Total War: WARHAMMER II

Total War: WARHAMMER II

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23 Comments
mr.napop 27 Apr, 2024 @ 1:39pm 
no idea what happened earlier but now all works exactly as it should, thank you very much fantastic and essential mod!!
mr.napop 22 Oct, 2023 @ 2:00pm 
Yep, just tested sword of anti heroes + gotrek + ghal maraz with no other mods, same behavior. it also wouldnt deactiave it i activated it and then withdrew from the engagement.
Autumnchain  [author] 22 Oct, 2023 @ 1:47pm 
@mr. napop Are you sure that's what's happening. In all my testing, I've never seen what you're describing. The boosts occur exactly as advertised.
mr.napop 22 Oct, 2023 @ 1:13pm 
Does the effects suppose to register in the unit card? It doesn't seem to trigger in custom battles for some reason and it has the same duration, does it affect Campaign battles only? The text is correct though (active if in melee etc) and it can still be activated normally
NeoKorp 29 May, 2022 @ 11:39pm 
Anyone tried with SFO if it works or breaks anything?
Autumnchain  [author] 12 Feb, 2022 @ 3:44pm 
Interesting. Either way, the most recent update has removed Warpquake from the list of affected abilities.
AkumulatoR 12 Feb, 2022 @ 3:43pm 
Not always, but a few times it did. Like 2-3 times in the campaign.
Autumnchain  [author] 12 Feb, 2022 @ 3:39pm 
@AkumulatoR Did it always autoactivate at the start of a battle or just some of the time? Either way, it sounds like I should change it so that this mod doesn't affect the ability.
AkumulatoR 12 Feb, 2022 @ 3:36pm 
I think the warpquake should not be autoactivated as it makes the grinders stay in one place. Also the condition seems to be buggy, for example I started a siege and the grinders would start the battle with a quake even when no enemies were near. Happened a few times. Otherwise love your mod, very useful, thanks.
Autumnchain  [author] 23 Dec, 2021 @ 5:53pm 
@grz34998 Making a discussion is a good idea. In the case of the Opal Amulet, I left it alone because it's an ability that needs to be timed properly to be effective. If it activated automatically, the character using it would have to be micromanaged even more to effectively use the Amulet.
grz34998 23 Dec, 2021 @ 5:27pm 
Love the mod, I noticed that so abilities weren't on the list, the Opal Amulet , is it because you might want to use it when under fire?

Would it be worth setting up a discussion with a list of which abilities were deliberately left out? That way people could check if you did miss an ability.

thanks for all the work.
Autumnchain  [author] 16 Dec, 2021 @ 10:40pm 
@Carnage for Khaine Foe Seeker falls under the category of "changes a units ability to move" through its speed increase. Despite Foe Seeker's name, it's not necessarily used for reaching foes, you might use it to escape foes for example.
Carnage for Khaine 16 Dec, 2021 @ 10:38pm 
Great mod! But why Foe Seeker is not on the list? This is the one need to be activated often but always forgot in fierce battles. @Autumnchain
Hefewy 10 Dec, 2021 @ 3:34pm 
You're a godsend
Walkabout 9 Dec, 2021 @ 1:22am 
Great mod thanks
Dom 5 Dec, 2021 @ 5:50pm 
Interesting, although I do belive drink it also affects most unit abilities aswell, like arcane conduit, foe seeker, rally etc.
The Pendant of Slanesh auto activating with Drink It always did bother me though.

Thanks for all the effort with this. I tried fixing Drink It to my liking a while ago but didn't quite make it. Will definately try this out in my next campaign!
Autumnchain  [author] 5 Dec, 2021 @ 3:17pm 
@Dom When compared to Drink It II, this mod is in some ways more selective and in other ways, less. Drink It II only affects abilities granted by items, not ones that units have innately such as Arcane Conduit (any wizard) or Restore (Necrotects). In addition, Drink It II gives most item granted abilities automatic or constant activations even if there is a downside to the ability. For example, compare the Pendent of Slaanesh from Drink It II with the vanilla Pendent of Slaanesh that this mod leaves untouched. Drink It II makes it activate automatically but I decided that it should be left unchanged because of the damage it deals to the holder, which depending on the opponent and how deep the holder's health pool is, might be activated by a player even when the holder has less than 10% remaining health while at other times, might be too risky to activate when the holder has more than 75% health (like if you're playing on the smallest unit scale).
Autumnchain  [author] 5 Dec, 2021 @ 3:17pm 
@incata Yes it does, though managing 20 units, each with abilities is one of the few things that the AI can do better than humans.
Incata 5 Dec, 2021 @ 1:22pm 
Hello, your mod seems very interesting to me, does it also affect the ai? Thank you
Dom 5 Dec, 2021 @ 12:06pm 
Very cool!
Im wondering in what way your mod differs compared to Drink it II?
Parzival von Tronje 5 Dec, 2021 @ 12:37am 
What can go wrong Homer?:steamhappy::steamthumbsup:
Autumnchain  [author] 4 Dec, 2021 @ 7:46pm 
Probably not. SFO is a very expansive mod and it includes adding in a whole bunch of new abilities that this mod doesn't touch.
Monarch 4 Dec, 2021 @ 7:00pm 
Hello. Do you happen to know if this is compatible with SFO?