Total War: WARHAMMER II

Total War: WARHAMMER II

Blackbriar Topiary (Ranged Treemen and Dryads) (SFO) (Discontinued)
69 Comments
Mel 31 Aug, 2022 @ 6:04am 
Would love an update for total warhammer 3 for this one!
Gleen Cross 30 Jul, 2022 @ 7:14pm 
This mod is crashing when playing as Avelorn... but I am confused, does SFO already has the ranged treemen and dryads?
jojobe 4 Apr, 2022 @ 2:42pm 
this mod crashes when using Avelonor. It works fine for the Durthu played it yesturday but it crashes big time for the elven Queen Alleria.
Desponark 10 Feb, 2022 @ 10:20am 
Hi CharChar any chance you will update the mod so it doesn't crash anymore when the avelorn treeman shoots?
Jon 15 Dec, 2021 @ 1:58pm 
Will unsub for now until a future update. Thx
Jon 13 Dec, 2021 @ 11:31am 
update in the works?
nightspeed1992 27 Nov, 2021 @ 12:20pm 
SFO got a update and the game crash at starting. i think the SFO creator said that all submods need an update
HUNG 23 Nov, 2021 @ 8:28am 
I can confirm the game crash after a few volley.
Anom! 21 Nov, 2021 @ 6:24am 
The Avelorn variant seems to crash the game a few seconds after the first volley goes off - going by the description, my guess is that the explosion that's supposed to happen is the cause.
nightspeed1992 24 Oct, 2021 @ 3:23pm 
i was looking for a mods that adds range dryads to other factions other that drycha in SFO, an i founded!! awesome mod. But i found a bug where the recruited dryad spine bows can't be upgraded with the treemen aspects except with drycha.
CharChar  [author] 23 Oct, 2021 @ 5:15am 
(@EnumaEllis, Part 1 of 2)

Right, so I looked into it again and I remembered why I never got into it: it's not really a quick fix, and I also need to manually edit all of the icons and descriptions on the unit cards because the Unit Cards do not use a reference system to fill information; that's why, in the vanilla game, the updates' changes to units may not be reflected on the unit cards. I really didn't want to touch more than I absolutely have to in order to make the mod as resilient to updates to the base mod as possible; if those change, then I need to change mine too and I haven't had the time to keep this mod—and some other mods I've made—up to date due to IRL commitments.
CharChar  [author] 23 Oct, 2021 @ 5:15am 
(@EnumaEllis, Part 2 of 2)

And as far as balance, I didn't want the unit to be an unstoppable juggernaught; I was going more for an artillery unit, and even by SFO standards, the damage is s-tier. The High Elf version was the exception to this, but they already have so many amazing ranged units and monsters that they really didn't need another one, and giving them am even better artillery unit would remove the one tactical weakness they have, especially because it is a unit unique to Avalorn.

If you or someone else wanted to make a submod to this, it'd be as easy as only changing the properties and the unit card, but I just don't have the time. Sorry!
EnumaEllis 22 Oct, 2021 @ 4:17am 
It's their resistance and their ability to handle themselves in combat, traits that SFO mod adds in to help aid them when they are under attack.
CharChar  [author] 22 Oct, 2021 @ 1:32am 
Really? The missiles have the highest muzzle velocity in SFO or the ability to wipe unarmored units in their entirety
EnumaEllis 21 Oct, 2021 @ 12:48am 
Oh no, I mean an update to the missing traits I highlighted earlier this year.

Mod is stable, but the units aren't as viable as SFO vanilla.
CharChar  [author] 20 Oct, 2021 @ 7:18pm 
@EnumaEllis
Not unless it isn't working. Changes in the game shouldn't be a problem. changes to the base mods could though.
EnumaEllis 20 Oct, 2021 @ 2:25am 
Update?
CharChar  [author] 3 Apr, 2021 @ 12:01am 
Is it not working anymore, @Nova015?
EnumaEllis 9 Feb, 2021 @ 6:34pm 
Blackbriar RoR base damage is low. Probably should add 'dampen' ability to its shots or something that lower magical defense. Get Melee defense up to 30-35, otherwise it will die from a unit of Dwarf warrior great axe in single combat. Maybe an additional boost to melee or magical resistance?


