Total War: WARHAMMER II

Total War: WARHAMMER II

Arthanor's Questing Rangers
30 Comments
Arthanor  [author] 2 May, 2022 @ 12:22pm 
Oh, cool! Didn't know the mod had been recommended by anyone.
Yup, it might well be worth it to look at a rebalance for WH3 when they release Immortal Empires. T5 variants could be made, to represent a smaller group of higher level rangers or something similar, with more abilities and better stats but even fewer numbers.
Багряный 1 May, 2022 @ 6:50am 
You have a very cool concept of the original Rangers, but it would be nice if they could still add more reliable T5 units to the support units, which would have a chance to become the backbone of the army.

In addition, your mod was mentioned in the rangers reskin https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2738603388 . Both of you have an amazing job in terms of design and tech, but there aren't enough high stat rangers for a hardcore game.
Arthanor  [author] 1 May, 2022 @ 6:24am 
Indeed, looking back at it, it is true that they have a fair amount less hit points than the unit they are based on: Aspiring Champions. Note that the unit is aimed at being a support and spearhead unit, not a front line unit. Their primary role is to buff nearby units, but in certain situations where number of entities engaged is limited like on walls, they can also do quite well as they are not as outnumbered. So it will never have as much HP as a front line unit, but it could do with a bit more. Will look into it when I port them to WH3.
Багряный 30 Apr, 2022 @ 5:25pm 
The unit has too little Heal Point, it should be increased by 3 or 4 times, to normal values. And so a very good unit, but not playable due to low Heal Point
The Guiding Light 6 Oct, 2021 @ 8:00am 
These units are absolute trash lol
Arthanor  [author] 16 Sep, 2021 @ 2:32am 
Haha yeah, lots of things do go wrong with every updates. But as far as I know this is fairly stable. It's a brand new unit with mostly brand new abilities, so unless CA does something drastic, it should remain good.
Ciaphas Cain 7 Sep, 2021 @ 5:10pm 
Fair enough! I ran into a lot of mods being a dick since last patch so didn't want to waste yet another evening trying to get it to work haha

Literally wasted like 3 weeks this year doing just that. Not even exaggerating a little here.
Arthanor  [author] 7 Sep, 2021 @ 5:21am 
I still use it, and/or the AI as well in my campaigns. As far as I know, it works fine.
Ciaphas Cain 30 Aug, 2021 @ 11:29am 
Is anyone still using this in their campaign? I might use if it works fine
Arthanor  [author] 4 Mar, 2021 @ 8:16pm 
Hi, as I've replied in the other mod you commented on: I am currently playing a HE campaign with both these mods. I realized my unit upgrade one needed an update, but as far as I can tell, these still work. Are you just worried because they didn't get updated since the T&T DLC or there's problems I'm missing or features you'd like added?
SGT Rock [82EN] 4 Mar, 2021 @ 5:48pm 
@Arthanor Could use an update, Sir. Thank you!
Ciaphas Cain 7 Jul, 2020 @ 7:19pm 
For some reason, this makes me think of Storm Cast Eternals from Age of Sigmar! Awesome mod dude :D
Arthanor  [author] 6 Jun, 2020 @ 12:15pm 
I have a mod that does that for myself and use the swordsmen mod in the description. Others have complained about not having the vanilla rangers... so... I'll look into how the MCT works and try to see if I could use that to enable an optional removal of vanilla rangers. That's not a high priority for me though.
gongoozler 6 Jun, 2020 @ 9:27am 
If vanilla rangers can be removed, that would be nice
Arthanor  [author] 5 Jun, 2020 @ 6:44am 
Right! I forgot about pictures of them... If you have good screenshots, it would be good to upload some! How does that work on steam? Send me a friend request?

I keep swearing at things like silver helms sitting still while under darkshard fire and I though: "Wait? Adventurers needing to be babysat? Why?" Passives make a lot more sense. And it's cool to see your units do stuff, they feel more alive. I'm very glad you like the mods :) Something else, big, is coming soon to add to that too!
SGT Rock [82EN] 4 Jun, 2020 @ 10:33pm 
FANTASTIC WORK! @Arthanor, High Elf Rangers really takes me back :) I love that they use their abilities and magic passively and your White Lion units as well. White Lions feel like White Lions as I remember them!! Please keep up the great work you do and thank you so much! I have a few screenshots for you of your rangers and such if you would like them?
Supermag24 1 Jun, 2020 @ 10:00pm 
bruh, this is great, you did so much so quick.
Arthanor  [author] 1 Jun, 2020 @ 12:55pm 
Alright, version 2.0 just got uploaded:
- Vanilla rangers are back in. I might add an MCT way of removing them if it is desired.
- Questing rangers are split into Ranger-Knights and Ranger-Mages, with sort of new models from model mashing. Ranger-Knights are recruited at the T2 grove, Ranger-Mages at the T4 version. if you also have an archive.
- Complete change in philosophy: Rangers are independent individuals, therefore the majority of their skills are now passive inspired by the WHQ skills. They activate automatically depending on the situation, affect only a few units and have short range.
Arthanor  [author] 30 May, 2020 @ 4:04pm 
Next version is in the works. It will address compatibility by adding two rangers units instead of replacing the vanilla: Ranger-Knights and Ranger-Mages. Knights are combat oriented, few spells+passives, Mages are weaker in combat, but have more magic.

