Total War: WARHAMMER

Total War: WARHAMMER

Radious Total War Mod
 This topic has been pinned, so it's probably important
Radious  [developer] 23 May, 2016 @ 6:42am
Changelog
First release version and its changes:



Battle Changes:

- New morale system - progressive, changes during battle rapidly, various effects changed. Overall longer and more interesting battles. Big differences between races (each behaves differently).
- Battles last longer - reworked melee hit chance and almost all unit stats to ensure its not over within 2-3 minutes units clash.
- Almost all units are rebalanced in terms of health, stats, ammo, leadership.
- Wider differences between various weapons, missile weapons, armors and shields to ensure much wider variety on the battlefield.
-Complete rebalance of all projectiles - every single bow, javelin, rifle, crossbow and tons of other missile weapons has been edited to offer larger differences between types including reworked ranges, standard and AP damages, reload times etc.
- Various unit abilities and spells slightly rebalanced.
- Rebalanced level up bonuses for units - more experienced units will play higher role.
- Fatigue numbers and its effects rebalanced.

Campaign Changes:

- Economy rebalanced and reworked.
- Changes to religion, cultural coversion and population growth.
- Almost all building effects are rebalanced, many buildings got additional effects to make any sence to actually build them.
- Building costs rebalanced, higher tiers are more expensive.
- Ambush chance increased on almost all terrain types.
- Improved Garrisons - Garrisons slightly edited, minor citties got small boost.
- Unit upkeep reduced by 50% for more possible armies on battlefield.
- Experience system rebalanced, units level up slightly faster.
- Several technologies slightly rebalanced.
- Rebalanced diplomacy status numbers: Friendly, Hostile, Unfriendly, Very friendly
- Skillpoints changes - all generals get from level 1-10 2 skillpoints and from level 11-30 3 skillpoints. All agents get each level 2 skillpoints.
- Millitary morale numbers edited.
- Slightly reduced effects of Vampire Counts and Chaos territory attrition.
- Rebalanced conquest decisions - more options and potential gold income from various decisions.

AI Changes:

- Reworked AI recruitment system - AI army composition improved and recruitment reworked so AI builds more balanced armies with larger variety of units.
- Rebalanced AI campaign difficulty bonuses - on higher difficulties it will be really challenge for players.

Graphics Changes:

- Added new logo to the main menu, representing the mod and you know its activated.
- Removed various dust effects when army marches on places where no dust would ever appear.



!!!! All things are subject to change, proper balancing and best possible experience is long term process !!!!


More to come, way more to come!
Last edited by Radious; 11 Jun, 2016 @ 1:59am
< >
Showing 1-15 of 52 comments
Radious  [developer] 25 May, 2016 @ 2:43pm 
Updated - 25.5.2016

- Towers nerfed - range and damage reduced by 50%
- Fix for skillpoints, now correctly from level 10 - 3 points for generals/lords (previously from 11)
- New armries for Chaos slightly cheaper in population amount
- Several basic Dwarf units got morale decrease, was too high before as for more advanced units.
Radious  [developer] 26 May, 2016 @ 8:08am 
Updated - 26.5.2016:

- Chaos (horde) infighting reduced by 50% - range and attrition effect.
- AI wont do confederations so often (useless feature makes which after 20-40 turns made campaign map covered by 5-8 factions only)
- Various morale effects rebalanced.
Radious  [developer] 27 May, 2016 @ 7:45am 
Updated - 27.5.2016:

- Fixed confederation (previous update disabled them).
- Various tweaks to occupation decisions (income, damage, public order effects...)
- Several unit rebalances (buffed Vampire Necromancer slightly, gave them armor + several other units)
- Chaos Invasion reworked - Invastion will come later - first wave at turn 75 (50 vanilla) and second wave at turn 150 (100 vanilla). From difficulty Hard+ each wave will get 1 additional Chaos army.
- Siege engines (rams and towers) will be created 25% faster - no need to wait so long while you siege city.
- Resize of Lords and Heroes - Empire, Princes, Kislev, Bretonia and Dwarfs - all heroes/lords have now same size as their regular units.
Radious  [developer] 28 May, 2016 @ 3:40am 
Updated - 28.5.2016:

