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/twg/ Essential Total War: Warhammer II Mod list

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  1. /twg/ Essential Total War: Warhammer II Mod list
  2. Created on 20/07/2021
  3. All included mods confirmed working for patch 1.12
  4.  
  5. - Skip Intro Logos
  6. - Better Camera Mod
  7. - Legendary Lore
  8. - Building Progression Icons II
  9. - Ultimate Lightning + Random Weather
  10. - Tabletop Heraldy/Banner Overhaul II
  11. - Reloading
  12. - Character Recruitment Pool Refresh
  13. - Faction Dependent Loading Screens
  14. - Mass \ Knockdown REVERT
  15. - Region Trading
  16.  
  17.  
  18. Not considered essential but still recommended:
  19. - Unit Caps for All
  20. Implements a Tomb Kings style unit cap restriction for both the player and AI. Forces you to use more varied armies.
  21.  
  22. - No Insane Growth Requirements
  23. In the Rakarth patch the settlement growth requirements for the player was raised by 60% for some odd reason. This makes playing especially Tomb Kings, Dwarfs and Lizardmen a painful experience. This mod changes the requirements to their old values. The breakdown:
  24.  
  25. Old (to which the mods reverts to)
  26. 125
  27. 375
  28. 750
  29. 1250
  30. 1875
  31.  
  32. New vanilla growth costs:
  33. 200
  34. 600
  35. 1200
  36. 2000
  37. 3000
  38.  
  39. - Cataph's Less Rebel Rebels
  40. Makes it so you won't run into rebel doomstacks with seven Carnosaurs and three King Tiger tanks
  41. - Upgrade Units
  42. Lets you upgrade units after they reach a certain experience point (e.g Spearmen -> Spearmen with shields -> Halbediers). You need to be in a city, pay a sum of gold and the new unit will need to replenish afterwards.
  43. - Pierce's Better Sieges
  44. Attempts to make siege battles more bearable. Features include:
  45. - Towers with less range but a wider firing arcs and less HP.
  46. - Walls and gates have more HP.
  47. - Siege equipment is build much faster and is more useful.
  48. - More spells and units work on walls (Rattling guns, Invocation of Nehek etc.). Wind spells like Wind of Death still obviously don't work for balancing reasons.
  49. - Rushing for the plaza is more viable but harder to capture.
  50.  
  51. - No Degradation - Persistent Summons
  52. A revert from the MP nerfs to summon spells. Before you shout "omg cheatz!" it balances it out by making the Wind of Magic cost for the affected spells significantly higher.
  53.  
  54. - CBE | Cinematic Effects
  55. Significantly improves the game's powder smoke, trail and impact effects. Chugs a lot of VRAM. Lite version included for toasters.
  56.  
  57. - Recruit Defeated Legendary Lord
  58. You wont have to stress going after a confederation with the other lords in your faction to get them anymore. Makes the game significantly easier so use at your own discretion.
  59.  
  60.  
  61. The "I want to spice things up a bit" category:
  62. - New Legendary Lord Artifacts
  63. Adds over 200 legendary artifacts for all LL's. Items are gained via the skill tree.
  64.  
  65. - Leaders of Legend (Lord/Faction Trait Overhaul)
  66. Gives additional traits to almost all lords and factions, especially the ones considered awful in vanilla.
  67.  
  68. - Boyz Will Be Boyz - Closer To Tabletop Overhaul (CTT)
  69. One of the more compatible-friendly overhauls out there. Attempts to convert the WH tabletop rules to the in-game units. Makes combat much more unforgivable (pick the wrong engagement for a unit and they simply melt in seconds). Ranged units will be much more inaccurate and have shorter range. Artillery can misfire but a few canons can down a Dread Saurian in three volleys. Basically only touches the combat, so feel free to add in your own campaign overhauls, tweaks and reskins.
  70.  
  71. - Cataph's Southern Realms (TEB)
  72. Adds 30 units, three new lord types and a custom tech tree for the Estalia, Tilea, Border Princes and New World Colonies factions.
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