全面战争:战锤2

全面战争:战锤2

Carnage in the New World - Overhaul (BETA) (Updated)
正在显示第 31 - 40 项,共 44 项条目
< 1  2  3  4  5 >
更新于:2019 年 9 月 14 日 下午 11:20

Update:
-Updated new traits from the DLC

更新于:2019 年 9 月 14 日 下午 7:19

Update:
Hunter and the Beast Patch: unit stats, special abilities, & campaign buffs brought in line with this mod

Empire
- The new tech tree is messy, the way CA changed the unit buffs makes it so that no lords or heroes get them.
- So, as a band-aid solution, I made those buffs effect all units
- Huntsmarhal's expedition has Reiksfort, but it is not locked by the Acclaim system (don't know how to)
Bodyguards
-Huntsmen General: Huntsmen
-Markus Wulfhart: a surprise :)

Lizardmen
Bodyguards
-Ancient Kroxigor: Sacred Kroxigors
-Nakai: ROR Sacred Kroxigors
-Gor-Rok: ROR Temple Guards

General
- Added mp unit caps for new units
- Increased Health of all monsters
- Increased damage of artillery (anti-monster types) to compensate the hp buff above

PS: Update is a little rough, I've only played a little of a Markus campaign (~50 turns)
G&F are not yet supported

更新于:2019 年 9 月 2 日 下午 1:22

Update:
General
- Reduced damage of T5 infantry and cavalry
- Standardized melee intervals of infantry and cavalry units

Empire
- Changed steam tanks back to single units, because in campaign they couldn't be destoryed unless the army was wiped out (TOO OP).
Also to prepear for the new ROR steam tank that looks to be coming out.

Skaven
- Fixed health inconsistantiscy

Dark Elves
- Updated Morathi's foot guard to use spears
- Cold One knights now have armoured raptors, cost increased
- Cold One Dread knights now have terror
- ROR verison now has frenzy
-Increased DMG/AP ratio for darkshards

High Elves
- Increased mass of Dragon Princes' steeds, still lower than over heavy cavalry
- Improved The Shadow King's Accurarcy

As for The Hunter and The Beast DLC. I already bought it, and I'm soooo excited for it :)
BUT, I now have a good paying full time job (an actual career), I work 10hrs a day in exchange for just 4 days a week. Therefore, I will not be able to update this mod as fast as before.
It'll probably take a week or two. At the fastest, maybe by the end of the weekend of release week. I really won't have much time to develope on weekdays.

更新于:2019 年 6 月 3 日 上午 2:15

Update:
General
- Renamed some units
- Adjusted vortex spells to be more in line with vanilla durations
- Reduced duration of posion and frostbite, reduced speed debuff
- Removed unit cap for earthblood and invocation of nehek
- Banishment, purple sun, chain lighting, sotek, and wind of death no longer affect allies
- Reduced leadership for all dedicated caster lord/heroes, except for legendary ones
- All flying units recevied a +20 flying speed increase
- Slightly increased cannon damage
- Reduced MA/MD/Leadership of dedicated caster units, but increased unit size to 80 on foot/ 40 on horse
- Added unlimited breath attacks

Vampire Counts
- Increased MA of Crypt Horrors

Lizard men
- Increased health for some monster units

Tomb Kings
- Increased ushsabti bow range, but increased reload times

Greenskins
- Reduced physical resist of savage orc units by 5%, and reduced armour to 5 to be more in line with other dodge units
- They were pretty OP, evident by Blue Vipers dominating Vortex campaign

Dark Elves
- Changed Male Dreadlord's guard to shades when on foot (uses greatswords) and on dark steeds
- increased ammo, added physical resist when shades are guards
- On dark pegasus, the guard is the ROR dark riders with crossbows
- Removed fury while mounted on above units
- They were too powerful with blackguards, and are now more in line with HEF princess
- On cold ones, guard remains the same (blackguards with crossbows)

