Total War: WARHAMMER II

Total War: WARHAMMER II

Lucky's Overhaul
 This topic has been pinned, so it's probably important
Hawk  [developer] 8 Dec, 2018 @ 5:48pm
----- ADDITIONAL INFORMATION ----- Additional Changes
Below you will find a list of miscellaneous changes this overhaul makes:


Stances, Edicts, Ancillaries, Followers, Banners & Traits Overhauled - Everything is adjusted in CAC, so you can expect improvements across the board, including logical rarity ratings and decreased drop chances for all ancillaries.

Better Camera - Included. Zoom in both closer and further on the battlefield.

Garrison Army Abilities - Almost all garrison buildings come with army abilities that get upgraded as the garrison is improved. Special Settlements without the garrison chain get the most powerful army ability tied to their settlement chain from level 1.

Supply Lines removed - In vanilla recruiting additional armies adds an arbitrary upkeep multiplyer to each additional army (up to 15%). This was intended to be a way to show increased supply strain, but functions instead to punish players using small stacks, or fodder armies.

Chaos Beastmen rebellions - Replaced Chaos rebels with Beastmen rebels when chaotic corruption prompts a rebellion. Much more lore-friendly.

Confederation Difficulty Level Bonus Removed - On higher difficulties the AI gets a bonus to confederation (which leads to stupid situations like Teclis confedering Tyrion even those he has one settlement).

Dreadspear Animation Replaced - Dreadspears now share the animation with the high elf spearmen.

Several unshielded variants removed - Mainly applies to capped units, such as Saurus Warriors, Lothern Sea Guard, Dark Riders etc. You may still find these unshielded units in starting armies, but you will not be able to recruit anymore. Don't worry, they still share all the same buffs as their shielded bretherin! Also removed non-poisonous gutter runners.

Cross-faction units - Several units can now be found in other factions:

Warriors of Chaos get access to Ungors + Gors, but they cannot receive buffs from the red line skills or technology. However they are useful if you decide to destroy the marauder building early.
Beastemn get access to the manticore, can be buffed by the red line skills
Norsca gain access to harpies, can be buffed by the red line skills

Melee Attack Interval Standardised - This is the time a model will pause in between each attack. In vanilla and other overhauls this number can vary immensely. The issue with this is that it isn't taken into the unit's weapon strength calculation, thus you can end up with units performing considerably better or worse than their melee damage suggests. This mod standardises ALL melee attack intervals at 3.5 seconds. This means you can accurately compare the damage of melee units.

Fatigue adjustments - Fatigue is now much more logical and affects:

Speed
Charge Bonus
Melee Attack
Melee Defence
Reload Speed

Values:

Winded: -5%
Tired: -15%
Very Tired: -20%
Exhausted: -30%

Fatigue is also slower with actions causing less of it. This is to compensate for the slower battles.

Winds of Magic Changes - Increased Max Pool amout from 30-50

Morale Changes - Army losses penalty reduced from -120 to -40. This means units with intact morale will not automatically shatter once this penalty kicks in. Some minor reductions in morale loss across the board, making flanking more important.

Knockdown chance removed for foot lords - In vanilla unmounted lords will often struggle against mounted lords as their low mass means they spend a lot of the time getting knocked to the ground. In LO their knockdown chance is 0%, allowing them to actually be viable in combat against larger targets.




Last edited by Hawk; 9 Dec, 2018 @ 4:14am