Total War: WARHAMMER II

Total War: WARHAMMER II

The Cults of Chaos - Under-empire cults for chaos (BETA V0.36)
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8 Hertz WAN IP  [developer] 14 Jun, 2020 @ 6:37am
Patch Notes V0.2
A new agent action “Establish Chaos Cult” has been added to the following heroes.
  • Fire sorcerer
  • Death sorcerer
  • Metal sorcerer
  • Shadows sorcerer
The action will be added alongside the steal technology action just like the under-empire action.

Added custom cult growth, temple, and ritual units

- Chaos Cultists
Generated from the third growth building and up.

- Champions Of Khorne (by Shawmuscle)
Generated from the final Khorne temple building
- Oracles Of Tzeentch (by Shawmuscle)
Generated from the final Tzeentch temple building
- Nurgles Plague Champions(by Shawmuscle)
Generated from the final Nurgle temple building
- Slaanesh Defilers (by Shawmuscle)
Generated from the final Slaanesh temple building

  • Forsaken
  • Chaos Spawn
  • Manticore
  • Chaos Dragon
Generated from the mutation ritual
Units from the mutation ritual will be cheaper to recruit according to unit tier. I am trying this out to see if I can give some light to some underused units in the chaos roster. Generating new units to the roster via temples and rituals takes a couple of turns. Don’t be surprised if you don’t immediately get your new units. However do tell me if they don’t spawn at all.

Small balance changes

- Cult growth building now decreases public order
- Cult growth building decrease corruption lower levels
  • Level 1: no corruption
  • Level 2: +1 Chs corruption
  • Level 3: +4 Chs corruption
  • Level 4: +6 Chs corruption
  • Level 5: +12 Chs corruption
- Cult growth level 2 building time 3 > 4 turns
The aim is to show the impact the cult has on the settlement with public order. However since at the max level most of the settlement’s inhabitants are mostly corrupted it will actually increase public order. I might see if I can change this to the corruption PO impact effect. the corruption in earlier levels has been decreased. Since it was too much for the early game.

- Horde camp movement points needed changed to 0%
This just makes sense to decrease the gap between WH1 & WH2 horde races/lords . I don’t think I’ll give any extra bonuses to camp since the cults already provide many buffs.

- The cult action ”Disrupt Religion” now gives -1 untainted
-4 untainted was a bit too strong of an impact from being a small action.

Cost and maintenance increased for the mutation ritual
  • Level one cost increased 300 > 600
  • Level one maintenance increased 50 > 100
  • Level two cost increased 800 > 2100
  • Level two maintenance increased 100 > 200
The mutation ritual got buffed a lot with the addition of generating strong cheap units for your. And the second level gives 2x as many units.
Last edited by 8 Hertz WAN IP; 26 Jun, 2020 @ 8:08am
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8 Hertz WAN IP  [developer] 14 Jun, 2020 @ 1:37pm 
HOTFIX V0.21.

- Fixed custom units not being added to the ROR pool

- Fixed Chaos dragon and Manticore cost
8 Hertz WAN IP  [developer] 16 Jun, 2020 @ 10:35am 
HOTFIX V0.22.

- Fixed Ritual of Mutations cost and maintenance

- Fixed Public Order effects not working on some buildings

- Manticore mouse hover text fixed.

- Cult established cooldown icons replaced with chaos variant.

- Portal to Chaos ritual first building requirement fixed.

- Nerfed Forsaken and Chaos Spawn chance for level 2 of mutation ritual
Last edited by 8 Hertz WAN IP; 16 Jun, 2020 @ 10:35am
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