WAAAGH! A Minor Greenskin Overhaul (updated)
We all know that Creative Assembly is going to be updating the Greenskins soon, but in the mean time they are sorely lacking. This mod attempts to address that by buffing a few units, legendary lords, and a few other items. Below you will find the list of changes.
Changes for all factions:
-Combined the Looter and Ravager campaign (blue line) skill into one for all Greenskin lords.
-Added new skill "Gatha da Boyz" in the campaign (blue line) skill for all Greenskin lords which offers casualty replenishment rate increases.
-Goblin Big Bosses now have casualty replenishment as a campaign skill.
-Night Goblin Warbosses have their Raiding and Out-Cleverin’ skills swapped in the tree (more on this later).
-Technology "’Eavy Clubs" now grants plus 20 leadership to trolls
-Night Goblin Archers and Fanatics now have 140 range
-Technologies that previously required "Goblin Tinkerer Bench" no longer do to research. Goblin Workshop still required for later tier technologies.
Changes to specific factions:
Black Crag
-No faction specific changes
Grimgor Ironhide
-Mass Doubled
-Resistance to stun and knockdown increased heavily
-Gained Expert Charge Defense
-Melee Defense increased to 60
-Gained Rage ability that Wulfrik the Wonderer has
-Increased "Vitamin ‘Shrooms" skill from +15% health to 25% health
These changes will help Grimgor excel as a foot lord. Previously, he would get rag-dolled around by one unit of Empire Knights. Now he will smash dem knights roight proppa. Grimgor as a whole will be an extremely tanky melee lord able to beat most other lords in a one on one but he can still be rag-dolled by something like a Carnosaur or a Khemrian Warsphinx. He will also be susceptible to magic attacks. Overall, he should now be closer to how he is portrayed in the lore, as someone who killed every mutated beast of Hell-Pit.
Ahzag the Slaughterer
-No Changes
Crooked Moon
-All armies now use the stalk stance as default similar to Alith Anar and Skaven
Skarsnik
-Swapped Raiding and Out-Cleverin campaign (blue line) skills.
These changes should help Skarsnik deal with the multitude of enemies around him. Take advantage of the above change to Night Goblin Warbosses to create sneaky armies that ambush enemies everywhere.
Bloody Handz
-No faction specific changes
Wurrzag Da Great Green Prophet
-Swapped Arcane Conduit for Greater Arcane Conduit
This change should make Wurrzag a better spell caster as well as buffing winds of magic for any shaman in his army.
Bugs
Please report them below so I can look into them
Compatibility
This mod should be compatible with any mod that doesn’t change building requirements for technologies, the campaign (blue line) skill trees of Greenskin lords, or the unit stats of Grimgor Ironhide.
I can’t promise this mod is save game compatible since it modifies skill trees. I recommend starting a new campaign.