Total War: WARHAMMER II

Total War: WARHAMMER II

Wounds (S&F)
71 Comments
Bastilean  [author] 20 Jun, 2024 @ 12:09am 
Nah
lancegraystar 19 Jun, 2024 @ 10:01pm 
Udapte need version full lore friendly undeads and construcs can not have wonds, maybe blessing bretonnians are inmune too
Bastilean  [author] 6 Aug, 2022 @ 1:51pm 
That's great. I will add it to the description
Velite 6 Aug, 2022 @ 1:38pm 
Hello Bastilean, I've made a submod for this mod that gives the wounds ability to the single entities added in Mixu's Legendary Lords 2.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2845602771
Bastilean  [author] 21 Mar, 2022 @ 12:38am 
Shouldn't be to hard to do. I haven't really looked into it though beyond what's here. Anyone who wants to add the trait to their mod units like OvN may do so in their mod or with a sub mod.

I am not planning any significant future mod efforts for WH2 for the time being. Enjoying WH3, and updating things for WH3 will be a real pain in the buttocks... will start whenever CA introduces Immortal Empires probably.
Autumnchain 20 Mar, 2022 @ 11:08pm 
What about various other mods such as OvN. Is this mod designed to affect their single entities from those mods or are you unable to do that without causing this one to crash the game?
Bastilean  [author] 23 Jan, 2022 @ 1:56pm 
I am 99% confident that I can do that, and I agree.
Ol' Scratch Johnson 20 Jan, 2022 @ 6:42am 
It looks like they are changing this to sub 25% health in warhammer 3, is there anyway you can recreate this mod for 3, I personally think 50% is a better tipping point than 20%.
Pyrodysseus 9 Oct, 2021 @ 11:18am 
thanks for the quick answer
Bastilean  [author] 3 Oct, 2021 @ 7:05pm 
All Single Entities have it.
Pyrodysseus 3 Oct, 2021 @ 6:57pm 
So what units exactly are given this ability?
Lampros 10 Aug, 2021 @ 6:57pm 
Yeah, updating the table every time you update seems easier. 10 times in 3 months or so - so it's not that high a frequency! ;)

As for waiting till WH3, I am a cancer survivor; so I don't take anything for granted when it comes to the future! ;(
Bastilean  [author] 10 Aug, 2021 @ 6:50pm 
You could make a separate submod for CTT. Now the trick is to disable the ability. The table fragment doesn't let you do that, but you can supercede the ability with another ability which is invisible and doesn't do anything. It might be easier just to update the table every time I update the table. WH3 is coming in the next 12 months I wager, so it's up to you :steammocking:
Lampros 9 Aug, 2021 @ 6:41pm 
Hi, I removed the two Mutant Ogre units from the list, because I use CTT - and he has them as multiple-figure units. My fear, however, is that this change will be removed every time you update the mod. Is there a way around this? I am a modding newb unfortunately, and I do not know much other than how to edit prominent tables :(
Bastilean  [author] 21 Jul, 2021 @ 4:41pm 
That's what I thought, but I didn't want to get over confident. Thanks for the correction.
FullAutoAttack 21 Jul, 2021 @ 4:12pm 
oops sorry big fail on my part - I meant it is not as the game will crash if you disable this mod after using it.
Bastilean  [author] 21 Jul, 2021 @ 2:37pm 
Thanks AutoAttack :steamthumbsup:
FullAutoAttack 21 Jul, 2021 @ 2:31pm 
FYi this is save game safe - if you remove this mod and saves created with this enabled will no longer work if the mod is removed.
Bastilean  [author] 21 Jul, 2021 @ 12:57pm 
Added some units to the tables.
C8H11NO2 20 Jul, 2021 @ 3:40pm 
May I request compatibility for some big mods like Mixu's LLs, TEB, OvN, We'z Speshul, etc?

