Total War: WARHAMMER II

Total War: WARHAMMER II

Northmen of the New World
Feedback/Suggestions/Praise
Aghol Feedback
-Legendary Lords’s banner soars way above his head on campaign map
-Minor spelling errors here and there (ex: Whalers Bain)
-Harpoon Cannon needs louder firing sound and larger visual projectile, hard to tell where it’s shooting
-Starting with a Fimir Balefiend (fire) is an odd shout, maybe give a Skinwolf Werekin instead (more thematic, useful anti large/melee hero)
-Cannot recruit Norscan Regiments of Renown despite unlocking them. Game might not be recognizing them as a norscan faction? Dark God favor mechanic seems to be working, did not test Norscan Confederation
-Tier 2 Whalebone Tent literally does nothing
-Trollrus model has no weapon
-Extremely minor cosmetic things like reskinned units not having descriptions changed
~Suggestion: Give an additional tier 3 infantry unit, Whaling Champions. Essentially Marauder Champion javelin units with a javelin ranged attack, the melee weapon dmg of the Marauder Champions with shields (non AP), and the melee attack and defense of Marauder Champions w/ Great Weapons (36/32, no shields)
~Suggestion: Give LL a skill that grants marauder hunter units & spirit wolves Vanguard Deployment
~Suggestion: Trollrus is identical to Chaos Troll except for visuals, maybe give the Trollrus something extra – 10-15% fire resist due to blubber or maybe Frenzy or Rage (Walrus’ are ♥♥♥♥♥♥♥♥)?
~Suggestion: Warsleds are identical to icewolf chariots except for visual’s, maybe give them something extra – Strider?
?Didn’t get to play with the whales since I didn’t run this campaign that long so I can’t give any feedback on them, but I suspect they’re identical to mammoths
+Everything is balanced since everything is just vanilla units
+Extremely good visual, model, and art work
+Inventive modifications to these existing modded factions

Overall a strong 1.0, thank you very much for all your hard work, if you take anything away please take away that I am excited for what it is, and thing with some polish it could be a must-have race mod similar to others. I hope you will continue working on it into TW:W3

I will probably play around with Skeggi and offer my thoughts on that next.
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Showing 1-15 of 21 comments
Willo?  [developer] 19 Dec, 2021 @ 2:44pm 
Thanks for all your time on this! Having a look at some of the stuff, cheers for laying it out concisely
MegaChillMickey 19 Dec, 2021 @ 2:45pm 
Skeggi seems bugged with Vortex; works fine with Mortal Empires.
Thom  [developer] 19 Dec, 2021 @ 2:45pm 
Thank you, good feedback and well layed out. I’ll add some of these to my list to look into
TsunamiWombat 19 Dec, 2021 @ 3:49pm 
Trying Skeggi now, this one i'm enjoying much more than Aghol, the unique buildings in the area make it feel much more like a 'real' campaign since you can actually get a toe hold in the area with them. I noticed that Aghol has a bevy of extra monster hunts on the bottom of the tech screen that Skeggi doesn't, was this intentional?
Thom  [developer] 20 Dec, 2021 @ 2:55am 
Originally posted by TsunamiWombat:
Trying Skeggi now, this one i'm enjoying much more than Aghol, the unique buildings in the area make it feel much more like a 'real' campaign since you can actually get a toe hold in the area with them. I noticed that Aghol has a bevy of extra monster hunts on the bottom of the tech screen that Skeggi doesn't, was this intentional?
no skeggi should have them aswell, did the ones for Aghol actually work?
TsunamiWombat 20 Dec, 2021 @ 3:51am 
I didn't try the extra hunts under Aghol but they weren't appearing in the tech tree as Skeggi
Avadon 21 Dec, 2021 @ 1:54am 
Victory Conditions...
War0797 22 Dec, 2021 @ 6:35am 
Here are a few ideas.

Aghol: Marauder Whaler - Anti-large, armor-piercing missile infantry. A dedicated anti-large missile infantry that can kill any monsters with range and close combat. The Aghols have long hunted the Dread Whales across the Sea of Claws. The idea here is that the best hunters of the Marauders earn the name Whaler through successive whale hunts.

Skeggi: Marauder Champion Cold One riders - Powerful anti-infantry cavalry. Armor-piercing melee. Only the most tenacious Champions could hope to break a Cold One by the leash. This unit is a cross between the Chaos Knights and the Cold One riders.

Mung: Mung Screamers - Light shock cavalry. Causes Fear. Vanguard Deployment. The Mung Screamers prefer to attack their prey through shock attacks, all the while their screams inspire fear into the hearts of their enemies. This unit is heavily inspired by the Game of Thrones Dothraki screamers. While not Hun in origin, this unit would fill a function of early shock cavalry for the Mung army.
Thom  [developer] 22 Dec, 2021 @ 8:48am 
Originally posted by War0797:
Here are a few ideas.

