Total War: WARHAMMER

Total War: WARHAMMER

Wakes Realism Overhaul (WIP) Ver. 1.5.9
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Update: 6 Aug, 2016 @ 12:12am

1.5.4
Minor Update

* Fixed the issue where the Beastmen would not recieve income from looting

* Fixed kemmlers health issue (again)

* Further tweaked Beastmen roster. Now Beastmen are truly a unique faction on the battle map as almost their entire roster is susceptible to berserkering when in melee fastly getting out of control. This means that the inital clash will be incredibally important for the player to orcherstrate as getting your units tied down in the wrong place will leave little for manuevering. Beastmen are also almost all capable of vanguard deployment and have affinities for forest terrain not to mention there fatigue resistence. They should be an interesting race to play.

Update: 4 Aug, 2016 @ 1:50pm

1.5.3
Major Update

* The first set of updates for the beastmen faction are now up, these are mainly to get the beastmen stats in line with the other factions within the mod. Expect more changes in the future.

* Changes to archer units (slight nerf compared with guns), with crossboss getting some more ap damage

* Post patch magic tweaks/rebalance

* Artilery (mainly empire) got quite a buff, so with the changes from the patch (better explosions) may be too good.

* Some units were unbuildable (due to unit cap/garrison), adjusted until correct garrisons are done. (reiksguard etc)

* Small spell guide, aimed at spells in which the description does not tell the whole story

https://www.dropbox.com/s/il8did48ti1j5xf/Spellguide.docx?dl=0

Update: 17 Jul, 2016 @ 8:52pm

1.5.2 Minor Update

Main changes:

Fixed how range units (especially guns) work. Now, acuuracy is a lot less random, and much more range dependant. Guns at close range should be quite lethal now. Please report results. (Also for artillery).

Minor changes (a host of these)

- Many item changes, that make using them more viable. (ie +4 melee attack...wow), now +8 etc.

- Couple of tweaks to LL traits, ie High king

- Many changes to units, particulary in realtion to unit differentiation. Now there are bigger differences to normal vs great wepon versions of most (but not all--will get there) units, so as to give a player a good reason to build them.

Quite a few others, but cannot remember them all.

Update: 17 Jul, 2016 @ 8:51pm

Update: 8 Jul, 2016 @ 10:52am

Version 1.5.2
Minor change
Bug fix

NO MORE SKAELING/VARG CRASH


YAY!!!!!!!!!!

Update: 7 Jul, 2016 @ 11:09am

Update: 7 Jul, 2016 @ 11:08am

Update: 7 Jul, 2016 @ 10:34am

minor fix for bodyguard unit health

Update: 6 Jul, 2016 @ 10:48pm

Version 1.5.2
Minor update

* added bodyguards to various human generals/heros. Will continue to release bodygaurds in the future for various characters (look out for Grimgors immortals in a future update)

* small changes and tweaks

* adjusted unit width allowance (zombies shouldnt have long formations anymore)

Update: 6 Jul, 2016 @ 1:34pm