This is probably a lot of info, but these units just don't fit into SFO otherwise. Blackbriar currently have a worse damage output than typical Bow treemen and can barely fight in melee.
EnumaEllis 9 Feb, 2021 @ 6:33pm 
@CharChar Treebowmen will still be inaccurate. At around 85% outside of the Treemen's max range, the shots just misses. It cannot snipe lords and it's lucky to hit the infantries with all the shots. I think bumping up explosive damage is a good idea, but not solving the problem directly.

Also, I propose a major stat change to the Bow Treemen, based on the stat of SFO Treemen and Treekins:

-Tree bowmen -
Get rid of the physical resistance.
Give it a 25% missile resistance.
Raise Melee Def. from 25 to 40.
Armor down to 90 and leadership to 80.
Replace 'suppressed' with 'stagger shot' for their range damage.
Raise Fire weakness to -40%.
Raise the upkeep cost by 300?

These stat changes makes them more in-line with the current SFO tree units.

I know you probably don't wanna add 'Protector of the Wood' and 'Roots of Athen Loren,' but they helps.

CharChar  [author] 9 Feb, 2021 @ 5:47pm 
So bump up the explosive damage on the arrows?
EnumaEllis 7 Feb, 2021 @ 1:25pm 
@jomix7 Can confirm. Play-tested this bit and they can barely hit at long range. It's underwhelming compared to a Bone Giant. Maybe base their accuracy template off of one?
Jomix7 4 Feb, 2021 @ 7:49am 
The spread on the High Elf treemen is waaayyy too much and incredibly weak... at long ranges 90% of the shots dont even hit what its aiming at and when it does the shots do very little damage...
EnumaEllis 24 Jan, 2021 @ 8:08pm 
The in-game Treemen Bowmen shows 2 turns while the Treemen took 3. Treemen base SFO takes 3 turns to recruit.

As for the two abilities, they are "Roots of athel loren" and "Protectors of the wood."

I'm fine if you don't want to update the missing abilities of the Dryad spine bow, but the Treemen Bowmen really needs these missing abilties.
CharChar  [author] 24 Jan, 2021 @ 7:58pm 
"Can you put a cap on the Treemen Bowmen and increase their recruit time by 1 turn?"
From 3 to 4? I forget how long it's set at.

"they are missing two SFO abilities"
Which ones?
EnumaEllis 24 Jan, 2021 @ 12:04pm 
Can you put a cap on the Treemen Bowmen and increase their recruit time by 1 turn? It seems ludicrous they don't have some drawbacks (see what I did there?) with availability considering they hit like a jet. Plus, they need 10 more melee defense in comparison to Grove Guardians.

Also, like another before me, they are missing two SFO abilities. I know it's tedious works, but it will help a lot with consistency.

Thank you for even making in this in the first place. It's just need a bit of a touch-up.
CharChar  [author] 23 Jan, 2021 @ 3:44pm 
RIght, I forgot I was gonna do that; make the missile into a Razordon spine or something.
thorondragon 23 Jan, 2021 @ 1:59pm 
This is pretty intersting... and honestly while not 'lore friendly' its not implausible either considering their whole 'shapeshifted plant people' thing. A weird thought, could you make the missile into a kind of root or hardened vine thing? like they grow the thing out from their bodies then shoot it.
CharChar  [author] 19 Jan, 2021 @ 10:29pm 
I'm aware, but fixing it would be more work than I'm willing to put it in; the sets of traits, as I understand them, are bundled together, so I'd have to make a new pack of traits and, yeah, it's more things that can go wrong with updates and, just, more work than I'm willing to put in at this time.
Lemonz 19 Jan, 2021 @ 10:16pm 
The bow dryads are missing their 3 aspect abilities, the bow treemen are missing roots of athel loren and both are missing protectors of the wood
CharChar  [author] 18 Jan, 2021 @ 12:58pm 
Yeah, I think I'll probably make these dryads significantly different in some way. It won't be lore-friendly, but then again, nothing about this mod is, haha.
Lyzrac 18 Jan, 2021 @ 7:46am 
Awesome! Thanks for the update!
RatboyW 17 Jan, 2021 @ 10:58pm 
I imagine there won't be any compatibility problems, but it will be really weird to see duplicate units of Dryads with bows. Maybe you can do what Flamboyant does with SFO/Mixu both having Doombulls and make the non SFO Dryads cost 99999 gold? It's a dirty fix, but it makes it clear which ones not to use.

