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Shooould be fixed now, updated again.
"wh_main_anc_enchanted_item_the_crown_of_scorcerywh_main_effect_ancillary_crown_of_scorcery"
I was just playing last night now it comes up with this crash when I load the game.
Night Goblin Warbosses can now unlock Stalk stance for their army if they fill their unique mini-tree, which unlocks at level 14.
Azhag received some buffs:
He now starts with all basic Lore of Death spells unlocked without needing the Crown of Sorcrery.
His unque skill tree has been tweaked to provide better bonuses.
His Army Waagh Ability now also adds the "Discouraged" contact effect to all units during its duration.
His Aura Ability "Get on wiv it!" has been buffed, it now also confers a -1% per second vigour loss benefit.
His set item bonus gives some more benefits.
His mount, Skullmuncha, hits a bit harder (from 480 total damage to 500 total damage before modifiers) and has a +20 Bonus vs Large modifier.
This is the same ability called Murderous Charge, just renamed and re-skinned.
Details:
Mass: +50%
Charge Bonus: +40%
Charge Speed: +30%
Acceleration: +20%
Duration
25 seconds
Cooldown
30 seconds
Enabled if: Unit is charging
Recharges if: Engaged in melee
Having playtested in 6.0 i can attest it makes them actually lethal when on the charge.
There are hundreds if not thousands of mods out there, there will be conflicts.
Once again, i am sorry.
Merry Christmas (soon)!
I have set an unlock of level 14 (up from level 7) for this skill, it is roughly the same level you need to unlock the hero/generic lord skill of the same name.
Additions:
-10% Winds of Magic Costs for Big Waagh Spells
+5 Winds of Power Reserves
The "Mumbo Jumbo Chant" Ability.
Skarsnik's faction, Crooked Moon, regains the factionwide "Masterful Ambush" stance which is the upgraded normal ambush stance with lower movement required and lower detection rate, they've got schemes within schemes i tells ya!
Grimgor's unique skill "Black Orc Wrecking ball" now disables the Black Orc Stance abilities "Unstoppable Choppas" and "Immovable Bulwark" for the Black Orcs within his army.
Instead, upgraded versions of these stances are added in by the skill for all Black Orcs within Grimgor's army, which have the same benefits as the previous ones with only half the negatives.
"Grimgor's Unstoppable Choppas"
+50% Weapon Strength
-12 Melee Defence (Down from -24 Melee Defence)
"Grimgor's Immovable Bulwark"
+24 Melee Defence
-12 Melee Attack (Down from -24 Melee Attack)
The Black Orc now gets the "Deadly Onslaught" skill instead of Heroic Killing Blow in his tree so that it doesn't double up when he gets his mutually exclusive skills.
The spiders i added are now more closer to what the patch changed buildings levels and the like. I may tweak this however!
I'll.. think about it.
If they had been introduced in WH3 they'd have been amazing, but since they came in Warhammer 1 i have loathed them. That first time back in Warhammer 1 when i rearcharged Quarrellers and then watched in horror as the dwarfs got up on their feet, grabbed the boar boyz by the hand and said "nah mate, you're trapped here with us" and then murdered them IN MELEE, A GODSDAMNED RANGED UNIT MURDERED THEM SO EASY.
"Just cycle charge" they told me back then, but i knew in my hearts of hearts that they were a shite unit and i was correct in that assessement.
I've wanted CA to remake them for ages but they always consider them "just good enough" with the approval of the benighted Multiplayer Community because "they're cheap and good enough!". Fools. FOOLS!
I hate them.. I hate them all!! *slams table, insane look on his face*
Oh the Savage Orc Boar Boyz are fine actually.
There will no doubt be issues that are lingering still however, so call them out when and if you see them and i shall look into them in a timely manner (hopefully).
Start a new game for the least amount of issues as always!
Some mild changes to skills, removal of old effects, i will add stuff back or add new things as we go along.
One of the new things i intend to look at: Grimgors unique skill that gives AP damage to Black Orcs will also upgrade the new Black Orc "Stance" abilities to make them have less negative modifiers while in his army. Grimgor has da best black orcs dat way ya see?
PS. I hope you're still updating the mod because it probably gonna broken after the patch >.<
But without a compat patch, I should activate the We'z Speshul mods together with this here, or will it absolutely playable? I would have assumed the with the clean structure of We'z Speshul which seems to very compatible all around, activating this mod should be fine.... But my judgement might be terribly bad HAHAHA
Thx for any pointers <3
I like a lot of these changes - especially the blue line ones. The first four skills in that tree are just awful in vanilla. The Skarsnik changes are really nice as well. That said, man does this mod make Grimgor ridiculously strong.
I will say this:
The first one is both hard to fix since movement in this game is very hardcoded and hidden from the datatable in my experience but also because i feel its a fair trade off. You are essentially adding another army, two armies per square so to speak and that is absurdly strong. So what if you're a little bit hindered speed wise? You can counter most of the slowness, and last time i played with it i didn't even notice a real speed bump (which was yesterday). For these reasons i'll leave it as is.
The second point is a bit more interesting, as the basic Lava Riders and Armoured Squigs (i'll probably not add soopa-squigs this way though) aren't insanely op or anything, tying them to a single landmark building each could very well work yeah.
I'd just have to figure out which one, preferably have them spread out as well.
If could I suggest areas for further improvements (unfortunattely am not modder myself but maybeone day we'll seee) - armies that contain Waagh units suffer from movement penalty. Basing on what CA did back in WH2 maybe that was caused by lack of lords in Waagh army, but not sure.
Another thing to consider could be a way to recruit units that remain with you after succesful Waagh - Lava arachnarok might be excessive, just to good but armored squigs or lava spider riders could be somehow added (maybe not buildings, or just a landmark somewhere) or by events that include those (like blessed spawnings for lizardmen).
I've added a small mini tree for Goblin Big Bosses with mutually exclusive choices that should help with their main goal of killing single lords and heroes.
Their Giant Spider mount now confers mostly AP damage when mounted, as such it has had its level requirement raised from 8 to 12.
Some of the skills in the Goblin Big Bosses tree has been touched up or changed to make them better!
I also did some extra additions:
Orc Shaman heroes gained a full melee tree instead of a mini tree.
Skarsnik has had his final unique skill changed:
It now gives him "Smoke Bombs" as well as Devastating Flanker for his whole army when he ambushes.
His Lord trait has gained a +20% ambush chance, since the previous effect on his final unique skill was removed.
Reigning back a bit on some of Grimgors skills and Gitsnik.
I nerfed the healing cap increase from 50 to 25% in "Vitamin-Shrooms", and also decreased the maximum healing per second from 0.4% to 0.3% if Grimgor kills 150+ units from the ability with the same name.
I removed the bonus vs large in "From the front"
I lowered Gitsnik's damage a bit, from +150 AP damage to +120 AP damage. It did get a bit more BVL though, from 12 to 15.
The second thing is this:
I added another spider building so now you can get Giant Spiders at tier 3 instead of having them share a building with Arachnaroks at tier 4
I'm sorry to say its just not possible for me to try and keep this functional with every mod in the workshop.