Total War: WARHAMMER

Total War: WARHAMMER

Crooked Moon Faction Expanded
Cyclone Jack  [developer] 5 Mar, 2017 @ 10:46am
Feedback and Discussion
With the normal comment section limited in post length, you can use this thread to post longer feedback and discussion posts.

I'll start off with a list of things I'm looking to add, fix, work on:

* Colossal Squig: Figure out why it is limited to 6hp.
* Gitilla da Hunter: Rebalance using some of the Wood Elf Heroes as a reference.
* Gitilla da Hunter and Snagla Grobspit: Add special items to their equipment list to note some of their innate special abilities (poison attack, miltishot, etc).

* Tech Tree WIPs:
Swap Spear/Sword Damage nodes (this would put sword damage as a more optional upgrade)
Goblin Musicians: Increased Fatigue Recovery
Troll Regenration buff
Increase Cap on special units (Black Goblins, Berserkers)
Night Goblin Poison buff
Forest Goblins Spider Rider Terror
Fire Arrows + increased recharge
Fire Bombs (Rock Lobba)

Alternatively, I am also considering removing a few of the core upgrade nodes and possibly expanding on the Night/Forest areas, increasing theirs by 4 each. I'm still not very happy with the Coastal section of the tech tree, though this will change if CA ever adds ship combat since these can easily converted into ship upgrades, so I'm leaving it alone for now.

I'm still not very happy with the Troglagobs, as they are very clunky. Their main purpose was to bring in some decent ranged AP with their javelins, but having to toggle melee/ranged is annoying (especially since Rome 2 had units that would auto throw their javelins).

I still need to look into texture modifications for the Troglagobs and Fire Kobolds, as well as a variety of Trolls (river, stone, etc).
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Showing 1-5 of 5 comments
Daddy Pudding 2 May, 2017 @ 6:24pm 
High there, Im super interested in this mod, really adds some character to the challenge of the Crooked Moon start ^^ I use the mod that increases unit sizes by 150% and changes the stats of single model units appropiately ( I love my big battles!). Would there ever be a chance your mod would be compatible with that or another mod that increased unit sizes at all?

Sorry to bother you ^^
Cyclone Jack  [developer] 2 May, 2017 @ 7:03pm 
While I won't say that it won't happen, I'd need to create an add-on mod to adjust all of the units, stats, etc, and I don't think I'd be able to fit that in any time soon. It's something I can take note of and look into it in the future.
Daddy Pudding 3 May, 2017 @ 12:22pm 
Okie dokie, thanks for thinking about it, I'll just have to be the bestest warboss to compensate until then ^^
Having a bunch of fun with this, thanks for your work. The regional recruitment mechanic is something I really like. I don't like it when there's an overload of similar units for no reason beyond pure fluff or graphics, but I do enjoy having thematic armies that match their lord. This strikes a good balance imo.

Two things I noticed: Mangler Squigs weapon damage is identical to Squig Herd, despite huge difference in models. Forest and Night Boss Shack gives +1 cap in the tier 1 & 3 buildings, but not the tier 2.
Last edited by |Sith|octavian1127; 18 May, 2017 @ 11:04pm
Cyclone Jack  [developer] 19 May, 2017 @ 6:22am 
Thanks! One of the things I've been trying to do is add in a few more units for each Tribe that are more than just more of the same, and enough so that each army can be themed. Themed armies is a big one for me, which is why each General has their own skill tree, so that they can be more tailored in the future to their tribe and give more tribal bonuses.

Good catch on the Manglers, I'll add them to my list for this weekend. I was so concerned with getting the Colossal Squig working that I probably thought they were already updated and forgot about them.

As for the Boss Shacks, the second (first?) tier should unlock the ability to recruit them, and the 3rd tier adds +1 to the Agent cap (either Big Boss or Shaman). I'll take a look to make sure I have all of the building effects configured properly and pointing to the proper effects.
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