Total War: WARHAMMER II

Total War: WARHAMMER II

Lucky's Overhaul
Hawk  [developer] 22 Dec, 2018 @ 12:20pm
LATEST UPDATE
VAMPIRE COAST CHANGES

HEALING CAP

All units can now regenerate up to 100% of their HP (Was 75%)

VAMPIRIC + HUNGER CHANGES

Vampiric Health Regeneration reduced from 20/s to 10/s
New ability "The Thirst" for all vampiric units which grants 2K HP & +5% vigour once the unit falls to 50% HP
The Hunger duration reduced from 45-30s
"Mend Flesh" army ability uses reduced from 2-1, duration increased from 20-30s


BUILDINGS & ECONOMY


SHIP BUILDINGS

CAPTAIN'S CABIN
Increased base growth from 4/8/12/16/20 to 5/10/15/20/25

HULL
Casualty Replenishment rate increased from 3/6/8 to 5/8/10

ANCHOR
Increased growth from 4/8/12 to 5/10/15

CANNONS
'Zufbar 42 pounders' army ability added to lvl 3

HARPOON
Now only increase army ability usage at lvl 5


SETTLEMENTS

PUBLIC ORDER
Public order chain now grants 50/100/150 income at lvl 1-3
Public order bonus reduced from 4/6/6 to 2/4/6
Tier requirements reduced from 2/3/4 to 1/2/3
Public order bonus in adjacent provinces removed

CORRUPTION
Tier requirements reduced from 2/3/4 to 1/2/3
Corruption in adjacent provinces reduced 1/2/4 to 0/1/2

GROWTH
Growth chain now grants 50/100/150 income at lvl 1-3

BURIED TREASURE
Income from all buildings in province reduced from 20/40/60/80/100% to 10/20/30/40/50%
Income from ports now applies at all 5 tiers at a rate of 5/10/15/20/25%

PORTS
Port income reduced from 200/400/800 to 150/300/600
Added Trade Tariff bonus of 1/2/3%

RESOURCE BUILDINGS
All resources buildings provide +100 gold and resource collection increased from 10-15
Gold resource income increased from 150 to 450


UNITS

Animated Husk - New role: Defender, High HP, low dmg
+12K HP
+10 Bonus vs Infantry
+5 leadership
-60 dmg
-16 melee attack
+8 melee defence

Depth Guard - Revert unit size back from 80-60 (As they are vampires and should be rare)
+2MA/MD
+2K HP
+100 cost
+50 upkeep

Necrofex Colossus
-2K HP
-4MA

BLACK ARC CHANGES

Added additional unit capacity to all units for black ark buildings
Tidied up recruitment, you can still recruit all units from the black arks
Future changes planned when doing Dark Elf Overhaul

OTHER CHANGES

DEFENSIVE ARMY ABILITIES

Removed double ups where both settlement and walls provided the defensive army ability of the faction

PASTURES
All Pastures growth bonus increased

GOLD
All gold + gem income increased from tiers 2/3/4

IMPERIAL ACADEMY
Lord + hero XP bonus reduced from 5-2

UNIT CAP CHANGES

WARRIORS OF CHAOS
Chaos Spawn +1 cap
Manticore +1 cap
Forsaken +2 cap

DARK ELVES
Shades, Shades (Dual Weapons) +1 cap

DWARFS
Slayers +1 cap

LIZARDMEN
Kroxigors +1 cap

VAMPIRE COUNTS
Cairn Wraiths +1 cap

CHANGES TO INFANTRY KNOCKBACK

All infantry now have a 25% knockback resistant, making it a little easier for them to withstand cavalry charges and when fighting against lords, heroes or large units.

SPACING
All monstrous infantry now stand further apart in a more disorganised fashion.

NEW CAVALRY ROLES

Cavalry has undergone an extensive rework in this patch, with 2 new categories:

Melee Cavalry - These units have weaker charges, but are suited to prolonged melee engagements, utilising either high HP, melee defence, ward save or a combination of these.
Beserker Cavalry - These units have weaker charges, but are suited to prolonged melee engagements, dealing massive amounts of damage, at a cost of personal safety.

Centigors/Centigors (Throwing Axes) +15 charge
Centigors (Great Weapons) +4MA/MD +4 AP Damage
Knights Errant/Knights of the Realm/Grail Knights/Mounted Yeoman +20 charge
Mounted Yeoman Archers +10 charge
Grail Guardians +4MD, +15% Ward Save
Questing Knights +4K HP, +2MD
Pegasus Knights/Royal Pegasus Knights +3K HP, +4MD
Royal Hypogryph Knights +8MD
Marauder Horsemen/Horsemasters +10 charge
Chaos Knights -8MA +16MD
Chaos Knights (Lances) +20 charge
Cold One Knights +20 charge
Cold One Dread Knights +3K HP, +4MD
Empire Knights, Reiksguard, Knights of the Blazing Sun, Demigryph Knights, Knights of Sigmar's Blood, Sons of Manaan, Taal's Fury +20 charge
Knights of Moor, Knights of the White Wolf, Knights Panther, Knights of the Everlasting Light +8 melee defence
Demigryph (Halberds) +2MA/MD
Orc Boar Boy Big'Uns +30 charge +10 Bonus vs Large
Orc Boar Boyz +3K HP +4 Melee Defence
Savage Orc Boar Boyz/Big'Uns +3K HP +8MA
Ellyrian Reavers/Silver Helms/Dragon Princes +20 charge
Ellyrian Archers +10 charge
Cold One Riders +4MD
Cold One Spear Riders +20 charge
Horned Ones +3K HP +8MD
Necropolis Knights +20 charge
Skeleton Horsemen +20 charge, +4MA -4MD
Skeleton Horsemen Archers +10 charge
Nehekharan Cavalry +3K HP +6 MD
Blood Knights, Black Knights (lances) +20 charge
Black Knights +8MD
Wild Riders +20 charge
Glade Riders/Sisters of the Thorn +10 charge

SPACING
All monstrous infantry now stand further apart in a more disorganised fashion.