Total War: WARHAMMER II

Total War: WARHAMMER II

Dwarf Oathgold Upgrades
Commiss4r  [developer] 3 Jun, 2020 @ 6:34pm
feedback
the first real game i tried them in was Ungrim. His slayers with frenzy upgrade tear through everything. while fun, units will definitely be getting increases to upgrade cost based on efficiency of buff.

if people want, i could do one low cost upgrade for 1 trait, then a higher upg with traits + stats
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Showing 1-15 of 16 comments
Raptoran 3 Jun, 2020 @ 9:43pm 
Here are few ideas that came to mind.

An upgrade to infantry that have shields. Upgrading the bronze shield (35% reduction on small arms fire) to silver shield (55% reduction on small arms fire).

Bugmanns ale flask upgrade = A health regeneration.

For artillery/Gyrocopters extra ammo boxes= increased ammo

Rune weapons = Extra armorpiercing melee damage.

Also that low and high tier upgrades sounds like a good idea to me.

Thank you for your work.
Commiss4r  [developer] 4 Jun, 2020 @ 7:07am 
I know Bugmann's can be added easily, I'll look into the shields (or missile parry) as well.

I'll need some more testing against armored enemies since dwarfs don't seem to need too much help with AP?
Raptoran 4 Jun, 2020 @ 8:18am 
Now that i think about it dwarfs do have several ways of dealing with armor.
What do you think of Runic Weapon upgrade that gives unit a magical or fire damage to their melee attack? Sorry for being so hung up on Rune weapons ;D
Commiss4r  [developer] 4 Jun, 2020 @ 3:35pm 
for sure! magical or fire fit in well. i'll have to play more Thorgrim to see how the current ones shake out against greenskins
Warsmith Forrix 5 Jun, 2020 @ 9:39am 
In the future the boosts to various ways to get oathgold should be removed, to keep the dwarves balanced, though maybe a submod could still give the extra building oathgold and post battle oathgold
Originally posted by CommissarRotke:
I know Bugmann's can be added easily, I'll look into the shields (or missile parry) as well.

I'll need some more testing against armored enemies since dwarfs don't seem to need too much help with AP?

Shields has to be done via an ability phase stat effect, but is otherwise not hard to implement.

Dorfen AP is largely centered around the race's ranged roster, partly because melee is the worst way to do damage, partly because the dorfs are a range-dependent faction.
Last edited by Commisar Jon Fuklaw; 8 Jun, 2020 @ 5:28pm
Bug:
Hammers have four upgrades. Two are localized, two are not. All four do different things.
Some upgrade (missile damage for gyrocopters, notably) effects do nothing or have either improper localization or effect scopes.
Melee damage effects cannot be confirmed to be working or not because I'm not using the beta while I am undergoing tests for my own updates.
Commiss4r  [developer] 14 Jun, 2020 @ 10:21pm 
Originally posted by Commisar Jon Fuklaw:
Bug:
Hammers have four upgrades. Two are localized, two are not. All four do different things.
Some upgrade (missile damage for gyrocopters, notably) effects do nothing or have either improper localization or effect scopes.
Melee damage effects cannot be confirmed to be working or not because I'm not using the beta while I am undergoing tests for my own updates.
interesting, the starting Hammerers for Thorgrim only had 2. will check again
Commisar Jon Fuklaw 14 Jun, 2020 @ 10:43pm 
Originally posted by CommissarRotke:
Originally posted by Commisar Jon Fuklaw:
Bug:
Hammers have four upgrades. Two are localized, two are not. All four do different things.
Some upgrade (missile damage for gyrocopters, notably) effects do nothing or have either improper localization or effect scopes.
Melee damage effects cannot be confirmed to be working or not because I'm not using the beta while I am undergoing tests for my own updates.
interesting, the starting Hammerers for Thorgrim only had 2. will check again

There's something weird with starting troops' upgrade availabilty, even for the vanilla greenskins. At least the vanilla upgrades aren't duplicated.

To be frank, if Dave was functioning at all on either of my rigs, then I'd have made this or something similar myself. However, without Dave, crossreferencing all of the new tables just to enable upgrades for custom units was annoying enough.
Commisar Jon Fuklaw 15 Jun, 2020 @ 12:24am 
Since I am paying attention now:
The same issue exists for all vanilla artillery (sort of).
There are three upgrades, one has no localization file. However, it does appear that there are no duplicates.
Commiss4r  [developer] 15 Jun, 2020 @ 8:51am 
all of the arty only has one exclusive upgrade, do you have any other upgrade mods on? both my starter and recruited arty only have the singular upgrade
Commiss4r  [developer] 16 Jun, 2020 @ 10:00am 
Originally posted by Commisar Jon Fuklaw:
Since I am paying attention now:
The same issue exists for all vanilla artillery (sort of).
There are three upgrades, one has no localization file. However, it does appear that there are no duplicates.
when you mean localization, do you mean descriptive text? can you post a screenshot of the ones that have text
Commiss4r  [developer] 16 Jun, 2020 @ 1:35pm 
localisations done, and i learned that using an older version after upgrades are edited or added causes some duplication in saved games. but otherwise is fine.
npdejong 19 Jun, 2020 @ 1:46am 
For Bugman's Rangers, perhaps they could gain an upgrade that gives additional health restoration, and also restores models? It could be something called "Adrenaline brew", which is so potent that it brings back dead dawi as the brew is so potent that it has magical properties.
fireball900 2 Aug, 2020 @ 4:20pm 
As Grombrindal, Grudge bearers have both 'Rune of Disguise' and 'Master Rune of Disguise' and they both do the same thing (stalk and snipe).

Had to post here, since comments aren't working :D
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