Total War: WARHAMMER II

Total War: WARHAMMER II

[SFO Sub-Mod] Willemsen's: Knights of the Empire [Discontinued, check out the new version]
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Pembaruan: 29 Jun 2018 @ 5:01am

-30% less upkeep.

Pembaruan: 22 Jun 2018 @ 4:46pm

-took over all new updated from the !ORIGINAL VERSION!(by Willemsen).
-Made the mod fitting to SFO again

Pembaruan: 22 Mei 2018 @ 12:41pm

-Added anti Inf for all great weapons, dual weapons, great axe and mace units.
-Tweaked some of the passive bonuses to make the orders more unique (WIP!!!!!)

Pembaruan: 16 Mei 2018 @ 9:06am

-tweaked health of the special units.

Pembaruan: 16 Mei 2018 @ 8:59am

Pembaruan: 11 Mei 2018 @ 10:24am

-Made Imperial Units non capped for now.

Pembaruan: 24 Apr 2018 @ 3:30am

Pembaruan: 24 Apr 2018 @ 1:04am

v1
-Updated the mod after the original author released a overhaul on it. Its 1:1 up2date now.
v2
-Temples of Sigmar should not longer be able to be build (Teutons n White Guards)
-Disabled Knights of the Panther, Teutons n Whiteguards.
-Added Wards (protection against magic, overall protection, missle protection, physical protection, flame protection)
The units will be even stronger now. So there will be a need of balance 100%, they will get even stronger once adding the fitting armor.
-nerfed "hail of arrows". 5 recharges, 9 seconds active time > 3 recharges 4 seconds active time
Still ignores friendly units and the hunters themself.
-added shield blocking values
v3
-changed demigryph and royal gryph hp by a good amound - 160>450 (the brt sfo cav elites and emp sfo cav elites got up to 800 but are only 16men, while this are 32)
-changed inner circle and reiksguard hp by double.
-created new weapon-strings for inner and gryphons to buff them.
-changed all weapon values.
-changed armor values
-made a unit cap. Mostly 4 but up to 6 - might even lower it further. Inner and Gryphs got 3. Uniques like Inner Reiksguard have 1
-other stuff i cant remember
v4
-lowered HP of the "Imperial Guard" units
-upped HP of Gryphons
-Fixed Attack intervall of reiksguard
-highered xbow dmg and gave higher penetration.
-lowered bow penetration, especially on horse.

to come:

-Add fitting different weapons stats to all units: Sword, Halberd, Greatsword. Make their stats balanced fitting their stats. For example: Normal sword low penetration and lower dmg. Greatsword higher Dmg but mid-High penetration and Halberd bonus for large, penetration bonus and mid-high damage.
Right now its pretty simple where only a few have this and the stats are basically pretty common.
-give more balance to the troops and keep in mind WHEN u actually archive to be able to recruit them. Actually nearly all units have more or less same when they are in one chapter, just some minor changes in their stats. That doesnt make sense when u can make a Tier 1 unit and a Tier 4 unit and the Tier 1 might be even better. Althrough we have to keep in mind this is a chapter so there doesnt necresarry have to be a need to have stronger or weaker units, they could be nearly equal as well.
-adding some formations to units. Maybe abilitys in a much later stage but for now just formations.
-overall balance
-bugfixes

Pembaruan: 6 Mar 2018 @ 4:47am

Changelog:

Made all Melee and Cav units Heavy weight. (Xbow and Archers are Medium)
Upped recruitment costs.
Upkeep upkeep by 50%
Reiksguard have more Morale now, its supposed to be the emperors elite bodyguard. Also increased numbers. They cost more in exchange.
Lowered range units ABIT and hunters abit more ;)
nerfed longshanks "hail of arrows" ability. Doesnt make sense that normal units can pull out 5 times searing doom without mana cost. Prop will need another nerf soon.

Coming:
Adding above changes to lite version
Changing stats and armor types. (range units alrdy made this change)
Further higher upkeep to make them fit more better intro SFO balance.

Pembaruan: 4 Mar 2018 @ 2:38pm