Total War: WARHAMMER II

Total War: WARHAMMER II

[Outdated] JR's Vampire Coast Bugfixes
34 Comments
Mor 3 Oct, 2019 @ 10:30am 
only in my legendery campain vampire coast can hawe only 1 army?
Scaley 4 Mar, 2019 @ 4:59am 
@dawn of gaming same here
Kenny_StVrfighter 3 Mar, 2019 @ 12:26pm 
Still need this mod even after the update?
LWC | Dawn of Gaming 3 Feb, 2019 @ 11:51am 
Good to know this isn't client side then.
Cvlsoldier 3 Feb, 2019 @ 7:06am 
Same. This is 1 of 2 mods that CTD for me as well.
LWC | Dawn of Gaming 2 Feb, 2019 @ 11:35pm 
At the moment, this appears to be causing my game to crash on startup. I don't know why, but I thought you should know.
Cvlsoldier 1 Feb, 2019 @ 6:34pm 
Update for festag
SloppyJoppy 11 Dec, 2018 @ 2:50pm 
my regiments still dont get bonuses rip
Bomjus 16 Nov, 2018 @ 6:01pm 
these fixes are already included in the community bug fix mod thegron
thegron 15 Nov, 2018 @ 12:37pm 
Can you possibly incorporate all of these into the community bug fix mod? It is a huge compilation of bug fixes and just makes it easier for us to have it all in one mod.
Nobody 14 Nov, 2018 @ 8:52pm 
Hi, not sure if bug or intentional, but I am unable to put a Mourngal Haunter into my army?
Can someone explain, thanks.
SoRob 13 Nov, 2018 @ 1:58am 
@deadmarine I saw this one myself the other day Im not sure what mods etc you might be using but for some reason I dont understand it was the "trade region" mod that caused this one for me
Bomjus 12 Nov, 2018 @ 7:14pm 
thank you for fixing the recruit rank technologies. now my heroes and lords recrutied from fleets aren't awful.

however, do you plan on fixing the other factionwide recruit ranks that should apply to them? the +1 lord recruit rank from the "Pirates' Rest" building and also there is an office position that gives a +3 bonus to lord and hero recruit. both of these are factionwide so i don't see why they wouldn't apply to fleet recruit ranks.

are you leaving this out because of your own personal qualms with balance?
孕妇·米娅·SAMA 12 Nov, 2018 @ 5:03am 
Could you add a new function, please? Unlimited recruitment troops?
DeadMarine1980 12 Nov, 2018 @ 3:03am 
I have another bug, that I'll like to share. I'm not sure this mod will fix it. In my current play through I'm the only pirate on the imfemay list, I'm already number one. The other pirates cannot all be gone, or could they? THere is literally no pirate for me to fight to get my shanties. So what's going on? Because i'm left with only a conquest victory.
gongoozler 11 Nov, 2018 @ 2:46pm 
Plz don’t removed rotting promethean gunnery mob from giant monster rank 7 skill, they are supposed to be the upgrade and replacement of normal promethean units.
Coffeecoffee 11 Nov, 2018 @ 11:40am 
Hi JerreyRough,
could you also fix the Gunnery Wight skill that gives melee AP instead of ranged AP?
Bergholt 11 Nov, 2018 @ 2:52am 
Hey man, does this fix the Gallows Giant RoR that doesn't fire correctly? Thanks.
Leb 10 Nov, 2018 @ 8:39pm 
Hey JR - thanks for this!

Are you planning to go through and scrub some of the other skill and tech inconsistencies? For example the Gunnery wight's skill that gives him armour piercing, in which the description talks about him being more accurate with his gun, but the game applies the armour piercing to his melee weapon
JerreyRough  [author] 10 Nov, 2018 @ 12:29pm 
Bear in mind that my fix ONLY affects the rank 7 skill. All other techs and everything still effect it, it's just the one skill. If it gets both skills then it gets +30 magic resistance rather than just +15, which is a little much IMO. It also gets +12 armour from the ranged skill rather than +8 missile resistance, which has its own advantages (and disadvantages).

