Total War: WARHAMMER II

Total War: WARHAMMER II

The Amber Kingdom (TAK) | Blood Elf Conversion - BETA
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Hazard Maks  [developer] 9 Mar, 2020 @ 3:58pm
Bug Reports
Post bug reports and other issues with the mod in this thread.
Last edited by Hazard Maks; 3 Aug, 2021 @ 3:51am
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Showing 1-15 of 185 comments
atacool3 10 Mar, 2020 @ 4:59am 
Hello. First of all love the mod. Makes WE much more fun to play! I think one of my top 3 favourite mods for my favourite faction.

Balancing suggestions:

-No tree kin summon for tree bark. It kinda is really OP in some situations and they dont really do what summons are supposed to do, which is disrupt enemy. Instead they completely destroy the enemy. Instead do 2-3 summons of dryads to make it much more balanced. I will be sad to see tree kin go but i really think it isnt needed as a summon. On that note you should balance out the amber kin to be slightly less stronger as they are much stronger than vanilla tree kin. Either leave the hp/armor and make melee stats less or make hp/armor like vanilla and make melee stats stronger.

-The amber bark base stats(not the ranged stats) should be weaker than treeman. Thats because amber bark has much more use, with the artillery AND the summons. Currently its slightly higher than tree men but I personally think it should have less hp(maybe 6k or less) and much less melee attack, defense and strength. Everything else about it is pretty good, especially the idea about a mortar, supporting, tank unit(that shouldnt really be in a melee fight, and only to hold or defend).

-Idk if its a bug or not but i cant upgrade the eco building (the blood shade thing) past the first tier. But its actually a good idea for this faction. Instead make the only eco building outside of slave eco a buffed khorne eco building and alongside slightly higher money (maybe 500 for top tier eco) make the public order loss and chaos higher.

-Make the amber gaurd with bow, shield, spear less op. Idk why these guys have higher ranged capability(much higher) than waystalkers. If you make their ranged capabilities to scouts or less it will still make these guys strong because they are really good hybrids, but not as op as they are now. It will still make waystalkers viable(as they have no reason to exist at the moment).

-amber gaurds sword and shield. While I really like this unit, it doesnt really fit with WE at all(even if this is a khorne version lol). There shouldnt really be any sword unit in WE only 'great weapon' units, spear units and bow units. Its a really cool idea but isnt really needed to make this faction unique.

- Regarding the 'heavy' cav its a cool idea but I think there should be something that makes them less strong (due to the ridiculous armor) like much less charge compared to vanilla instead of more op charge.

-The amber sisters on the horse is pretty nice and as long as they have high upkeep the only problem I have is the shield of thorn spell having an area effect. Make them have a spell that only affects one unit instead of all units in an area.

-Here is a general thing I think you should think about. The reason the WE have such low armor is because their speed is amazing. You should keep that in mind when making these units have a lot of armor. Whatever units you buff with armor should be nerfed in the speed category by a lot. Examples include amber blood legion, amber gaurd hawk riders, the amber lords, amber gaurd blood stags, etc. And if you really want to push the balancing to even higher limits you could also reduce their melee prowess and use that opportunity to reduce upkeep but thats not really needed, but more like a personal choice.


Lords:

-For the lords (maybe not the legendary lord but referring to the normal vanilla lords) make the top part choose and lock. Meaning make them themed. There could be an armor and speed buff for all elves but it will lock the (kinda op atm) ranged damage(make it 10%), ammunition and reload speed. So you can give the ability for the lord to be melee focused or ranged focus because these buffs can be really really strong.

-Also because the amber lords have a much better army buff, even after you nerf they are also stronger than the vanilla glade lords. Either make their stats the same as glade lords or weaker to make them balanced. They are currently better than glade lords in EVERY regard which shouldnt be the case. They got magic, stronger archery, stronger melee, stronger army buffs all with the same upkeep stats. If you make their melee, armor and ranged less(i recommend much less), then it makes it much more likely for people to diversify their armies.

For the unique units like the khornate units I wouldnt know how to balance them as I havent used them a lot but if you havent yet im sure you can just copy the stats from the original mod which im sure is balanced. And because its in the WE roster you could make them slightly weaker. Other than reducing the charge by a lot it seems alright and should have a high upkeep. Keep up the great work because I really enjoy this mod!

EDIT: forgot to add one thing, I experienced all of this on legendary difficulty on my first play through. I am not any good at campaign in this game and the only legendary difficulty game I have ever played was the easy HE, even still I managed to get a doomstack of waywatcher units(like 10ish of them) on round 39 which is ridiculous. This mod would be a lot more fun if it was more challenging.
Last edited by atacool3; 10 Mar, 2020 @ 5:22am
Hazard Maks  [developer] 10 Mar, 2020 @ 5:34am 
Thanks for the detailed feedback, this kind i really appreciate since i barely get any time to play-test it myself. All of these will be taken into consideration! :)
GuadGamer 29 Mar, 2020 @ 11:47am 
Definitely agree with most of the things said above. One thing about the Amber Guard with spear, shield and bow. I would leave their stats as they are,becasue I feel like there is a stong unit like that needed. Maybe make them even more expensive so you cant doomstack them so easily.
Hazard Maks  [developer] 29 Mar, 2020 @ 12:43pm 
That's the direction i'm going with the Amber Guard. I'm reworking the recruitment system right this moment, slaves and mercs will get the focus first though.
Tree 8 Apr, 2020 @ 12:16pm 
First off, this is a fantastic mod, and I love the work you've put into it so far. I am also knowledgeable that you still have more work that you want to do for the mod, so all criticism will be constructive.

