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-New Armour system, the armor number now tells you the exact % of non-AP damage reduced, eg. 83 armor = 83% non-AP damage reduction
-The % ward saves and resistances values were reduced to prevent cases of 100% all damage reduction
-Overall reduction to melee and missile damage to increase battle length (to emulate DEI)
-Reduced cavalry speed slightly
-Cut health of dedicated missile units in half, as cavalry had trouble with them with the reduce melee damage
I bought WH2, will be working on a version for that over the next few weeks or months.
Settlement Growth Bonus
More recruitment slots for the Black Craig
Orc Boyz or Gobo Spears are now availible at most military buildings to prevent cavalry or artillery spam
Buffed Orc Big Un's
Dwarfs
Increased Flame cannon range and damage
Increased Organ Gun Fire Rate and accuracy
These Empire and Greenskins buffs make them much more dominant
Gave Diplomancy Bonus with all other Empire Factions
Settlement Growth Bonus
More recruitment slots for Altdorf
Reduced cost & build time of Empire defense buildings
Wizard Towers now provide a bit of imcome
Taverns now provide a income % bonus to industry
Reduced Settlement Tier requirements for some buildings
Sigmar Shrines have increased unattained and now provide some public order and income
Spearmen are now recruitable at most military buildings to prevent cavalry or artillery spam
Steam Tanks now come in fours and scale with unit size, but overall health is halved
Vampire Counts
Gave Diplomancy Bonus with all other Vampire Factions
Black Knights now have poison attacks
Terrioghiests have reduced health, but increased speed
Varghiests reduced model count from 12 to 4
Gave Blood Knights "The Hunger"
Gave Vampire Lords & Heroes the flag of the blood keep so long as they have a blood knight guard
Many buff spells now imbune magic attacks
Rebalanced magic costs
-Buffs and debuff spells now cost less
-Powerful damage spells (eg Foot of Gork) now cost more, and most now have a higher miscast chance
-Miscast Explosions now deal massive AP (15K) damage, however have a small explosion radius
-This means that Miscast Explosions is more dangerous the more powerful the mount is
Bretonnia
New Unit! - Foot Squires (Polearms)
Reduced Settlement Tier requirements for some buildings
Men-at-Arms are now recruitable at all military buildings to prevent cavalry or artillery spam
AI
Fixed AI not using new units
Added my own version of Better AI recruitment
- AI will recruit less artillery, monsters, missile units, and a little bit less cavalry
- In exchange for recruiting more infantry
General
Most missile now have greater firing arcs 120 degrees
Lowered Health & armour most of Monsters
Buffed artillery damage and accuracy to better counter Large Monsters
Lowered Health of Choas Mutants, Black orcs, Vampire Units from 200 to 150
-These units now have the same total health of regular human units (12000) but lower model count
-These units can now attack 2-3 models at a time
Lowered Model Count of most Cavalry units (indivual health increase
-Standard Cav units have 40, Garbage have 60, and Elite have 32
Remove automatic imbuned magic attacks of most legendary weapons, BUT the activated abilities of these items will now imbune magic attacks
for the WH2 i dont see the time to play with it
-Tweaked Melee and Missile Damage to allow for even longer battles. The pace is now much better!
-Increased Artillery reload time, accuracy, & damage to match the new pace
-Tweaked the look of Empire Lord bodguards
-New Unit: Black Orcs (Shields)
-Unit Balancing
-Bug fixes
best regards.
best regards.
-New bodyguard unit= armoured night gobos for Goblin hero/lords
-Tweaked the look of Arch Lector/Warrior Priest Bodyguard
-Unlocked Wood Elf lord skill trees
-Reduced Wood Elf Unit Sizes, but no health increase (a bit more lore friendly this way)
-Gave all Bretonnian Lords/Heroes with Grail Knights Bodyguard, immunity to fatigue
-Royal hippogryph knights now have immunity to fatigue
-Karl Franz, Grimgor, and the everchosen now have immunity to fatigue
-Fixed Shadow magic from not displaying properly
-Unit balancing
-Bug fixes
So many mods tamper with unit stats, conflicts are almost a guarantee.
-New bodyguard for Ungrim Ironfist, a elite armoured slayer guard
-Gave Vlad von Carstein's bodyguard magical and flaming dual swords, instead of greatswords
-Price rebalancing, Large monsters are much more expensive to reflect their effectivness
-Lots of Unit balancing
Any suggestions for a new bodyguard unit for Grombrindal is welcome!
-Updated for the Foundation Patch
-Gave Arachon Sword of Chaos Bodyguard
-Gave Sigvald, Mirror Guards
-Lowered Health of cavalry, and most monsters
-Balance new norsca units and new campaign effects for this mod
I finally managed to get the mod from crashing, but I haven't even touched unit balance, so its going to be a while...
Anyways, tried asking CA for early access, but I never got a reply, which is very unfortunate, b/c Im going to be pretty busy over the next few days. BUT I wasn't so bust a few days ago, that early acess time would have really helped. I'll update as soon as a can.
I won't post an update till the mod is in a good state to release.
- Buffed dwarf artillery and irondrakes
- Reduced Spread on some artillery pieces, but reduced explosive radii
- Gave Norca Wizards a bodyguard unit
- Gave Demigryph knights (halberds) charge defense vs large
- Unit balancing
- Moved Free-Company Militia, Dwarf rangers into the melee infantry section, and gave them better melee stats
- Gave Krell Herioc Killing blow, removed unbinding as well.
-Adjusted upkeep to be closer to vanilla