Total War: WARHAMMER II

Total War: WARHAMMER II

OvN Second Start
This topic has been locked
shaky_rivers  [developer] 16 Jan, 2019 @ 2:46pm
Overhaul Exclusives
The overhaul has several exclusive features and also offers unique versions of the stand-alone mods.

Overhaul Exclusives
  • A weak "Hordes of Chaos" start with Helmgart Instead of Empire Secessionists

  • No Upkeep-free Armies
    • The upkeep-free army effect is replaced with a new custom effect "War Fervour" It lasts 25 turns and provides those armies with -85% upkeep and some other buffs.

  • Smaller Footprint
    • When the Empire is AI controlled they will not gain their colonies.
    • When Hexoatl is AI controlled the Skaven spawn on Mistnar.
    • When Welfs are AI controlled they will not gain their colony.
    • When Karak Kadrin are AI controlled they will not gain their colony.
    • When Vlad is AI controlled he will not gain his colony.
  • Climate Changes
    • These changes are loreful and are made to improve gameplay.
    • Southern Norsca's climate is changed to "Frozen".
    • Ekrund's Climate is changed to "Mountain"
    • Bitterstone/Dragornhorn mines (Morgheim/Tree of Beards in Ovn) climate is changed to "Savannah"
    • Doom Glade climate is changed to "Savannah"
  • Religion Changes
    • The four starting Hordes of Chaos settlements have minor Chaos corruption.
  • Karak Eight Peaks is never hidden when controlled by Skaven

  • Added Knight Panther/Blazing Sun chapter houses to the following settlements.
    • Margritta - Blazing Sun only
    • Altdorf - Panther only
    • Talabheim - Panther only
    • Wolfenburg
    • Bel-Aliad
    • Copher
    • Lybaras
    • Chupayotl
    • Karak-Ungor

Overhaul changes to Stand Alone Mods
  • Vermintide - End-Times
    • No longer destroys the world and factions upon non-skaven failure. It instead evenly destroys about a third of the worlds settlements with playable major factions capitals exempt and does not destroy any factions.
Last edited by shaky_rivers; 9 Feb, 2019 @ 5:04am