Total War: WARHAMMER II

Total War: WARHAMMER II

Warpstone Unleashed!
114 Comments
einfachKEX 13 Apr, 2023 @ 2:12am 
Thank u so much <3
Static  [author] 12 Apr, 2023 @ 12:32pm 
Hey everyone, just updating you that the sequel, Warpstone Unleashed: 2 is now available for Warhammer 3!

After a few days of straight porting, and isolating weird conversion issues, I'm now happy enough with the state of the mod to share it with you publicly.

It includes new and re-balanced upgrades, Warp-Fuel production and production building chains, and new abilities including the devastating new Experimental Doomsday Rocket ability for Ikit in his skill-tree.

You can subscribe here.
einfachKEX 10 Apr, 2023 @ 1:33pm 
Dude, thats amazing to hear ♥
Warlock Overlord Nukit Claw 10 Apr, 2023 @ 8:27am 
The Mad-Scientist is alive-alive. Let's go-go
Static  [author] 10 Apr, 2023 @ 6:35am 
Alright guys, I'm working on a WH3 version now, I'll be adding new content to go alongside the existing content, making sure to keep everything feeling balanced.
einfachKEX 10 Apr, 2023 @ 6:27am 
sadly, im pretty sure it wont happen....is there a way, just to take this mod and port it into wh3 ? i just want to play this mod again so bad^^
Ghastous™ 2 Apr, 2023 @ 2:24pm 
still waiting for the W3 version
Gamma-Trooper 15 Mar, 2023 @ 8:33pm 
Hate to be an echo but are there still plans to port this to game three? This is one of my favorite skaven mods and its just not the same playing without it.
einfachKEX 22 Feb, 2023 @ 11:56am 
i guess, it wont be ported for TWW3 :/
TheLaughingLama 7 Nov, 2022 @ 4:23pm 
any news on how the porting to wh3 is coming along? tnx for the info man :)
Ghastous™ 18 Sep, 2022 @ 5:33pm 
@Vector Any news on the port to WH3?
PeeWee 14 Sep, 2022 @ 6:38am 
@Vector How's it going with the port? Really missing this mod in WH3!
Goodpie2 7 Sep, 2022 @ 5:43am 
Also curious about if this will be moved to tww3.
Ghastous™ 5 Sep, 2022 @ 7:28am 
would love to know aswell :)
einfachKEX 4 Sep, 2022 @ 12:24am 
@Vector Can u tell us, when u probably going to release it for TWWH3 ?
Ghastous™ 30 Aug, 2022 @ 9:58am 
well im interested as the Orcs are so much better on IE now but the scrap mechanic is a massive let down as you cant generate it unless ya raze citys which is a waste of retail space lol
Static  [author] 30 Aug, 2022 @ 9:48am 
Tbh that's not a bad idea, this would be basically the same thing for the orcs and call it Scrap Upgraded or something.
Ghastous™ 30 Aug, 2022 @ 8:20am 
@Vector. Do you think you would be able to do a scap version similar to this mod for the Orcs?. Wish i know how to make mods myself lol
Static  [author] 30 Aug, 2022 @ 8:09am 
Been porting to WH3, mostly done but having a couple weird issues, speaking to some other developers to see if they ran into similar problems, should be up in a day or two.
Ghastous™ 28 Aug, 2022 @ 5:09pm 
Any news on the port over to WH3 IE?
einfachKEX 25 Aug, 2022 @ 12:12am 
cant wait for my warpstone in IE <3
Ghastous™ 24 Aug, 2022 @ 4:09am 
cant wait for the WH3 version
Mobius 15 Aug, 2022 @ 8:56am 
Amazing thx for porting it to warhammer 3!
Static  [author] 4 Aug, 2022 @ 9:42pm 
Yes! Once Warhammer 3 Immortal Empires is added I'll port the mod over and it should be available within the week.
Legionarius 4 Aug, 2022 @ 10:08am 
Are you planning on adding this for Warhammer 3 when Immortal Empires comes out in a month?
Static  [author] 9 Jun, 2022 @ 12:00am 
It uses the described amount per turn , if you don't have enough it won't deduct the warp-fuel (so you can't go into a negative, unlike your main resource) but you won't get what it produces.