- New main menu and logo
- Increased population growth bonuses from buildings for Chaos.
- Complete Magic and Spells Overhaul: Original abilities and spells are made for very fast and short battles, which means big buffs or debuffs for few seconds. his is now changed, since mod rebalanced (and still is doing) battles, their speed reduced, same for massive morale and all unit stat changes so the battles take longer and are not end within 2 minutes it was necessary to change all abilities and magic system in the game. These changes goes to every single ability, spell, magical item, rune and passive auras. Here are the changes:
--- Duration of most buffs and debuffs increased 2-3 times (from original 5-20 seconds now most buffing/debuffing spells and abilities take 20-60 seconds).
--- Recharge time for buffing/debuffing abilities and spells increased (again from original short recharte rates, it was increased by 30-50% so some stuff cant be spammed every few seconds).
--- Effects of all abilitites and spells are completely rebalanced - some are stronger, some are weaker (depends on their duration and cost).
--- Upgraded versions of various spells has been totaly rebalanced - they are stronger in duration, damage, bonuses, range but also cost more and take longer to use again).
--- Magic points for various spells slightly reduced - again depends on all previous balance changes, if its buffed or nerfed, magic wind points cost is rebalanced.
Radious  [developer] 28 May, 2016 @ 3:23pm 
Updated - 29.5.2016:

- Fatigue effects rebalanced - due to longer battles soldiers should not get tired so quickly. Various changes to what tire units and what replenishes their stamina.
- Several technologies rebalanced, few effects tweaked (mostly various bonuses to units).
- Each of 4 settled major factions got 1 building which can be fully build in minor citties (its level 3 no longer requried only from province capital level 4, no millitary buildings).
- Several building effects rebalanced, added small technology bonus to orkish workshop buildings.
- Various unit cost changes, most of the artillary is more expensive.
- Several recruitment and AI army compositon changes.
- Few missile weapons rebalanced, small changes in damage and range stats.
Radious  [developer] 29 May, 2016 @ 3:39pm 
Updated - 30.5.2016:

Radious Total War Mod:

- Vortex Spells improved and rebalanced.
- Garrisons for higher tier city buildings slightly increased - by 1 unit per level.
- Various unit balance changes.
- Income bonuses from technologies reduced by 20%.
- Chaos main building will provide replenishment bonus - higher building level = higher bonus.
- Several basic units from each faction are now recruitable in major and minor citty building from level 3.

Radious Total Units Mod:

Released!!!!

TWC - http://www.twcenter.net/forums/showthread.php?731465-WARHAMMER-Radious-Total-Units-Mod-%28Released-30-5-2016%29&p=14991417#post14991417
STEAM - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=693667798&searchtext=
Last edited by Radious; 29 May, 2016 @ 3:56pm
Radious  [developer] 30 May, 2016 @ 8:41pm 
Updated 31.5.2016:

Radious Total War Mod:

- Several baalance changes.
- Various AI recruitment tweaks.
- Last 4 levels for agents/heroes grant 1 skill point instead of 2 (to prevent having unspent points at the max level).

Radious Total Units Mod:

- Several balance changes.
- Each unit got own unique weapon and its stats to ensure each is unique on the battlefield and campaign.
- Several recruitment changes.
- 2 brand new units:

Radious  [developer] 3 Jun, 2016 @ 1:51pm 
Updated - 3.6.2016:

Radious Total War Mod:

- Additional unit balancing.
- First Chaos invasion is 1 imperium level later (from 4 to 5), turns are already changed.
- Various building effects changes and rebalancing.
- AI agressivity and activity increased - will be less passive and more offensive.
- Experience bonuses from various buildings lowered (from 3 chevrons to 2).
- Diplomacy relations between races reworked - various factions hate each other more, less chance to have peace between for example Orcs and Dwarfs.
- Skillpoints edited - Generals level 1-15 (2 points), level 16-30 (3 points). Agents/Heroes - Level 1-5 (1 point), level 6-30 (2 points).

