Total War: WARHAMMER

Total War: WARHAMMER

All Factions: Tweaks for Existing Skills
Showing 1-6 of 6 entries
Update: 29 Jul, 2016 @ 2:36am

Gave Vampire's Ancient Cunning 6/16/30% Ambush Defense
Why: Missed this one the last time I was adding ambush defense to other trees, but same reasoning as the others applies.

Update: 15 Jul, 2016 @ 1:54pm

Changed Favored Son's level 3 to +24% instead of 20%.
Why: Came across the Slaneesh Pendant which states it's made of the soul of the first of Slaneesh's sons and has a +24% effect. There's no particular reason Sigvald's soul could not be as magnificent a relic should he suffer the same fate. With all three levels in favored son Sigvald attains a speed of 48.

Update: 15 Jul, 2016 @ 8:24am

Mason changes:
Level 1: -5% main building upgrade cost (region). 2: -10% main building upgrade cost & -1 main building upgrade time (region). 3: -10% all building construction cost & -1 main building upgrade time (province)
Why: If the player's giving up 3 levels to make their lord related to the masons guild, the masons guild can do better than a pitiful -9% to the cost of the main settlement building. It simply didn't stack up to the other campaign skills.

Ruination/Wallbreaker changed to -1/-2/-3 siege holdout time.
Why: Attrition damage is only applied when the settlement runs out of supplies. At that point, the garrison takes 50% of attrition as casualties. Two turns after starvation only a fourth of the garrison is left, making level 2 and 3 rather pointless due to the sheer attrition already present. Removing additional holdout turns takes from the food supplies pool, making reaching this point faster and thus more worthwhile.

Premonition/Alert tunnel intercept chance changed to +6/16/30%
Why: Mostly to make it possible counter Dwarf and Orc evasion chances should it be desired.

Outclevering also gives +6/16/30 ambush defense chance.
Why: Because if an Orc/Gobbo is smart enough to find ambush spots, he's smart enough to know where ambushes might come from.

Campaign Wound Recovery Skills (Hardy/Immortal Horror/Iron-hard/etc) grant -5% to enemy success chance in addition to their benefits.
Why: First, a skill shouldn't be dependent on you failing or your enemy winning to be of any use. Also, if a lord/hero doesn't get hurt as badly from being wounded, there should also be represented the chance that a wound that would take one lord/hero out of action wouldn't faze the one with this skill.

Sigvald's Favored Son grants +5/12/20% speed in addition to the +3/6/9 melee attack.
Why: Sigvald behaves somewhat like a spy in-game. He's a duelist, and he doesn't have a mount option. Without a chance to buff his speed, he falls short of even spies, and yet he's a legendary lord.

Defender/Damage Control/Eternal Warden siege holdout time changed to +1/2/3 in addition to the attrition reduction at 2/3.
Why: To match changes to Ruination/Wallbreaker and because the attrition reduction isn't going to save any garrison. To give defenders a slight edge over the wallbreakers the attrition reduction was kept (though it won't help much).

Enquiring Mind also grants +1 engineer agent cap.
Why: To give a more persistent reward for reaching the end of the campaign tree than a +10% research rate you can get from an ancilliary, and an extra engineer fits with the theme of the skill since engineers are a decent representation of scientific progress.

Eye of the Gods now gives +7% weapon strength regardless of attack/defense
Why: Do the Chaos Gods close their eyes after the player hits end turn and open them only when the player's turn begins again? Be that as it may, Chaos doesn't really defend, even when they're being attacked thanks to their weak missile options. For the same reason Dark Pact was changed, I changed this to be more consistent. A bonus is that you can actually see the change to the stats outside of battle now.

Update: 6 Jul, 2016 @ 11:25am

Lightning Strike: Replaced Reinforcement Range with Leadership +4/10 during Lightning Strike for level 2/3.
Why: As mentioned above reinforcement range is difficult to see. Additionally this sort of bonus was given for investing in 'night' battle skills in previous games, making lightning strike even more useful during 1v1 and the additional levels worth investing in.

Route Marcher & The Restless Dead: Added reinforcement range +15%.
Why: Reinforcement range is very finnicky. You pretty much have to be standing in or against the zone of control to reinforce, resulting in up to 4 armies rubbing up against one another and insulting you while you try to get them all in range to reinforce. This hopefully alleviates that for everyone without serious investment.

Deff from Below & Miner's Instinct: Added +6/16/30% Tunnel Intercept Chance & Tunnel Evasion Chance respectively.
Why: Giving the two factions one and not the other makes the skill too weak to consider investing into and clashes with the description text.

Darkling Skies, Reassuring Presence, Replenisher, Dark Apothecary: Changed to -5/-13/-25% from all attrition sources.

Why: -15% isn't enough of a resist to be worth investing into considering this is a percentage of the damage you take from attrition. -25% is still pretty low, however it's possible to stack a lord's skill with a dignitary to get -50%, and with the enshrine ancient lords tech for vampires a majority of the damage can be averted. Generally, only vampires really need this for when they have to leave their territory for extended periods, such as when fighting dwarfs; the extra changes are simply to even them out.

Looter is replaced by Logistician for Greenskins; Looter bonus rolled into Ravager
Why: Looting is inferior to sacking because sacking does not prevent taking the settlement anyway and gives you more money, making Ravager the superior option and Looter pointless. Greenskins don't have a dignitary so it made sense to give them the capability of aiding their replenishment.

Dark Pact: Changed to +3/7/12 leadership regardless of attacking/defending.
Why: Vampire Counts don't have ranged units. If they're attacking, they will have their units attack the enemy. If they're defending, they will have their units attack the enemy. I'm sure whatever ritual sacrifices for ensuring victory can be done before battle either way. The slight reduction in leadership is partially because of the Leadership boost available through Lightning Strike and to match up with other factions.

Children of the Night & Serve or Die : Added +1 Wight King for level 1 and +1 Necromancer for level 3, and Added +1 Exalted Hero for level 2 and +1 Chaos Sorcerer for level 3 respectively.
Why: Probably the change I feel the most ambivalent about. Banshees can be stacked by making clones of their building in a province, but vampires, necromancers and wight kings are limited to 1 per province with their buildings. If Vampires are going to be made available through the skill, I see no reason not to have other heroes available, and since I can't give a wildcard hero slot to use on a preferred class, this is how I chose to resolve it. Vampire Counts rely on their agents to spread corruption and fits their MO.

For Chaos, Serve or Die is a rather weak skill on its own. Because Chaos has its own corruption to spread, this gives the Chaos player more of a chance to approach the agent spam of the NPC Chaos Invasion.

All Wizards: Aide and Storm of Magic have switched positions.
Why: To give Wizards a means to defend themselves without having to heavily invest in abilities you may never use.

All Spies: Despoiler (Slapped by Mork for Greenskins) and Watcher have switched positions
Why: As with Wizards, gives Spies the ability to defend your armies without having to invest heavily in abilities you may never use.

Update: 6 Jul, 2016 @ 11:16am

Update: 6 Jul, 2016 @ 10:20am