Total War: WARHAMMER

Total War: WARHAMMER

Wakes Realism Overhaul (WIP) Ver. 1.5.9
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Update: 14 May, 2017 @ 7:27pm

Update: 19 Apr, 2017 @ 6:21pm

New verison: Save game compatible

Beastmen:-

- Fixed ability 'essence of choas', and also tweaked it, so as it can now be used on a unit of 50% health (was 20). It also has a chance to not damage per second (was 100%, now 85%)/ Overall much more powerful.

- Brought beastmen techs into line with choas upgrade, so better expensive techs, and a replenishment tech which allows healing at all times (bar the moon event which disables healing).

- Gorebulls now a bit bigger, and with more HP, quite a good unit now.


Spells:-

- All buffs and hex now last twice as long, they were just too short to be any good in most cases. This does mean some of the ones that were already long, are now VERY long.

Characters:-

- Went through some of the sword weapons so as they are actually worth using, specifically AP dmage ones which ADDED ap damage, as opposed to the % based ones which were much better.

- Skill point allocated a bit differntly now, so 2 first level, 1 up to level 9, 2 up to level 19, and 3 thereafter.

Other stuff I forgot.

Update: 12 Apr, 2017 @ 4:21am

minor update-save game compatible

- choas tweaks, including archon tweaks, lord of chnage script fixes, tech beef up (more growth with expensive techs) and the casulaty replenishment tech now provides replenishment even in forgin territory, without encamped stance).

- Buffed crossbow damage, and gun damage slightly

- More amber for WE from provicial capitials.

- missed some fire damage for group of additional units, brought them into line with rest of the rosters.

-Various small stuff

Update: 8 Apr, 2017 @ 11:49pm

- correct some units with the wrong weapons

- reduced the ar of cannons

-changed number of build slots (stole the idea from another mod, so not credit for me) so:

provincial capitals 8 slots. Special captials 10 slots, wood elves 12 slots.

-introducing new fire damage mechanic:

Becuae of the way fire dmage works, previously a sword that did 50 damage, imbued with flame, still only did 50 damage to 99% of the in game units. This is not longer the case, as now imbued fire weapons will deal and additional 30% damage to most units (so the 50 above will become 65).

In addition, if a unit is 'on fire', (whether from a spell or a fireweapon) they will now be considered to be burning, lowering morale by 12 for 15 seconds.

Spells such as fire ball have be reduced in power, so as the damage they do will remain the same (although they do give the 'on fire' penalty).

Not save game compatible.

Update: 7 Apr, 2017 @ 1:41am

- couple more general fixes and tweaks

- new spell for empire wizards, shield barrier

How is work is and empire wizard can cast a protective shield around himself (like gandalf/balrog fight), which does a number of things:

1. Cost 35 mana to cast, and slows/stops mana regeneration while in effect (this depends on what other effects are in play, a very powerful wizard has enough man regeneration to combat this.

2. Freezes the wizard in place.

3. Gives the wizard almost complete protection from all physical attacks. Powerful magic attacks can still get through, though with the wizards natural magic resist, still provides 75% magic protection.

4. This last a nice 120 seconds, though does take around 10 seconds to cast.

5. This ability is only for foot and horse. If you upgrade to a flying mount, you lose the ability.

Update: 5 Apr, 2017 @ 5:57pm

- various fixes posted by other users (mainly Treliant, cheers mate)

- Bretonia hippograph now a single unit, riding by grail knight. Almost a hero type unit.

- Black coach redone. Starts slow, but if in battle for a while should turn into a real infantry killer, and be closer to TT and useful

- other stuff minor

Update: 4 Apr, 2017 @ 1:22am

Update: 11 Jan, 2017 @ 5:48pm

Update: 21 Nov, 2016 @ 3:24pm

Update: 21 Nov, 2016 @ 2:51pm