Total War: WARHAMMER II

Total War: WARHAMMER II

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The End Times
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Tags: mod, Overhaul
File Size
Posted
Updated
754.771 MB
26 Jan, 2020 @ 6:43am
12 Jul, 2022 @ 5:38pm
1402 Change Notes ( view )

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The End Times

In 5 collections by The Duke
The End Times + Extra Content
37 items
The End Times campaign challenge 2 : electric boogaloo
30 items
Duke's MP Campaign Collection
29 items
The Duke's personal collection
33 items
The End Times - Campaign Challenge - hard-core.
35 items
Description
The End Times is a complete overhaul which aims to find realism in fantasy. All units are now usable throughout the game, with the AI recruitment reworked to be aware of this. Sweeping ai changes have also been made in campaign and in battle and are used to make the game more difficult, despite the difficulty settings not giving as many AI buffs.

NEW FACTIONS
2 new factions have been added, playable in campaign if you use Mixu’s Unlocker and always available in custom battles and MP. Skeggi has an all new roster with a mixture of Norscans, Lizardmen, Humans and Dwarfs with a mixture of equipment just as varied. The Decadent host is a new faction for Sigvald, a norscan faction with a hybrid roster of chaos and Norsca with a smaller monstrous component and larger infantry one.

NEW UNITS
New units have been added, some like Sergeants available for whole Races and others like Knights of the White Wolf only available to specific subfactions, giving some variety to which faction you choose within a race. Bordeleux and the Cult of Pleasure for example have a very different feel to their counterparts.

WHAT TO EXPECT
Strategy is emphasised both in battle and campaign - the ai is more likely to flank you and use cavalry in a much more effective way so you’ll need to plan ahead for that. Ranged units are much less accurate and have much flatter trajectories so management of those is a greater part of battle, using them at the front of an army or on the flanks is now much more common than as a back row, which is reserved for hills. Every unit is restatted to a different scale so the units that seem vastly better may well be a similar power level, dont be too alarmed when you see the stats at first, they make sense when you adjust to the scaling. Some units also have adjusted arms and armour, and perform a different role to in the vanilla game, so watch out for those

FATIGUE
Fatigue is rebalanced and makes a greater impact, especially to charge and attack. Units tire faster, but recover much quicker, so resting units is much more worthwhile. Undead don’t tire and vampires won’t tire from combat, making the undead very good in long battles, especially when this is combined with The Dead Rise and The Hunger giving regeneration.

CAMPAIGN
The ai buffs in campaign are lessened greatly and replaced with ai tweaks, aversions are much greater but can still be overcome in most cases, with the dwarfs much more resistant to this and the Tomb Kings much more changeable based on in game events. Deal evaluation is rebalanced to make diplomacy more engaging and give generally more reliable outcomes. Buildings are changed with the inclusion of Statesman, giving most civic buildings a downside. Garrisons are reworked to function like a small army, typically giving a faction every element they need to fight like they typically do.

MOUNTS
Be aware that for lords and heroes mounts come with disadvantages and advantages instead of a linear progression. For example, a horse will make a character faster, but find it harder to defend themselves, while a dragon will drop the defense skill significantly since the Lord’s parrying skill won’t defend the back of a dragon out of reach.

SIEGES
Sieges are less frequent, with minor settlement garrisons no longer giving walls - very few minor cities can gain walls at all, and all those that can gain them through unique landmarks, such as the one at Ubersreik. Defenders gain a very large morale bonus in sieges and you can expect them to be a bloodier affair, though your equipment will build much faster and most cities won’t gain access to late towers, which are limited to Landmark Cities.

SUBMODS
I highly recommend the supporting mod, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807513685 which alters projectile trails.
There are now many submods available for large faction and unit mods, check out The End Times + Extra Content collection down below to find them easily. There is a channel in the Discord for requesting submods.

THANKS AND CREDIT
See the discussion https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1980004789/4763089742376903895/
for a list of thanks and credit to people whove contributed, assisted and for included mods.

LINKS AND SUPPORT
https://www.patreon.com/TheDukesTW The mod is of course always free but donations are massively appreciated.
https://discord.gg/48tWqDq Join the discord for more information, feedback, announcements or to join the MP community.
https://docs.google.com/document/d/1jiQZRyQuGiBi6zmrVrZ7APbW3iYVxmMIujb8F-XyIJg/edit?usp=sharing for more info on the mod
Popular Discussions View All (3)
12
19 Jan, 2023 @ 3:41am
A bit of feedback
Feelix
0
11 Feb, 2021 @ 6:04am
PINNED: Thanks and Credits
The Duke
0
19 Aug, 2022 @ 10:09am
Mod compatability
Feelix
851 Comments
The Duke  [author] 24 Mar, 2024 @ 8:15am 
Mono, Devourer of Oranges 23 Mar, 2024 @ 7:27pm 
this coming to WH3?
The Duke  [author] 22 Mar, 2024 @ 5:34pm 
The major faction autoresolve is done with the assumption of level 12 start for major factions, this replaces autoreailvw bonuses
jusjac 26 Feb, 2024 @ 6:44am 
Is there a way to disable or negate the lvl 12 + 22 points at lvl 1 thing? Unless there is a good reason for this?
The Duke  [author] 3 Mar, 2023 @ 2:52pm 
I don't believe so
[16 GS] Sytrab 3 Mar, 2023 @ 11:08am 
Compatible with Cinematic Battle Effects?
The Duke  [author] 23 Oct, 2022 @ 8:39am 
cboye19 20 Oct, 2022 @ 3:50am 
Hi there, new to the mod. I'd like to ask some questions.
- Why does every LL start at level 12? Doesn't this take progression away from them?
- Some units have been renamed, but I assume the skill tech upgrades still refer to these units? (ex. zombie pirate upgrades upgrades refer to all pirate units).
- Is the mod compatible with Norsca and/or Chaos Warrior campaign mods?
The Duke  [author] 16 Oct, 2022 @ 2:13am 
No the mod will be renamed as The Duke's Damned Nations - I will announce release primarily on discord, the link to mine can be found in the description
快乐树骑士团 15 Oct, 2022 @ 1:20pm 
Is the name of your work released in Warhammer 3 still The End Times?? Where can I receive your notice at the first time???