Total War: WARHAMMER II

Total War: WARHAMMER II

Deadlier Engagement Dynamics
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Update: 9 Mar @ 3:04pm

- Removed higher melee attack from previous versions and implemented a +35 to melee attack and melee defense so models hit more if flanking (due to 0 melee defense from flanks) rather than a flat overall bonus to melee attack.
- Reverted to vanilla obstacles from Medium as they were slowing to many models
- Half reveal distance
- Collision cap reduced to 200
- Restitution reverted to vanilla so models dont extend too much with Agile Models
- Hit chance max from 90 to 100

Update: 28 Aug, 2024 @ 1:05pm

- Melee 1 hit max until counter
- Horses and heavier have collision when dying
- Momentum preservation is slightly enhanced
- Bracing mass bonus is halved
- Fire damage deals extra damage to chariots along siege equipment
- more terrain acknowledgment

Update: 16 Jun, 2024 @ 2:11am

- Removed knockdown delay to minimize knockdown immunity
- Reduced HP clamp on matched combat so entities can die while performing the matched combat

Update: 24 May, 2024 @ 4:16am

Removed the redundant impact_reflection_attack_cooldown_timer

Update: 24 May, 2024 @ 3:49am

Collision formula had a power law of 0.8, meaning the mass ratio was diminishing the higher it got. removed the normalizer but reduced the modifier to 0.2 instead of 0.6, meaning less damage from small ratios and bigger impact from larger ones.

In turn removed the cap by setting it very high, so the damage potential is there, but with the modifier its hard to get to and would occur only when the mass ratio is extremely high.

added one more second to the charge bonus to allow more units a chance to hit, and reduced the ranks needed to maximize the bracing bonus to 4 instead of 8.

Update: 27 Apr, 2024 @ 6:22am

Missile volleys – removed volley thresholds so models will not wait for other models to shoot, removed the aim time based on experience, where unexperienced models would take more time to aim (if anything it should be the other way around), but it's already embedded in their accuracy (thanks to andy's comment)

hit chance minimum set to 0, so now it 0-100% instead of 10%-100%

Update: 15 Jul, 2023 @ 2:40am

Updated Charging bonus to last 2 second instead of 13, so the bonus doesn't extend beyond the first few hits, which I find a bit more realistic. This change balances the higher impact damage while making high charging bonus like cavalry and monsters more exclusive in their battle dynamics, so low charging bonus units like infantry don't impact as much (and so does counter-charging).

Update: 15 Jul, 2023 @ 2:16am

Update: 4 May, 2023 @ 7:25am