Aghol: Marauder Whaler - Anti-large, armor-piercing missile infantry. A dedicated anti-large missile infantry that can kill any monsters with range and close combat. The Aghols have long hunted the Dread Whales across the Sea of Claws. The idea here is that the best hunters of the Marauders earn the name Whaler through successive whale hunts.

Skeggi: Marauder Champion Cold One riders - Powerful anti-infantry cavalry. Armor-piercing melee. Only the most tenacious Champions could hope to break a Cold One by the leash. This unit is a cross between the Chaos Knights and the Cold One riders.

Mung: Mung Screamers - Light shock cavalry. Causes Fear. Vanguard Deployment. The Mung Screamers prefer to attack their prey through shock attacks, all the while their screams inspire fear into the hearts of their enemies. This unit is heavily inspired by the Game of Thrones Dothraki screamers. While not Hun in origin, this unit would fill a function of early shock cavalry for the Mung army.

Yeah good ideas, the first two are already on my list and i also agree the mung need a light cav unit, might go with a different name tho
Mortal Wombat 24 Dec, 2021 @ 2:43am 
Noticed that the wendigo for a single entity monster gets knocked down pretty easily so he cannot trade for his cost. Maybe he should get a bigger model or make a pack of them so it happens fewer times.
War0797 26 Dec, 2021 @ 7:57am 
Here's are some more ideas.

Legendary Items for the lords
Aghol Chaos Totem - Decrease the amount of Winds of magic for enemies. Gives Leadership buff for lord army. Gives melee attack buff for lord army. Increase Chaos Corruption.

Mung War Horn - Give Charge bonus buff to cavalry in lord army. Increase Post-battle loot. Decrease recruitment cost for lord army.

Desecrated Lustria Gold - Gives leadership buff to lord army. Increase Chaos Corruption to local province. Increase Public Order to local province. Decrease upkeep for lord army.
Thom  [developer] 26 Dec, 2021 @ 9:59am 
Originally posted by War0797:
Here's are some more ideas.

Legendary Items for the lords
Aghol Chaos Totem - Decrease the amount of Winds of magic for enemies. Gives Leadership buff for lord army. Gives melee attack buff for lord army. Increase Chaos Corruption.

Mung War Horn - Give Charge bonus buff to cavalry in lord army. Increase Post-battle loot. Decrease recruitment cost for lord army.

Desecrated Lustria Gold - Gives leadership buff to lord army. Increase Chaos Corruption to local province. Increase Public Order to local province. Decrease upkeep for lord army.
Good ideas, I’d like to try quest battles aswell to unlock them
War0797 28 Dec, 2021 @ 2:33am 
Here are another ideas for units.

Aghol Mammoth Harpoon Gun - To simply put, a spirit mammoth with a harpoon gun mounted on its back. Mobile-artillery platform. A bit overkill since we have the Dread Whales but it is an interesting idea.

Mung Chaos Knights - A Mung version of Chaos Knights. These are Mung warriors who have earned the right to ride demonic steeds into battle. They are powerful, tier-5 melee cavalry.

Demonic Stegadon - Having stolen the secrets of the Lizardmen, Norscans of Skeggi were able to gain control of these ancient reptiles through demonic possession. A stegadon glowing with demonic energy. It is just a normal stegadon with magic and fire attacks.
Thom  [developer] 28 Dec, 2021 @ 3:52am 
Originally posted by War0797:
Here are another ideas for units.

Aghol Mammoth Harpoon Gun - To simply put, a spirit mammoth with a harpoon gun mounted on its back. Mobile-artillery platform. A bit overkill since we have the Dread Whales but it is an interesting idea.

Mung Chaos Knights - A Mung version of Chaos Knights. These are Mung warriors who have earned the right to ride demonic steeds into battle. They are powerful, tier-5 melee cavalry.

Demonic Stegadon - Having stolen the secrets of the Lizardmen, Norscans of Skeggi were able to gain control of these ancient reptiles through demonic possession. A stegadon glowing with demonic energy. It is just a normal stegadon with magic and fire attacks.
Yeah nice ideas, think a stegadon with flaming horns and the choas symbol on its front plate would be cool
War0797 29 Dec, 2021 @ 5:34am 
Here are some ideas to improve on the current units.

Marauder Whalers - Add the Norscan Rage ability. Theme-wise it feels like this is the only human unit in the Norscan army that does not have this ability.

Wendigo - To keep this unit in the game, probably turn it into a squad of 16 units. This will help keep them as a rare unit but also give them a bit more power for them to be relevant in an army.

Ungor Archers - Add Poison attacks, Frostbite attacks or the Snipe ability. This is to keep them in the faction while making them unique from normal Beastman Ungors.

Khornasaur - Add the Mark of Khorne ability. It is in it's name. Adding the Mark of Khorne onto the unit will make it complete.
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