Total War: WARHAMMER II

Total War: WARHAMMER II

Wood Elf Upgradable Arrows Add-on
14 Comments
SwordMaster 10 Mar, 2024 @ 1:53pm 
TWW3 port, please
Autumnchain 4 Jan, 2023 @ 11:15pm 
Will you make a TWW3 port for this?
Dozer 27 Feb, 2022 @ 11:17am 
Absolutely love this mod and hope to see it in WH3 (when I finally get around to it/ ME campaign gets released). Thanks for your contribution to helping make WE more interesting/ enjoyable!
Dozer 27 Feb, 2022 @ 11:15am 
SFO fans who want this mod and the associated "add-on" (which adds WARHAWK RIDERS and WAYWATCHERS), here's the info you need to find them.

Whose workshop features the mods?

HashutChampion's Workshop

What is the name of the mods?

(SFO Submod) Wood Elf Upgradable Arrows

...and the second one is called...

(SFO Submod) Wood Elf Upgradable Arrows Add-on
Niffleheim 27 Dec, 2021 @ 3:01am 
Really good mod. Any chance there might be an SFO submod for this addon?
Alraen 16 Jan, 2021 @ 11:12pm 
Drakyrie, oh, looks like I didn't read the description carefully. Thanks for the answer.
Drakyrie  [author] 16 Jan, 2021 @ 7:51pm 
Sorry Alraen I forgot to mention in my previous comment that the arcane bodkins bonus is slighty different for waywatchers because they have less than 16 base missile damage in the first place. so if they went from 6/21 to -> 0/35 it would be a much stronger upgrade. Therefore I boosted their AP damage slightly, and gave them instead arrows that pierce their targets. If you look at the hawkriders they should have the -16/+12.
Alraen 16 Jan, 2021 @ 8:16am 
@Leugimimi
No, in a base mod ammo attributes work as intended, building restrictions too.
Alraen 16 Jan, 2021 @ 7:36am 
Thanks for the answer and tweaks.
In the case of ammo unlock, I just thought it uses the same buildings (forges and tier 1 archers), and so didn't get that it's not a bug but a feature :-)
But it is still strange with arcane bodkins damage for WW. I've started Orion (yeah, +5%missiledamage, so not very clean test) with only these two mods and got base/ap 6/21->0/25. Could it be that the damage of this type of projectiles is not -16/+12 but -x/+0.75x where x=basedmg (if basedmg<=16)? (Then it'll be -6/+4.5 and 4.5 truncated to 4 so -6/+4.)
Miguel V-DF 16 Jan, 2021 @ 7:30am 
does this bug you just fixed needs to be adressed by the main mod as well? I am deciding wich mods to put in my new Wood Elf Campaign, and this mod really catched my interest.
Drakyrie  [author] 16 Jan, 2021 @ 3:08am 
It was a conscious decision to not give the RoR waywatchers the arrows since they already have a contact effect on their arrows so it would be a bit messy if they had multiple.

Also as of right now the waywatchers are warhawk riders don't need a special building to unlock their arrows since. Mainly this is because I couldn't decide where to put it as the other builds are a lower tier than these units anyway. If you had any ideas regarding this let me know. Thanks again
Drakyrie  [author] 16 Jan, 2021 @ 3:07am 
Hi Alraen, thank for trying out the mod and the notes/feedback.

I just pushed the update which fixes the magical and flaming attributes for the arrows.

Yes the damage values are changed from the base unit. But these changes reflect what happens with the enchanted arrows in the base game (see Glade Guard (Hagbane) and Deepwood Scouts (Swiftshiver)). I updated the text in the original mod so that all these changes are present now but to save you the click, all arrows give -3base +3ap except for swiftshiver that gives -4 and arcane bodkins which is -16base +12ap. Your numbers are slightly different from these likely due to campaign effects you have that boost missile damage.
Alraen 15 Jan, 2021 @ 7:35am 
Good. But I can add arrows without buildings and cannot add to RoR waywatchers. Missed ammo attributes (magical, flaming). Also, did you changed damage values for different arrows? For example, in the case of waywatchers, Hagbane, Moonfire, Starfire, and Trueflight -4base+4ap dmg, Swiftshiver -5base dmg, Arcane -8base+8ap dmg.
Sablesword 13 Jan, 2021 @ 6:43am 
Thank you for making this!