1. There is a feature in this mod, which I assume is a bug/oversight since the faction is meant to be Khornate Wood Elves. When playing as the Amber Kingdom, the faction spreads Chaos corruption in its owned provinces, yet this Chaos corruption causes negative public order instead of improving it, leading to players having to put down rebellions that reasonably shouldn't have happened in the first place. I would recommend that the Chaos corruption should increase public order the higher the corruption is.

2. As feedback for the faction's economy buildings, I feel like the ability for a player to grow the faction is minimal due to the very high cost of the units versus the limited income you receive. The Marketplace tree gives 1200 when fully upgraded, but every Amber Guard unit costs 350-360 for upkeep. I understand that Orc slaves are meant to be the main section of an army's line, but after playing 50 turns, I had only assembled 1 full army and had a very difficult time expanding due to having to put down Chaos corruption rebellions that happen, even though the faction itself spreads Chaos corruption (eg: Point 1). Limited income is also hampered by the low income from the Foraging Groves (building symbol with the deer and arrows on it), with it only offering 160 per turn upon Tier 3. Since the Amber Glade is the only nearby "Wood Elf" 12 slot building, the player will be straining for income due to only having 1 option in the early-mid game for a fully upgraded Marketplace, and have an abnormally difficult time in defending their territory due to the limited number of units they can field.
Last edited by Tree; 8 Apr, 2020 @ 12:20pm
Hazard Maks  [developer] 9 Apr, 2020 @ 4:21am 
Regarding the Chaos Corruption, going about to deal with it also has technical problems, since I cannot change a faction's base religion without editing the startpos. However, in the next update it will be addressed via a new "pacification" building chain, that acts as a deterrent to PO unrest due to religion/corruption and also for skaven discoverability. The update happens to be focused on building overhaul and recruitment improvements, so will be keen to see how the economy functions in the new version.
ScarsLegion 22 Apr, 2020 @ 7:56am 
I have found a minor bug / problem. First of all the other Legendary Lord has no Graphics for me so he is an invisable Beast on the campagn (he is a boat floating around.... kinda funny thou) and in the battle he can fight and do his stuff but also there hes invisable. 2nd Bug i have encounterd is that i cannot build in the black tower of Arkhn or how its called althou this is kinda confusing because i get the building slots and can upgrate the main settlement of it but cant build the other buildings so its always empty. At the end i have a little question / idea so you have left legendary sttlements like the black pyramid of Nagash so you have it on t1 and can only build 1or2 other buildings and my questions is if its possible to make them go in Tiers higher because they cant even handle a revolution which is coming at some point because their garrason cant be enhanced much. Still and awsome mod i love your modeling on the amber guard units they are awsome great job there :steamhappy:. Sry if there are some points you cant understand because of my awful spelling if you have questions im always there to anwser them have an awsome day :steamhappy:
Hazard Maks  [developer] 22 Apr, 2020 @ 8:27am 
Well Akhnar is still a work in progress, so i recommend everyone not to recruit him as of yet. The Black Tower problem is already fixed in the coming patch, and the special settlements still need more work. In fact, if you wanna help me with testing the current build that I am working on now, let me know. I will send you the .pack, there are a few things left that i want to add but by tomorrow or the day after I'll update the mod.
ScarsLegion 22 Apr, 2020 @ 9:37am 
I would glady take the offer to help you testing on this mod i already have fallen in love with it :steamhappy:
Last edited by ScarsLegion; 22 Apr, 2020 @ 9:43am
frogg222 3 May, 2020 @ 4:59am 
Seems like my cities are losing public order due to corruption. Do I need to add another mod to make this work? Or is this intended?
frogg222 3 May, 2020 @ 5:01am 
Also, trade doesn't seem to work. Let me know if theres a github or something where I can check out the code and maybe pitch in
Hazard Maks  [developer] 3 May, 2020 @ 5:28am 
@frogg222 It's inadvertently how it came to be. There is a unique building chain that you can build and pacify the corruption.

Trade works when you have one of the ministerial positions that allow that function (was different at first to have a contrast with the Wood Elves, but then this mod is based on Mixu's unlocker that his mod has scripts that affect this faction -and all other WEF factions- regarding trade, so for now that's how it's gonna work).
atacool3 4 May, 2020 @ 3:26pm 
Sup. Its me again with a small suggestion. Before I start great work with the progress you made.

You should try to do something with OvN lost factions mod. The city next door are the arabyans so some mercs could come from it maybe? I remember some time ago you mentioned you dont really use other mods but I think that unlike SFO, OvN adds extra factions in the spirit of the base game. Its like this mod but even more compatible with next door factions and to a level that people might think they are actually part of game. It really adds to the game by bringing a bunch of factions to the old world which really diversifies the map. I mean I dont think this faction should be added to the huge roster of the new factions(OvN is pretty lore friendly), it can use some attributes from it such as arabyan slaves or something which would be cool (the models do look pretty sweet and there are some actual slave units from the mod). So you should first try the mod yourself (honestly top 5 of all mods in this game) and try to incorporate some arabyan slaves into roster (more lore friendly than green skins). If it works out well enough you could completely replace the green skin slaves and the gifting of lands with a custom arabyan faction (would be the ultimate lore friendly addition lol. Another thing to note is Arabyans also revel in corruption ).

Glad to see the progress made on this mod, btw but try not to overextend with the features because the bottom right part of the screen is really packed :). Quality over quantity as they say.
J 14 May, 2020 @ 2:44pm 
dryads cost 2000000?
Hazard Maks  [developer] 15 May, 2020 @ 1:59am 
@BLM - Yes, it's just a lock so they are unrecruitable by any lord except the Elder Amberbark. It is tied to his skill tree, once he unlocks certain skills, corrupted forest spirits will be recruitable without any cost. The feature is incomplete in the live version bar just 1 working skill I think, the rest will be in the next patch.
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