Total War: WARHAMMER II

Total War: WARHAMMER II

Deadly Attack Dynamics
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Update: 21 okt om 11:31

- Removed all damage to buildings so you need rams to destroy gates

Update: 19 okt om 13:56

- Added missing armour traits
- Added compatibility with Dark Infusions

Update: 5 aug om 14:30

- Slightly less missile protection with slightly more melee defense for shields

Update: 29 jul om 5:35

- Removed damage changes from towers
- Added 180 arc to towers
- Changes tower's range to 120-240-360-400 instead of fixed 450 for every tier

Update: 26 jul om 10:28

- Ranged multipler to 5x to balance with melee
- 0 armour = 50 to model lethality range of different parts hit, 5 armour = 100 as it has full base damage negation potential, 10 armour = 125 to maintain difference.
- Restored splash attacks for some infantry big lords/heroes

Update: 21 jul om 3:41

- Recalculated splash attacks as weapon length for more based and consistent splash
- Recalculated weapon lengths to fix some wrong big weapons given small length and splash
- Recategorized melee units for AP/non-AP units, and recalculated AP values as 2x for AP units and additional damage in base damage, creates more balance
- Velocities tuned down to 2x rifles and cannons
- Reloading 1.5x for guns and cannons

Update: 14 jul om 12:16

- Updated damage calculation to retain vanilla base damage values for guns/artillery like the calculation for arrows, instead of the 10%/90%

Update: 13 jul om 12:28

- Restored vanilla effective range for missiles since some units were skirmishing away before firing
- Enhanced calibration distance to 0.667% of vanilla calibration distance so units are more accurate
- More collision for fire weapons so they hit more models

Update: 27 jun om 6:03

Major overhaul

Overhauled damage so half of the additional damage is given through bonus vs infantry/large (+ the vanilla bonus), so it adds to the unit melee attack, while removing the global melee attack bonus. This makes units more unique in their matchups and performance while giving more melee attack the more damage the unit makes, as Deadlier Monsters.

- Adjusted shield values accordingly.

- Reinstated armour multipler (10x) instead of the standardization since I managed to adjust the AR for reasonable and close enough results to manual battles.

- Applied 2x multipler to explosions in base damage only.

- Restored breath attack vanilla distance as it was causing a movement bug while activating it out of range.

Update: 16 jun om 2:58

- Fixed an issue where AI won't use certain abilities and spells
- Misc attacks (spells, abilities, breath) are 1.5x faster
- Breath attacks are 67% shorter