Advanced Warhammer II

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Author: Black Knight

Last revision: 9 Oct, 2019 at 09:13 UTC

File size: 64.02 MB

On Steam Workshop

Description:

This is not the greatest mod in the world, this is just a tribute.

Ready for the Hunter & the Beast update.

Main Points:
  • Expect longer, messier melee. Most basic infantry units have increased troop numbers, and the fatigue rework means units that grow tired are mired in a slower melee. Throw fresh units into the battle and watch them deliver a proper slaughter.
  • Missiles are dangerous, with increased damage but slower rates of fire and less accuracy. Even goblin archers cannot be ignored, and your strategy must consider enemy guns/crossbows that need to be dealt with.
  • Grassy Plains, the classic Medieval II Total War map has returned.
  • The mod is geared towards both realism and meaningful gameplay. Every change has been carefully considered, nothing was changed lightly.

In detail:

Battle Balance:

– Morale rebalanced; units won’t swing back and forth as quickly and will not fight to the death as often. It is much more similar to historic Total War morale.
– Fatigue rebalanced; Undead are immune to fatigue, as are constructs, steam tanks, doomwheels, gyrocopters, and the Green Knight.
– Speed, weight and bracing adjusted to historical Total War values; fewer units will be comically flying around.
– Missiles rebalanced to historical Total War standards; generally stronger, with a real difference between guns, bows and crossbows.
– Terrain effects on units reworked; wood elves, beastmen, and ethereal units are very effective in forests.
– Outnumbered soldiers (fighting 1v2) take a penalty to defence.
– All shields now grant a bonus to melee defence, and the base defence of many shielded units has been adjusted.
– The battle camera can be lowered closer to the ground.
– Units can be dragged into longer lines.
– Tower range decreased, firing arc increased.
– Miscasts are now more dangerous to troops standing near the caster.
– Improved the movement of lords and heroes to be more responsive.
– Summons (including Krell) no longer fade.
– Healing and regeneration cap increased to 3x total unit health.
– HIGH ELVES: Dragon princes are 24-man elite units.
– BRETONNIA: Peasants with fire arrows demoralize units hit, like in older Total War games.
– BRETONNIA: Grail knights and grail guardians are 24-man elite units.
– DWARFS: Slayers don’t have "shields" (whirling axes).
– DWARFS: Walls and towers have increased health.
– EMPIRE: Demigryph lancers have less armour piercing damage.
– VAMPIRE COUNTS: Blood knights are 24-man elite units.

Battle Cosmetics:

– Blood knights reskinned to a red-silver look.
– Grave guard and Black knights reskinned to a black-armoured look.
– Skeletons reskinned to have darker armours.
– Skeletons no longer move in sync. Grave guard and tomb guard now do (looks amazing, go check them out).
– Grail knights, grail guardians and knights of the blazing sun do not have glowing lances.
– The Green Knight is less glowy, more like how he looks in his introduction video.
– Chaos steeds are slightly bigger and no longer on fire (not Dorghar, of course).
– Forsaken keep fighting after losing an arm (or two).
– Archaon’s armour is black.[miniset.net]
– Lords and heroes rescaled to more realistic sizes.
– Improved blood textures on units (less ridiculous, more realistic look).
– Some faction colours were adjusted: Vampire Counts are dark grey; Von Carstein are crimson; Warriors of Chaos are grey; Greenskins are brown; Beastmen are orange; Argwylon is amber; Lothern is blue/white; High elves are blue/white.

Campaign:

– AI is more aggressive, better at prioritizing and more confident at dealing with settlements.
– Additional armies cost more upkeep on normal and hard difficulty.
– Garrisoned troops cost 10% less upkeep and have 100% increased ammunition.
– Raiding stance now also decreases upkeep costs by 30%.
– Forced march nerfed to only +35% move speed bonus and penalizes -20% ambush defence.
– Replenishment rate rebalanced; generally lower.
– Sieging starts causing attrition faster but proceeds at an overall much slower rate.
– Occupation public order penalties increased and rebellions spawn with full stacks.
– Skills that grant resistance to attrition are buffed to double effect.
– Wounded characters stay benched for 5 turns longer, except for Vampire Counts characters. "Hardy"-type skills buffed to -5 turns wounded, from -1.
– Campaign movespeed is now different between cavalry/flier and infantry/artillery armies, as in historic Total War titles.
– "Great power" diplomacy penalties start smaller.
– VORTEX: Victory only penalizes -10 Diplomacy with all factions instead of -100.
– VORTEX: Interventions are now a lot more expensive.
– DWARFS: Racial +4 resistance bonus to corruption.
– SKAVEN: Plagues now apply greater penalties to settlement growth.
– TOMB KINGS: Tomb kings now may recover some of their destroyed units post-battle, as the Vampire Counts do.
– TOMB KINGS / VAMPIRE COUNTS / VAMPIRE COAST: Undead gain no benefit from forced march, but have a flat +20% campaign speed bonus all the time.
– VON CARSTEIN: Can now recruit some empire spearmen, gunners and great cannons in campaign.
– Many Legendary Lords were providing flat boring +5% agent movespeed bonuses. These have been removed (reduced to 0%) and changed with more interesting bonuses.

If you find these changes awesome, you are great! Not many people would agree on such a long and varied changelist. It means we think alike – you will want to check out my Total War: Warhammer 1 mod!

If you have suggestions post them; even if I don’t add them I may be able to tell you how to do it yourself. If you want to know how I made a particular change, ask me. Everyone should know how to mod a little, it adds a lot to the game!

Please also share any bugs or problems you encounter so that I can address them!