Total War: WARHAMMER II

Total War: WARHAMMER II

[Mortal Empires] Savage Orcs Gain Orc Benefits
43 Comments
KoboldUtopian 28 Sep, 2020 @ 3:27am 
thanks
Goremand  [author] 26 Sep, 2020 @ 8:37am 
@CoerciveUtopian No, it's unneeded since the waaagh update.
KoboldUtopian 26 Sep, 2020 @ 6:13am 
Is this still necessary/usable?
Ciaphas Cain 11 Sep, 2020 @ 8:08pm 
Was this fixed into the last update or can we still use this?
Kharnagor 13 Jul, 2020 @ 7:41pm 
good news, the talent tree and tech tree both count for savage orcs now. thanks so much for this mod buddy.
PrivateSteve 28 May, 2020 @ 11:36am 
@Goremand I know that in the tech tree they have a different section for savage orc buffs, so I *believe* that they are still counted as two different things.
Goremand  [author] 25 May, 2020 @ 3:26am 
@PrivateSteve I haven't had time yet to see how things stand with the waaagh update, I was *hoping* this mod would no longer be needed. Have you noticed tech or lord buffs not applying for savage orcs?
PrivateSteve 24 May, 2020 @ 8:43pm 
Hey, I know it's way too early to ask this, but do you have any plans for an update?
Goremand  [author] 13 Dec, 2019 @ 11:35am 
@MasterOfGrey That's strange, I play with this enabled always. Maybe try deleting and redownloading?
MasterOfGrey 13 Dec, 2019 @ 4:10am 
CTD on load. Even when I load it on its own, so it's not a mod conflict.
Goremand  [author] 13 Dec, 2019 @ 3:59am 
@MasterOfGrey Could you be more specific? Is it crashing your games or just not applying?
MasterOfGrey 13 Dec, 2019 @ 2:13am 
Can confirm, definitely, seriously broken.
Goremand  [author] 12 Sep, 2019 @ 10:42pm 
@Kharnagor Is it not working currently? Normally an update isn't neccessary.
Firepengu 30 Apr, 2019 @ 12:53pm 
Ah, thank makes sense. Thank you for this!
Goremand  [author] 30 Apr, 2019 @ 5:21am 
@Firepengu Maybe once they get around to the Greenskin overhaul
Firepengu 30 Apr, 2019 @ 3:12am 
Did CA really not implement this great mod yet?
Goremand  [author] 9 Nov, 2018 @ 11:27pm 
@Black13 I updated yesterday, for some reason Steam isn't changing "latest update" date.

Tbh this mod hasn't changed a bit since I made it for WH1, highly doubt this patch will break it. But if you encounter a problem let me know.
Wappaw_CptBlack13 9 Nov, 2018 @ 10:37pm 
Unfortunately the Aye Ate patch came out in the middle of my Bloody Handz run I was doing. I refuse to do that again without this mod! Total life saver. Hopefully youll consider updating it (Assuming it even needs it, or if its safe to use anyways)
Wappaw_CptBlack13 4 Nov, 2018 @ 8:03am 
Thank you!
Goremand  [author] 1 Jun, 2018 @ 2:46am 
@Hatemachine Almost certainly still good, will check and update soon
`Hot-Stuff 17 Feb, 2018 @ 6:21am 
Wow, i was looking for this! Thank you sir for your work.
TsunamiWombat 15 Feb, 2018 @ 5:18am 
Good bug fix. I've noted it to the community bug fix mod
MADhorseKD 2 Feb, 2018 @ 10:26am 
Holy shit 0.0
Thank you i guess :p
My quest for cringe against CA continues when modders fix their shit faster and better than they can :p

Goremand  [author] 1 Feb, 2018 @ 1:05pm 
@MADhorseKD It's not the scope of this mod, since it's more of a design reversal than a fix. But you made a compelling argument, so: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1288486894

It's compatible with this one of course.
MADhorseKD 1 Feb, 2018 @ 11:15am 
I mean, I get it. But it just seems out of place to have just one unit of Big uns without bigger and harder, especially if all the others do (the bonus is small as it is really). Even if that makes them kinda strong, it would be fine. Upkeep would likely balance that out. Savage Orc Boar boys (especially Big Uns) were some of the hardest cavelry since 7th edition on the tabletop. Rivaling Blood knights. Sure they had the annoying Frenzy rule that you needed to take care of, but that was part of their charm. Just like now, them being shock cav instead of just melee cav.