iirc, land_units_to_unit_abilites_junctions_tables is a tolerant table which will allow you to create innate compatibility.
Bastilean  [author] 19 Jul, 2021 @ 9:34pm 
Yeah, this is saved game safe
FullAutoAttack 19 Jul, 2021 @ 8:08pm 
Is this save game safe?
Ezekiel 19 Jul, 2021 @ 5:40am 
Seems like the Problem is gone by now, could also be that the updater was a bit wonky. Tested it with and witout other Mods by now. Thanks and cya. :steamhappy:
Bastilean  [author] 18 Jul, 2021 @ 1:03pm 
:steamthumbsup: seems like something you should do before posting your problem here. If you have a crash tell me exactly when it happened and what you were loading: loading the game, loading a specific campaign, etc. If I cannot recreate it, it becomes extremely hard to identify.
Ezekiel 18 Jul, 2021 @ 12:57pm 
I will test the wounds mod as the only one next time i got time.
Bastilean  [author] 18 Jul, 2021 @ 8:48am 
I am playing a campaign with this mod enabled right now and it's not crashing. Make sure you have updated the mod with the 16 July 2021 update.
x9 18 Jul, 2021 @ 4:57am 
Oddly enough out of all the mods i use, and several outdated that still work after patch, it's this one which crashes the game for me, and i checked each mod one by one yesterday
Bastilean  [author] 17 Jul, 2021 @ 6:42am 
Have you tried loading a campaign with just Wounds enabled, because I tested mod to make sure it's working? Probably a different mod you have enabled?
Ezekiel 17 Jul, 2021 @ 4:43am 
Sorry but it is still crashing for me when loading a Campaign or starting a new one.
Bastilean  [author] 16 Jul, 2021 @ 3:56pm 
I loaded the mod. New campaign crashed. Found the issue in the tables. Made the correction and a new campaign loaded correctly showing the mod changes. Thank you for reporting the issue!
FullAutoAttack 16 Jul, 2021 @ 1:17pm 
Yeah same with me - new campaigns crash
一杯浊酒一份孤独 16 Jul, 2021 @ 10:04am 
Simply put,open the game→select Hero→run→stuck→quit
一杯浊酒一份孤独 16 Jul, 2021 @ 9:57am 
I don't know why, it will cause the game to jam and then flash back when it is falling. It should not be mod conflict. It will be the same when it is running alone. Can you see what the problem is? I use the latest version 1.12
FullAutoAttack 16 Jul, 2021 @ 9:53am 
Yeah very nice, gonna give one a shot.
Bastilean  [author] 15 Jul, 2021 @ 6:13pm 
@Blood3ster thanks man
Sextus Morbius Cicero 15 Jul, 2021 @ 4:35pm 
love this mod. plz update for silence and the fury :steamhappy:
Bastilean  [author] 12 Jul, 2021 @ 8:10pm 
Updated. Thanks Monkey
Monkey 12 Jul, 2021 @ 1:52pm 
Hey, I was just looking though the Pack File for this mod and you used the main_unit_tables entries in the land_units_to_unit_abilites_junctions_tables so some characters like Alastar and Cylostra don't have the ability applied and there are references to things like ships, imperial supply variants and Nakai variants.
Bastilean  [author] 3 Jul, 2021 @ 3:32pm 
@Lampros Only CA knows that
Lampros 3 Jul, 2021 @ 11:57am 
Hi, is the wound system an exact replica of what will be implemented in WH3?
^Triumph 25 May, 2021 @ 1:39pm 
Asur ambasador:

Just came here to remind u all that we the Asur can get wounded since game 2 released. 4 years ago thx to our "BUF" (haha) Martial Prowess. As u can see we are vanguardists even in the debuff department.
Best regards

Alastar The Wounded Lion.
Bastilean  [author] 22 May, 2021 @ 12:23pm 
@MeGa_NOOB that's true in part, but a burn phase effect is incoming that will provide healing debuff. We don't have the modding tools to replicate this yet, so we will have to wait for WH3 to come out for the healing debuff.
UltraRanger 22 May, 2021 @ 11:17am 
Hi, I've been hoping for a mod like this for a long time. Can you make another version with 3 stages instead of 2? That once a Single Entity Unit dropped below 67% health it'll get slightly weaker but once below 33% health it'll get much weaker? Attack intervals could also be nerfed to reflect the wounds the unit suffered.
MEGA_N00B 22 May, 2021 @ 11:13am 
So, this system makes any faction that can heal more over-powered. As an example, since Dark Elves cannot heal their Dragon army will be weaker compared to High Elves Dragon army that can constantly heal.

Honestly thank you for the mod but I think it is just a buff for healing factions and a big nerf for factions that do not have healing (Like Norsca, Chaos, Dark Elves).
Morven 19 May, 2021 @ 10:08pm 
@Bastilean
@Aerindor of Arcane
You could use scalar_miscast_chance (or stat_miscast_additional, although I don't think anything uses it in game despite it being in the tables, they all appear to use scalar_miscast_chance) to add an additional miscast chance to the wound trait. Great work m8.
Bastilean  [author] 19 May, 2021 @ 9:51am 
@ Aerindor I agree. I think CA could do more with miscast potential due to wounds, fatigue and/or melee combat engagement
Aerindor of Arcane 19 May, 2021 @ 9:28am 
Casters should have higher miscast chance as they get wounded. As they dont really care about damage, but would nerf magic spamming. Cause, you know, harder to focus when you have holes through you.
Siltherium 18 May, 2021 @ 9:53am 
I think the idea is interesting, but I'll wait till see if this effect is going to affect undead units, for example, or have more variations on the future game. Great work, tho.
Bastilean  [author] 18 May, 2021 @ 7:34am 
For now, I am not making any special compensation for Ungrim, but Ungrim could be like Plague Monks with Plague who still get the debuff, but receive positive effects rather than negative effects. That was a good question. :steamthumbsup:
Bastilean  [author] 18 May, 2021 @ 7:29am 
@Moobert, so Ungrim gets buffs when low on health so they would stack additively with the debuffs. CA will have to decide if certain units get to ignore wounds or if they will buff these units buffs to remain meaningful while Wounds is activated