasion.
Changed the mod to use CA's weighted list for determining random armies pools.

Update: 7 Jun, 2021 @ 4:28am

Tweaked Beastmen and Chaos army compositions.
Mid game invasion armies will have more ungors and marauders.
Reduced the amount of Razorgor chariots that can spawn as well.

Update: 7 Jun, 2021 @ 1:50am

Chaos Invasion will be delayed by 10 turns while playing as Clan Moulder.
Clan Moulder won't be forced into war with the enemies of Chaos if they're played by a human.