Removing their tag really doesn't seem like an option for consistency sake.

Not sure how something is outside the scope of modding in this case. But fair enough im just making the point. Im just a stickler for detail i guess.

Still great mod, friend. I always cringe when the modding community needs to fix a developers mess.They can do so much better with the budget they have.
Goremand  [author] 25 Jan, 2018 @ 7:59am 
@marc.on.pluto514 Almost certainly not, I ported this straight from WH1 without problems. I will check to be sure though, and update when I do.
marc.on.pluto514 24 Jan, 2018 @ 2:22pm 
is it affected by the update?
Goremand  [author] 20 Jan, 2018 @ 4:26am 
@MADhorseKD That's a good point. They really shouldn't have that tag.

Balance-wise though, savage boar big 'uns are pretty strong vs infantry, far stronger than the regular version. Adding BvsL on top of that would probably be too strong.

Plus this has nothing to do with unit categories but just the stats of this particular unit, so it's outside the scope of this mod.
MADhorseKD 20 Jan, 2018 @ 3:31am 
Hm...seems weird since they do have bigger and harder and the Big uns on foot all have choppa's just the same while still having an anti large on their damage.
Goremand  [author] 20 Jan, 2018 @ 1:13am 
@MADhorseKD Regular Boar Big Uns have anti-large, Savage ones do not. I believe this is intended because the regular Un's use polearm wapons while the Savage Un's use choppas.

@ChickenMadness Of course. I added new tags, I did not remove the old ones.
ChickenMadness 12 Jan, 2018 @ 2:20pm 
Do savage orcs still get savage orc buffs from the savage orc lord skills?
Gleen Cross 6 Jan, 2018 @ 5:44pm 
Really? I never noticed that... man, CA doesn't love the orcs at all, lol They are so underdeveloped in this game
MADhorseKD 6 Jan, 2018 @ 2:08am 
Is it possible that the savage or boar boy big uns still didnt get their anti large bonus from you? their card doesn't show it.
Krimson 25 Dec, 2017 @ 12:21pm 
Thank you both
Feztis 19 Dec, 2017 @ 1:26am 
@Krimson From looking at the files of SFO, it seems they didn't fix this. So you still need this mod.
Goremand  [author] 19 Dec, 2017 @ 12:00am 
@Krimson If I knew of another mod that fixed this problem then I wouldn't have made this one in the first place.

I can't imagine this mod conflicting with with anything, so there should be no problem using it with SFO if that's what you want.
Krimson 18 Dec, 2017 @ 9:13pm 
Is this fixed by SFO or any other mod?
𝙻𝚘𝚜𝚝 乡 15 Dec, 2017 @ 7:40am 
update mod please
Feztis 25 Nov, 2017 @ 7:38am 
Ah, okay, only seems reasonable then that you followed CA's line of thinking.
Goremand  [author] 25 Nov, 2017 @ 7:31am 
@MrFestis The reasoning on my part is that regular Arrer Boyz get infantry and boyz bonuses, so why shouldn't Savage Arrer Boyz?

As for why CA gave Arrer boyz infantry bonuses I can only guess, but they do have the "Decent Melee Combatant" tag and fluffwise they are just Orc Boyz with different equipment.
Feztis 25 Nov, 2017 @ 5:52am 
@Goremand What's the reasoning behind making Savage Orc Arrer boyz considered "orc infantry" and "boyz" aswell? Aren't tech bonuses to those categories melee themed, or do they also give ranged bonuses to regular Orc Arrer boyz for example (don't know what the Greenskin tech tree looks like)?
BeardedShenanigans 13 Nov, 2017 @ 7:26pm 
Simple and sweet!
MrSimmix 29 Oct, 2017 @ 2:25pm 
Thank you so much!