Total War: WARHAMMER II

Total War: WARHAMMER II

War of the Beard Overhaul [Not updated yet]
 This topic has been pinned, so it's probably important
Tetoa  [developer] 11 Dec, 2017 @ 8:21am
List of Changes and Features
High Elves
- new HEF factions in Bretonnia, Marienburg, Tilea, Estalia, the Border Princes, one in Athel Loren and one in Araby
- playable HEF factions: Lothern with Caledor II., Tor Alessi with Prince Imladrik (at Bordeleaux), Elan Allanar with Kalyadus the Just (at Tilea and Araby)
- Caledor II. as good Warrior lord with Halberd and Shield, mount options: Horse, Eagle, Dragons [similar to Tyrion]
- Prince Imladrik as good Warrior lord with Sword and shield, bonus to Dragons and diplomatic bonus with Dwarves, mount options: Horse, Dragons
- Kalyadus the Just: good Mage lord, mount options: Horse, Eagle, Dragons [similar to Teclis]
- no Loremasters of Hoeth and no Swordmasters of Hoeth, as they haven't been established at this time
- new unit Dragon riding unit "Dragon Prince of Caledor" replaces the vanilla Dragon Princes
- additional Legendary Lords for some of the unplayable HEF factions
- all faction mechanics work for the new HEF factions, except the Rituals for Prince Imladriks faction of Tor Alessi


Dwarves
- new DWF factions in the Worlds Edges mountains, Grey mountains and the "Hilldwarves" in the southern Empire/Sylvania region
- strengthened Dwfs, they now occupy most mountainous areas in the Old world
- playable DWF factions: Karaz-a-Karak with Gotrek Starbreaker (and two other LLs), Karak Izor with Brokk Stonefist, Karak Azgaraz with Morgrim Elgidum
- Gotrek Starbreaker as strong melee Lord
- Brokk Stonefist as strong melee Lord with bonuses to Miner units and underground battles
- Morgrim Elgidum as strong melee Lord at the location where Skarsnik starts normally
- no gunpowder units for Dwarves, no advanced machines like Gyrocopters and explosive weapons (Ironbreakers now throw Axes instead Bombs)
- 50% higher chance to win Magical Items like Runes after battles, higher AI chance to recruit Runelords, this is resulting in a huge importance for Runes in Dwarfen Warfare
- some Special buildings like Dwf engineers and Airports are deactivated for lore reasons
- RoRs are activated, as long as they are lore-friendly (no Gunpowder units)

General
- renamed and remodeled Settlements, factions and Characters
- Visual campaign Overhaul: The campaign map is much more forested, to create a more ancient and unique appearance
- AI overhaul: more agressive AI for Elves and Dwarfs
- Cultural relation overhaul, Dwfs and HEFs start at war
- huge overhaul to make the Settlements on the campaign map and in the battles reflect the time period, for example with Elven settlements in the Old world colonies
- all of the new playable factions have the normal factions Incidents, Events and Missions integrated
- Rogue armies are deactivated [may change later]
- Chaos invasion is deactivated [but you can play as Chaos]
- all Quest battles are deactivated! [may change later]
- adjustments to the factions Army compositions
- many new and unique flags and banners for the new factions
- adjusted factions effects

Greenskins and Skaven
- only Savage Orc and Goblin units for Greenskins for lore reasons
- playable faction: The Spiderclaw Tribe (starting position of Wurrzag)
- reduced Greenskin factions but a higher respawn rate
- no heavy armoured and advanced units for Skaven for lore lore reasons
- changed LL and renamed playable clans
- Skavenblight is replaced by the ancient city of "Tylos"

Norsii
- Norscan factions settle in the Empire, representing the ancestors of the later Empire and Bretonnia, the Empire will be founded some thousand years later by Sigmar
- at the Moment also Nehekhara is settled by Norscan factions [this is a placeholder, see underneath]
- Nehekhara will get a living Nehekharan civilization, once the Tomb King DLC is released, with an internal conflict between Nagash and the other Nehekharan kings (Nagash rise is roughly at the same time as the War of the Beard)
less Chaos corruption by Norsii factions
- all factions only can build Outposts in the Empire and Norsca area
- without the Norsca DLC there is not much interesting in the Norsii roster, but this will change later. The Unberogens (tribe of Sigmar) will be the playable faction in the future.

Forest Spirits
- Durthu as playable Lord for Argwylon
- Athel Loren is occupied by three Forest Spirit factions, as potential allies and enemies with a special aversion against Dwarves, replacing the WEF factions
- only Tree Spirits and Forest monsters are recruitable for them

Other Races
- no heavy-armored units for the Chaos Warriors [no Chosen, no Aspiring champions and no Chaos Knights]
- reduced strength of Beastmen, but higher respawn rate
- no Vampires, they didn't existed in this time
- Malekith and Morathi still as playable characters for DEF, as they are very old ;)
- the same goes for Mazdamundi and Kroq-Gar

Custom Battles
- most of the changes are implemented also for the Custom battles, but there will be some small bugs, for example the old Skills and Magic Lores for some of the characters of changed factions