Total War: WARHAMMER II

Total War: WARHAMMER II

Better Runefangs
33 Comments
Spiesky  [author] 1 Jan, 2023 @ 5:00pm 
You got your wish.
Lerbrandt 4 Nov, 2022 @ 3:50pm 
Will this be ported over to WH3? Would absolutely love it for Karl Franz Campaign. Perhaps without Ghal Maraz modifications as CA already buffed the weapon.
Hadrian Voldus 24 Apr, 2022 @ 10:18am 
Is it possible to make the same mod, but without Ghal Maraz modification? It conflicts with others modsthat do the same.
Fengxian0830 30 Aug, 2021 @ 7:00pm 
Could you make ghal maraz loot-able? Would love to make Vlad the proper Emperor or anyone else who I have taking the Empire.
unilateralism 27 Aug, 2021 @ 1:39pm 
You were right, btw. Didn't need to be updated. Thanks for a great mod!
Spiesky  [author] 29 Dec, 2020 @ 4:31am 
Fairly certain that it doesn't need to be updated.
unilateralism 14 Dec, 2020 @ 12:21pm 
Are you planning to update this for T&T?
1809765403 7 Dec, 2020 @ 3:04am 
update plsss:steammocking:
long_schlong_silver 15 Jun, 2020 @ 1:38am 
Ah, bit late, but it works now, thanks mate. Was wondering why a mod that buffed the Runfangs was having issues with W&P given how detached it was from what got modified when the dlc dropped.
Spiesky  [author] 25 May, 2020 @ 7:25am 
Well unless someone else says the same thing, I’m gonna have to assume it’s an issue on your end. This mod is incredibly lightweight and has nothing to do with the elector units. Try starting a new campaign with only this mod available and see if the issue persists just to be sure.
FranzKarlGeorg 25 May, 2020 @ 2:28am 
yeah I am using a bunch of them but this only changed when I included this updated mod.
However, please note that I have heard similar problems in the mixu unlocker updated chat, so - since my unlocker auto-updated pretty much simultaneously- it might be that it relates to that...
Spiesky  [author] 24 May, 2020 @ 3:26pm 
Are you using any other mods? It's working fine for me.
FranzKarlGeorg 24 May, 2020 @ 3:22am 
Also, the runefangs do not have the generic runefangs effects they are supposed to have, only the specific ones.
FranzKarlGeorg 24 May, 2020 @ 2:34am 
Hi man,
Thanks for addressing. The mod now works, but it has weird effects: as Karl Franz, for instance, you start with all runefangs available as well as all units from the empire provinces available
Spiesky  [author] 23 May, 2020 @ 12:37pm 
Mod seems to be working now. Let me know if it doesn't.
Spiesky  [author] 23 May, 2020 @ 5:20am 
I’m working on it.
FranzKarlGeorg 22 May, 2020 @ 4:16pm 
Hei! I see you updated the mod. Does it mean that the crash issue it's solved?
Great mod anyway, always loved it!
Spiesky  [author] 22 May, 2020 @ 12:05pm 
Currently crashes the game. Not sure why.
Lufian 22 May, 2020 @ 4:39am 
I believe this needs an update
Timber Tome 5 May, 2020 @ 5:55am 
This is another one of those mods I had expected to see far sooner. But seeing how well you executed the idea, Spiesky, I find myself glad that no one had got here before you.
Bloody good work mate!
Laughing Man 18 Apr, 2020 @ 2:36am 
Thanks for the response, I thought about what I wrote and upon reflection, we have plenty of other choices for non magical swords to use in the situations that require them. As you say, Runefangs *are* magical swords and are excellent options when they fit the situation :)

All the best and thanks for your efforts!
溥天之下小灵通 18 Apr, 2020 @ 1:06am 
Empire thank you
Spiesky  [author] 17 Apr, 2020 @ 11:03pm 
I don’t have access to my computer at the moment and I will not for a while. I’m not willing to remove magic damage from them since that is basically why I made the mod in the first place. The runefangs are magical swords, that’s their thing. I could however look into something that would remedy the weakness. One of them could perhaps reduce magical resistance drastically.
These are the kind of suggestions I want btw so keep them coming, but don’t expect changes too soon as I’m unable to at the moment.
Laughing Man 17 Apr, 2020 @ 7:03am 
Just to second what Crusade said, I'm not best placed to suggest which shouldn't be magic, but having at least one doing standard or trade for more AP would be nice (and get my sub :) )
Fav'd for now
Crusade 16 Apr, 2020 @ 4:20pm 
But magical attacks are a nerf in some cases, good vs ghosts but basically reducing your dps vs dwarfs and other magic resistant units by a quarter, plus magic resistance is more common for lords as a trait then physical resistance.

Don't give them all magic, maybe different damage types or normal attacks with more armor pen, so you can chose what kind of weapon you would need for coming fights.
Grenando 13 Apr, 2020 @ 10:16am 
No I meant the kurt helborg one
You were right
Spiesky  [author] 13 Apr, 2020 @ 6:15am 
Sorry I thought you meant "Swords of the emperor". I don't know about that other one. Don't see why it wouldn't work though.
Grenando 13 Apr, 2020 @ 4:43am 
nc
Spiesky  [author] 13 Apr, 2020 @ 4:22am 
Seems to work fine as I'm using it right now. He does some changes to the Solland Runefang with that mod. What seems to happen is that both his changes and my changes take place and coincide. This might make the runefang a bit too strong though if it wasn't already.
Grenando 13 Apr, 2020 @ 3:06am 
Is it compatible with sword of the empire mod?
Spiesky  [author] 12 Apr, 2020 @ 6:54pm 
Marienburg does not have a runefang. If you mean the key to stadsraad, then no I have not touched that. Same goes for Stahlberg's Letter in Sylvania. I don't see any reason to.
Ruu Gyaku 12 Apr, 2020 @ 6:43pm 
¿This includes Marienburg?
Tingu 12 Apr, 2020 @ 6:00am 
nice