Total War: WARHAMMER II

Total War: WARHAMMER II

Warhammer Archers: Shooting Modes
17 Comments
DarkSnowder  [author] 3 Aug, 2021 @ 10:36pm 
@混沌理论I was updating the mod just on July 23rd. It seems that the icon of the outdated version should not be.
Chaos Guardian 16 Jul, 2021 @ 6:09am 
Update for "The Silence & The Fury"!
DarkSnowder  [author] 23 Feb, 2021 @ 9:51pm 
@Holynevil Compatible, but effects may differ from shot type.
Holynevil 23 Feb, 2021 @ 5:11pm 
does this compatible with SFO?
Khârn the Betrayer 22 Feb, 2021 @ 2:09pm 
Glorious mod, bravo !
DarkSnowder  [author] 21 Feb, 2021 @ 9:54pm 
@Menumorut Yes
NINA rojozangre 21 Feb, 2021 @ 11:15am 
@GIBBYDAMAN: WOW "539" :steamhappy: and in Rome 2 you can only 35
THANKS FOR THE INFO... 😁😃
NINA rojozangre 21 Feb, 2021 @ 11:11am 
@☆ KevRockZ ☆: THANKS FOR THE INFO :steamthumbsup::steamthumbsup: I will confirm it
GIBBYDAMAN 21 Feb, 2021 @ 8:58am 
@rojozangre as many as you want as long as its not a mod to mod issue as i run 539 mods fine with no errors
Hawk™☆KevRockZ☆ 21 Feb, 2021 @ 8:09am 
@rojozangre: I have 106 mods now and no errors. ;)
NINA rojozangre 21 Feb, 2021 @ 7:27am 
How many MODS can be used at the same time in the workshop so as not to cause errors?:steamthis:
Menumorut 21 Feb, 2021 @ 6:19am 
Thor Kaled's Claws? Is that Talons of Tor Caleda?
Black Kazzan 17 Feb, 2021 @ 4:54pm 
Great ! Thank you for this !
NoSkill 17 Feb, 2021 @ 10:42am 
Thank you very much :)
DarkSnowder  [author] 17 Feb, 2021 @ 7:14am 
@NoSkill As for the melee unit, this is a feature of the game engine - the ability cannot be configured to act specifically on ranged or melee combat (there should not be any bonuses for melee combat, but I don’t know how to make an ability that does not act on melee combat). As for the peasants and the guards of the meadows, it was intentional to remove their variations from the hiring of the company, but even if they were returned, they would be without firing modes. For the rest of the comments - I will take note.
NoSkill 17 Feb, 2021 @ 5:26am 
Regarding the abilities themselves.

Flaming shot;
Since the units with these shots have very low AP, 10% does not really change anything.
I´d suggest increasing the AP-penalty to 30% but on the same note increase the non-AP damage by 20%, to compensate for that.
Also the firing mode does imbue melee fire damage. Is this intentional ?


Heavy shot;

Also imbues armor sundering melee attacks. Intentionally?


Poison shot;
Again, the -10% AP don t do anything.
So I´d suggest increasing it to 30% and cut the -10% non-AP.

NoSkill 17 Feb, 2021 @ 5:07am 
Awesome mod, immediatly tried it out and here is what I found.

You are capable of activating multiple shooting modes at once, probably because these are technically "abilities".
To prevent buff-stacking I´d suggest adding an ability- cooldown for once you toggle one mode, so that you cannot immediatly switch. Maybe 15-30 seconds or so.

To not create unneccessary redundancies I´d suggest;

Take away poison/flaming shot from peasant archers, add heavy/extended shot instead.
Take away poison shot from glade riders/glade Guard, add extended shot instead.