Again, there isn't a single unit in the game that benefits from 2 rank 7 skills at the moment. They can only ever benefit from 1, and they're mentioned by name in the ranged rank 7 skill. CA probably just accidentally put it in both groups, especially due to the weird internal naming they used for these skills.
0utlaw 10 Nov, 2018 @ 9:06am 
Quick turn around and thanks for the good work. I'm personally holding off as it seems to nerf the Promethian Gunnary unit, which costs more and has a higher upkeep cost. I rarely use it as it is since there are only 9 units in a squad and the gunner uptop does marginal damage, and after your fix it will be even worse.
Poet 10 Nov, 2018 @ 8:29am 
I think the crab gunnery should double dip from the upgrades, its just an upgrade to the standard one.
Nerevarine 10 Nov, 2018 @ 3:07am 
Can you fix exhaustion not working on Vampire Captains after establishing a pirate cove? Now you are supposed to not be able to establish one for 10 turns but you can do it anyway because the debuff doesn't work.
JerreyRough  [author] 10 Nov, 2018 @ 1:32am 
Updated!

- Fixed the two technologies The Converted and Centuries in Command so that lords/agents recruited from Fleets benefit from those two technologies.

I guess this mod won't be just for units now. Might relabel if I keep fixing stuff lol.
JerreyRough  [author] 9 Nov, 2018 @ 10:54pm 
tbh I would do it if CA had done that for any other unit for rank 7 skills, but they haven't. If I were them I'd have just added a ranged bonus to the skill that Huff's normal rotting leviathan's, even if it's just 1 unit. It's what I did for my skill overhaul for various old world races lol.
ShockMeSane 9 Nov, 2018 @ 10:03pm 
@JerreyRough there are a ton of units in the game that are just straight upgrades like virtually every Feral Dinosaur, and lets not forget the Chaos Trolls/Armored Trolls that come from the same tier and one is just outright better than the other and costs more. I don't find it problematic if there isn't much of a reason to take them later, personally. In any case I don't particularly mind what you decide, just playing devil's advocate :)
JerreyRough  [author] 9 Nov, 2018 @ 8:15pm 
@CeltiK: Sure, I can talk to you later about that.

@ShockMeSane: That's a fair point. My only issue is that there isn't a single other unit that double dip for rank 7 upgrades AFAIK, and the unit is specifically mentioned in the ranged rank 7 skill effect description. It'd double up their magic resistance bonus and give even more reason to never take normal Prometheans in your army later in the game, when cost isn't an issue.
ShockMeSane 9 Nov, 2018 @ 7:11pm 
I'm not really convinced that the Promethean Gunnery Mob isn't supposed to double dip on upgrades, as it is designed as strictly an upgrade to the regular Promethean. Exact same stats, except with an added shotgun guy on top. Costs flatly more gold and upkeep. Without the double dipping I think the gunnery versions will be strictly inferior because that shotgun guy does not output a whole lot of damage.

Easy thing for me to change either way, but I think there's an argument that they meant to do it that way.
Celtik 9 Nov, 2018 @ 4:44pm 
Hey there, that's some nice bug fixes. It saves me the hassle from hunting them myself! Would you mind adding them into the Community Bug Fix? I could use some help over there ;)

And I have one for you: the Vampire Coast technologies The Converted and Centuries in Command don't give +5 ranks to characters who are recruited directly from the fleet. I tried to apply a fix but it doesn't seem to work. If you have an idea?
Stephince 9 Nov, 2018 @ 4:28pm 
Is it worth rolling these in to the Community bugfix mod?
The real 4 9 Nov, 2018 @ 4:12pm 
Hephey. Thanks! I just noticed my RoR's weren't effected by lvl 7 skills and then there's already a mod fix. So yeah, thanks man.
JerreyRough  [author] 9 Nov, 2018 @ 3:50pm 
Actually I'll make a thread in the discussions area and then you can post what you notice there.
JerreyRough  [author] 9 Nov, 2018 @ 3:50pm 
If you can give me a list I can try. Make a thread in the discussions section for that.

I won't be able to do it until later tonight/tomorrow morning though.
Cleveland 9 Nov, 2018 @ 3:47pm 
Thanks! Can you fix some of the other bugs?