Knights get the 10/10 Phys/Ward suggested below, along with a bit of knockback on their attacks similar to Aspiring champions, but less. Mages keep the 20 Ward, but their attacks do even less KB.

VFX will be after that. I can do tables, I can do code, but graphics, not beyond paint for now...
gongoozler 30 May, 2020 @ 3:46pm 
Okay, I understand. And have u try to remover the VFX of the projectiles? maybe that would make them look smaller.

And I would agree with Physical resistance idea, because they are just dodging, like players in Dark Soul, you can dodge many attacks, but you are still gonna die when being overwhelmed by all kinds of shit.
Arthanor  [author] 30 May, 2020 @ 6:40am 
Yes, each model casts one and each projectile does 1/20 the damage. I rather enjoy seeing the salvo personally. Even more when I used the vanilla projectiles with full damage. *cackles maniacally* More seriously, the idea of keeping it projectile based is for it to scale by model number. If you have only 10 rangers left, you do half damage. They are not a cohesive unit casting together, they are individual adventurers sticking together to survive/scale up to the battlefield.

That being said, I would rather they shoot smaller projectiles, but unfortunately there isn't a way to scale them down. And the problem with using a different projectile is keeping the soul quench look. I will experiment further after I update to 2.0 with the ranger-knights/mages.
gongoozler 29 May, 2020 @ 11:02pm 
So, when they cast magic, is that normal for casting all 20 fireballs? It just feels kinda buggy, maybe it would look and feel better If u can switch to another dmg spell (I forgot the name), like Doomfire warlocks.
Frosty 29 May, 2020 @ 7:59am 
@Arthanor
Your call! Drop by the modding discord and ask if you wish, there is definitely a way to enable splash attacks with the regular modding tools! :)

I'd argue for pure physical resistance. Physical resistance isn't just "tough and sturdy" but also represents ability to dodge physical attacks. CA gave Wood Elf Wardancers 20% physical resistance for this reason. Ward Save implies magic enchantment that protect from all harm, physical/magical/fire, etc. Which they might have though, as questing adventurers.
Arthanor  [author] 29 May, 2020 @ 6:49am 
@FrostyDemise
It is a weird unit to balance in terms of expectations and performance..
* I don't know of a way to give them "shockwave attacks" like aspiring champions, no. It is something that could be interesting. The soul quenching volley does make up for it by being rather nasty against units (20 projectiles doing 5% damage does more damage to multiple entities than 1 times 100%). I also like that they need back up against mobs and shine when engaging fewer entities. They are heroes/adventurers/dungeon crawlers, not a large scale battle-line unit.
* Good point, a small area leadership buff could be fitting
* Pure ward save, 20%. Lacking the knockback of Aspiring Champions, they are not particularly though. I could split it (10% physical, 10% ward or something) if that turns out to be too much.
Arthanor  [author] 29 May, 2020 @ 6:49am 
@crueldamoiselle
I can see that, cheap kinda trash flankers for MP could definitely contribute. But I've played all of 4 MP games I think. I like campaigns and the nostalgia of warhammer lore from reading books as a kid. So I try to reproduce that.

Also, back on @Supermag24's point. In the next update (not sure when), my rangers will become WHQ Ranger-Knights and Elven Court+Archive will unlock Ranger-Mages, two different units, not just a tweak of vanilla rangers. This should solve compatibility issues.
Frosty 28 May, 2020 @ 11:59pm 
Some questions!
* Do they do splash damage like Aspiring Champs? Important to stop them from being overwhelmed too easily when they are so few in numbers.
* It may be worth to give them a useful passive like Encourage like the Aspiring Champs. They are similarly a band of mini-Heroes showing up to kick ass.
* Is that a pure ward save icon? What is the percentage?
Frosty 28 May, 2020 @ 11:51pm 
@Arthanor
I like the idea! For purist reasons though, rangers aren't from the latest editions of the armybooks and shouldn't be a main roster unit. CA has been quite good at respecting the armybooks and the delicate balance and tone they create for each faction. I do not think it was worth meddling with that balance just to give HE discount Black Ark Corsairs. This mod would make them more of a niché unit like the Aspiring Champs.
Guts 28 May, 2020 @ 8:14pm 
I think they mostly have a place in multiplayer where you're trying to eke out every bit of gold value.
Arthanor  [author] 28 May, 2020 @ 3:04pm 
@Supermag24
Thanks! I did think about that. Personally, I found very little use for the vanilla rangers. I guess they just don't fit my playstyle. Shadow warriors, cavalry or war/white lions all fill a similar niche, flanking, better and pretty early.

As I just started modding with this update, tweaking units is the extent of my abilities. Once I get better, I will make them a different unit, ideally with a hook in the mod config tool to remove the vanilla one only if the player wants to.

In the meantime, I just had a look and I can suggest this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1158735533&searchtext=high+elf+warriors
Warriors exist in the lore, fill a similar niche to the vanilla rangers and the mod was updated recently.
Supermag24 28 May, 2020 @ 2:14pm 
I really like this mod. Thumbs up!
I do have a request though. Would it be possible to rename them something like Questing Rangers or Adventuring Rangers instead of overwriting the old rangers so people can use both?? This unit would act as an upgrade/sidegrade to the vanilla rangers. Also changing the name to something like that would make this more compatible with other mods that do stuff to the vanilla rangers.