So each turn every Warp-Gas Injection Gear building will consume 6 Warp-Fuel and produce 20 food, and the other effects are always present even if you don't have the Warp-Fuel (public order modifier, corruption, ect.)
Goodpie2 8 Jun, 2022 @ 3:58pm 
Does the warpstone pasture use fuel *per turn* or just when you build it?
Static  [author] 30 Jan, 2022 @ 6:57pm 
Yes it should be Desponark
Desponark 30 Jan, 2022 @ 8:19am 
Is this mod compatible with sfo ?
Warlock Overlord Nukit Claw 18 Nov, 2021 @ 7:03am 
Glad to help
Silito13 18 Nov, 2021 @ 5:08am 
Yup. I was running this with a Thanqual mod and that mod is what was causing the issue
Warlock Overlord Nukit Claw 14 Nov, 2021 @ 2:36am 
if you're using ultimate skaven and another mod that changes the tech tree you'll get that
Static  [author] 14 Nov, 2021 @ 1:47am 
I haven't replicated that issue, are you running the game with other mods? Could I get a list if you are?
Silito13 12 Nov, 2021 @ 8:17pm 
Is anyone getting the error where they can't upgrade their non-skavenblight buildings and, as soon as they access building browser, the game crashes
Static  [author] 6 Sep, 2021 @ 12:34am 
Don't think so @PeeWee, I don't modify any battle abilities and definitely don't touch anything to do with Tomb Kings. If it's due to this mod it would be something really obscure and weird with the game itself.
PeeWee 6 Sep, 2021 @ 12:29am 
I run a quite small modlist but WU is always active, love the mod! However I have noticed that when fighting Tomb Kings they summon their Realm of Souls Ushabtis 3-4 times and they keep trying to summon them until the battle is over. After the first 3-4 spawns I just get the "enemy summon"-message, but luckily no more Ushabtis show up.
Is there any chance that this mod could have this effect?
Static  [author] 8 Jun, 2021 @ 1:25am 
You can also build them in your starting settlements in Mortal Empires and Vortex campaigns.
Abelardo 8 Jun, 2021 @ 12:42am 
Ouch... was wondering that until I build one. =P.
Can't find a way to "cheat edit" it, but oh well... O.O
Static  [author] 7 Jun, 2021 @ 11:15pm 
@Abelardo it's only available for under-laboratories. So you need to use a Warlock-Engineer from a ritual to create a Laboratory, then you can create a Warp-Fuel building under the landmark section.
Abelardo 7 Jun, 2021 @ 4:42pm 
I'm sure I'm the one messing up badly but I can't for the love of god find the Fuel generation building in the underground lab. O.O
NabraGaming 28 May, 2021 @ 4:35am 
really cool mod thank you, its perfect for the campaign i am making :)
Static  [author] 18 May, 2021 @ 2:28am 
That's good to hear, there is a possibility that this mod will conflict with mods who use the flesh lab on skyre because of changes CA made to how upgrades work with the Skaven.
benettonkkb 18 May, 2021 @ 12:56am 
@vector and @ste4mp1pe I figured it out. It was the Clan Eshin Shadowy Dealings Contracts mod
ste4mp1pe 18 May, 2021 @ 12:05am 
@benettonkkb This mod disables the flesh lab in order to make the unit upgrade mechanic work. It's intended for clan Skyre after all.
Static  [author] 17 May, 2021 @ 9:44pm 
@benettonkkb Are you using a mod which enables the fleshlab for clan Skyre?
benettonkkb 17 May, 2021 @ 8:43pm 
would anyone know if this happens to interfere with Throt's Fleshlab mechanic? I've been trying to troubleshoot why I cant use the mechanic at all
Dampfish 23 Apr, 2021 @ 5:11am 
Also, I don't know if this is beyond the scope of this mod, but isn't Warpstone a resource on the map in the Vortex campaign? Maybe you could use that, and even add it to some cities in ME. In the lore, Mordheim famously have an abundance of it ;)

(Sorry for spamming btw, but this mod has gotten me thinking, lol)
Dampfish 23 Apr, 2021 @ 5:10am 
That could work, I guess. Otherwise I'm thinking maybe just lower the amounts across the board? Like say, the Warp-Gas Collectors could give you only 1 fuel but all the lower-tier resource buildings could also only cost 1. So then you can choose to either save the fuel for use in the workshop or give it up for a Warp-Stone Pasture if you're desperate for food, or something.
And then the Warp-Stone Excavation Site could give 3 fuel, but by that time you probably need to upgrade your food building anyway but maybe the next tier costs only 2, and the top one 3.

I don't know, but at the moment it just feels weird that even when I'm spamming Doom Rockets the only thing stopping me is the 5 turn cooldown, knowing that by that time I'll have 20 fuel more if I haven't built a building :P
Static  [author] 23 Apr, 2021 @ 4:22am 
Another option is to change the warp-fuel generation so it changes with your game difficulty.
Static  [author] 23 Apr, 2021 @ 4:21am 
Yeah the original values were very low, but as I added more warp-fuel consuming building-chains you could very easily get negative warp-fuel.

Depending on the player, if you expanded faster than you could get new laboratories you would just lose all your warp-fuel and your building chains. The best thing to do is to probably put warp-fuel generation somewhere between the original really low values and the current maybe too high values.