Maybe it's possible to just remove the recruitment of the non-SFO versions, I just remember that being his method a while back (it might be cleaner now idk)
CharChar  [author] 17 Jan, 2021 @ 10:31pm 
Updated for SFO King & Raiders
Lyzrac 17 Jan, 2021 @ 7:26am 
Thanks for the mod! Can't wait to see it updated for the newest version of SFO!
Ki11Roy 7 Jan, 2021 @ 1:20am 
I am the Lorax and I speak for the trees and for some F***ing reason there speaking vietnamese.
EnumaEllis 28 Dec, 2020 @ 10:59pm 
Depend on what active abilities you want. I'm still awaiting SFO update to test out your mod.

To go with the theme, "Crafted from the boughs of bitter and malevolent trees," the spine bow should have leadership reduction or some sort of debuff effect, maybe a hex. At least gives their missile attack poison.

Bowtreeman might also need the Juggernaut ability, though I don't remember specifically if the normal Treeman get them. If not, then just ignore this suggestion.
CharChar  [author] 28 Dec, 2020 @ 3:57pm 
Merry Christmas to you as well!
I'm contemplating making some active abilities but I don't know what would fit. Any suggestions?
EnumaEllis 28 Dec, 2020 @ 1:06pm 
@CharChar

Thx CharChar for updating this mod! Merry Christmas! :)
CharChar  [author] 28 Dec, 2020 @ 12:20pm 
:D
RatboyW 27 Dec, 2020 @ 8:16pm 
Ayy there it is, thanks for bridging the gap!
CharChar  [author] 27 Dec, 2020 @ 7:53pm 
New Requirements! (December 27, 2020)
If your game recently started crashing with this mod loaded, you will need to subscribe to A Blackbriar Topiary - REMASTERED IN THX ; it is a new requirement.
EnumaEllis 17 Dec, 2020 @ 10:36pm 
@EmperorEnema
Nah mate, it's for SFO. That boost to HP in SFO requires a bit of counter.
CharChar  [author] 17 Dec, 2020 @ 7:50pm 
@EmperorEnema, it makes sense in SFO. If you bring this into Vanilla it's literally a win-button. If you're going off of the thumbnail, I have nerfed it a little, though.
CharChar  [author] 17 Dec, 2020 @ 7:49pm 
@Blood, I'm planning on making it a requirement purely for the unit cards and active ability, and removing everything else.
Sam_Py 17 Dec, 2020 @ 9:58am 
1524 missile strength? Jesus, that dude needs to be put in jail, what the fuck
Blood 16 Dec, 2020 @ 11:50pm 
So having recently read the comments on Remastered in THX, are you planning to make this compatible or require it?
EnumaEllis 16 Dec, 2020 @ 7:35pm 
Cool!

Hope to see it gets updated soon, though SFO will be a long way away, *sniff.

I would suggest giving the Dryad bowmen magical attack on normal and curse/poison on Drycha's variant? Or just give them all poison damage. It would give them some advantage against melee units to slow them down and a debuff to single entity unit, making Dryad bowmen a good supporting role for Treemen armies. Wouldn't make a huge difference since they are still vulnerable to cavalries and fast flanking infantries.
CharChar  [author] 15 Dec, 2020 @ 2:57am 
@Cyñical,

I checked with Mandras and it's WAY easier to make this work than I thought.
CharChar  [author] 14 Dec, 2020 @ 10:05pm 
@Cyñical,

The short answer is no, but if you or anyone who wants to make a submod want a long answer [imgur.com], it's worth your time. Now, with that out of the way, I fucking love these unit cards and this Active Ability is very unique and I might steal both of these and integrate them into my mod, making a double-sub mod for my [not]submod to SFO; that's three levels of sub-ing, bruh.