High Elves
- Gave princess guard guerrilla and stalk, while on foot and horse

更新于:2019 年 5 月 16 日 下午 2:28

Update:
Empire
- Added the death wizard with proper bodyguards, across all mounts
- Moved Vigor Reduction: Large from Sigmar's ward to headhunter
- Added 10% magic resist to Sigmar's ward
- Adjusted Karl Franz's Lord exp bonuses

All
- Increased default shooting arc to 80 from 60 degrees

更新于:2019 年 5 月 13 日 下午 11:05

Update:
Misc
- Foot Suqires (Polarms) are now recruitable at the Shrine of Manann
- Added 10 armor for ROR foot squires
- Give Sigmar's Ward vigor loss reduction: large (Lord's army)
- Its "basic training" for the empire
- Increased cost and upkeep of Black Orcs
- Increased ability radius for many abilities

Changed Khanite Assassin guard to Shades (greatswords)
- They now have vanguard deployment

Stormvermin buffs
- Changed stats to T4 from T3.5
- Reduced model count to 120, health adjusted according
- Increased cost by 100

Reduced damage of warpfire throwers & Slightly for ratling guns

Vampire Counts
- Increased leadership for underpowered infantry and cavalry

Tomb Kings
- Increased Leadership for underpowered infantry and cavalry
- Increased unit cap gains from some character skills
- Increased radius and reduced recharge time for reanimation
- Buffs for Constructs

更新于:2019 年 5 月 3 日 下午 10:30

Update:
Bretonnia
- New Unit Foot Squires (Polearms) Special thanks to Darok! ported from my WH1 version
- Buffed all Grail Knights to the next tier (superhuman stats), and they should the best cav in game now (They don't have anything else strong however)
- Grail Guardians are now unbreakable
- Reduced cost and construction time for military buildings
- These changes put finally put Bretonnia from "under-powered" to "pretty good"

- Reduced charge bonus for cold ones, it was too high
- Improved unit bracing
- Slightly lowered AP damage for melee weapons & some missiles, regular damage slightly increased
- Lowered damage of skink cohort javelins
- Increased mass for black guards and executioners
- Lowered bonus vs infantry across the board

更新于:2019 年 4 月 22 日 上午 12:13

Update:
- Reduced mass for cold ones, but increased speed slightly (so they now keep up with monsters)
-They are faster than demigryphs but have lower mass
- Increased speed of Doomwheels
- Increased speed of HEF barded horses, but reduced mass
- Upgraded longbeards to the next tier in terms of unit melee stats, but reduced model count to 80 from 120
- Removed additional building requirements for Bret. units
- Fixed Masamune AP damage
- Upped MA & Armor of hellpit adbombminations

Tomb Kings Buff (Expiramental)
- Drastically increased unit caps for tomb kings, especially for lower tier units (only for non-constructs)
- Eg. tomb guard building now gives 4 units of tomb guard each from 2
- Remove bonus vs infantry for halberd tomb guards

Hopefully they don't paint the map lol, but they were losing to bretonia so...

更新于:2019 年 4 月 20 日 下午 5:43

Update:
-adjusted cost of ROR skv units
-Increased damage & reduced range for ratling guns, they work best at shorter ranges in pairs.

-Fixed stat inconsistencies with the new cult of sotek faction
-fully upgraded Slann can now achieve -100% miscast chance
-Saurus Hero and Lords on cold one mounts now have temple guard riders
-Reduced spread for terradon rider & blowpipe projectiles
-Adjusted damage for terradon projectiles
-Increased health for ancient stegadon (engine of the gods), since they are massive
-Increased bonus vs large for carnasaurs. They need a health boost, but I don't want to give them a health boost, because they are pretty small. Increasing their size caused animation issues.

-Steam tanks now come in groups of four
-Give all rieksguard units the "best defence", including lords and heroes
-Increased armor for blazing sun knights

-fix Alberic's Animantions

更新于:2019 年 4 月 18 日 下午 10:08

- Fixed rank7 skills not working with lords/heroes
- Tweaked new DLC skaven weapon team projectiles