Radious Total Units Mod:

- Several units rebalanced.
- Added proper unit immunities to various terrains and attritons depending on the race settings.
- Several unit names fixed and changed.
- 4 brand new Orcish and 1 new Empire (thanks to great friend Aquirre) units
Radious  [developer] 4 Jun, 2016 @ 4:12pm 
Updated - 5.6.2016:

Radious Total War Mod:

- Massive unit rebalancing (stats, abilities, costs of many units got tweaked).
- Various melee and missile weapons rebalanced.
- Damage of many offensive spells increased.
- Various morale changes.
- Unit speeds, acceleration, charge speed etc rebalanced - wider differences between various unit types.
- Agents/Heroes on last 4 levels will get only 1 skillpoint - this should stop for some heroes have too many points


Radious Total Units Mod:

- Several edited unit cards.
- Additional unit rebalancing.
- 7 brand new units:
Radious  [developer] 6 Jun, 2016 @ 11:05am 
Updated - 6.6.2016:

Radious Total War Mod:

- Big unit rebalancing - many units got additional stats tweaking
- Several weapons and projectiles balance changes.

Radious Total Units Mod:

- Additional unit rebalancing.
- Several visual fixes.
- 7 brand new units:
Radious  [developer] 11 Jun, 2016 @ 7:55am 
Updated - 11.6.2016:

Radious Total War Mod:

- Additional unit balancing (various stats and costs changes, creatures got buffed, skeletons reworked, zombies got defence and health boost - wil lserve more as a meatwall now)
- Vampire and Dead magic rebalanced - Healing spell effect doubled, Raise Dead can be used 3 times (instead of 2, upgraded version provides skeletons), Spirit Leech slightly nerfed.
- Various garrison changes - several units replaced by different types.
- Several Ai behavior changes.

Radious Total Units Mod:

- Additional unit balancing.
- Name change on one Orkish unit.
- All Black Orcs are now actually BLACK :-)
- 7 brand new Units
Radious  [developer] 14 Jun, 2016 @ 6:56am 
Updated - 14.6.2016:

Radious Total War Mod:

- Various building costs changes (later tiers more expensive).
- Several AI recruitment prioritis changed.
- Various unit recruitment changes.
- Additional unit balancing (stats, costs).
- Arcane conduit spell effect doubled.
- Several AI profiles changes - less defensive and passive profiles, more normal and agressive ones.

Radious Total Units Mod:

- Additional unit balancing.
- Various unit recruitment changes.
- This Mod will no longer start without Radious Total War Mod - it was always meant to be used together anyway, but since i noticed many people used this without radious Total War and then had silly complains about balance i changed it, that your game wont start if you do not use Radious Total War aswell.
- 7 brand new units:
Radious  [developer] 16 Jun, 2016 @ 7:12am 
Updated - 16.6.2016:

Radious Total War Mod:

- Changes to various building effects (for example smaller unit price reducton bonuses etc)
- Various economy changes (income of several structures changed)
- Garrison buildings and additional walls provide increased protection vs agent actions.
- Several unit balance changes.

Radious Total Units Mod:

- Additional unit balancing.
- Few visual fixes.
- Several unit cards improved.
- 4 new Chaos units
Radious  [developer] 25 Jun, 2016 @ 11:29pm 
Updated - 26.6.2016:

Radious Total War Mod:

- Various technologies rebalanced and edited.
- Several spells balance changes.
- Additional unit balancing.
- Chaos Invasion changes - They will arrive sooner (later then vanilla, sooner then latest version), both stages will contain more units in each army, way more unit variations in spawned armies (not custom units yet), from normal + difficulty each stage will get more armies to spawn. From Hard+ AI armies will spawn slightly faster.
- Various AI personalities changes.
- Shields provide slightly more missile protection.
- Several recruitment changes.
- Increased public order after defeating rebel armies.
- Siege Attrition will start sooner after besieging city.
- Changes to unit ranks and depth.
- Reduced Ai morale boosts on higher difficulties.

Radious total Units Mod:

- Several balance changes.
- Various recruitment changes.
- Several unit cards improved.
- Fixed the wrong combat sounds on several units with this issue.
- Unit descriptions added (thanks to addclaw for great work on that).
- 8 new Chaos units (thanks to Zaskar70 with some retexturing help):
< >
Showing 1-15 of 52 comments
Per page: 1530 50