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Radious Total War Mod - Warhammer 2 Updated 01.01.2020

Happy New Year everyone!


2020 is here and what is the best way to start it? With our first megaupdate for our Warhammer 2 overhaul mod in 2020! We did many changes, reworked and increased difficulty to Chaos invasions and added many new traits for almost all ingame playable factions to increase variety and different playstyles with them. Have a great start to new year, it will be surely busy one once again!


Changelog:

Complete changelog can be found here- https://steamcommunity.com/workshop/filedetails/discussion/1149634389/1520386297682972932/

- Additional unit balancing.

- Additional AI recruitment improvements.

- Fixed loading images for Lokhir and Malekith.

- Garrison and Wall buildings + Ubersreik Landmark now have small chance to discover Skaven Under Empires (15, 20, 25 for levels 1-3).

- Chaos Invasion Changes: Both events - early and late will spawn more armies to fight against.

-- {{4, 5, 6, 7, 7}, {6, 7, 8, 9, 9}} - old number - early and late invasions (easy, normal, hard, very hard, legendary)

-- {{8, 9, 10, 12, 13}, {10, 11, 13, 14, 15}} - new number - early and late invasions (easy, normal, hard, very hard, legendary)

-- This change will have effect on all Chaos factions which spawns on various places on the map + on Norscan invasion.

-- Chaos will arrive once player reaches imperium level 7 and 10. Or on turns 100 and 150 if imperium not reached before.

-- Starting horde buildings for spawned armies are higher level.

-- Custom units are part of all invasions - Chaos, Norscan and Beastmen.

- Faction trait changes: Many new traits for all ingame playable factions to offer larger variety and difference in focus between various factions:

-- New traits for Skaven Skrolk - upkeep reduction for all plague units by 10%, bonus +1 experience rank for all plague units, melee attack and damage for plague monks increased by 5%, character loyalty increased by 1.

-- New traits for Skaven Tretch - Doomwheel reload speed increased by 15%, Stormvermin recruitment rank increased by 1, siege attack holdout time reduced by 1 turn, Rat Ogres damage and charge bonus increased by 7%.

-- New traits for Skaven Snikch - All assassin missile units damage increase by 10%, all assassin units rank increase by 1, Ambush attack success chance increased by 20%, movement speed and melee attack increased for Night/Death/Gutter runners by 5%.

-- New traits for Skaven Queek - upkeep reduction for all clanrat/stormvermin units by 10%, 10% missile protection for all clanrat/stormvermin units, +4 morale for all units. Clanrats melee attack, charge and armor increased by 4%.

-- New traits for Lizardmen Kroq Gar - Scar Veteran cap increased by 2, both Dread Saurians cap increased by 1, Saurus units melee defence increased by 5%, campaign movement range increased by 10%.

-- New traits for Lizardmen Mazdamundi - Slann recruitment rank increased by 2, +15 additional Winds of Magic during battles, Stegadon, Carnosaur and Dread Saurian charge and melee attack increased by 5%.

-- New traits for Lizardmen Gorrok - +2 to global untainted conversion, 10% missile resistance for Saurus and Temple Guard units, 5% increase to global replenishment, Ancient Salamanders melee/missile damage and defence increased by 5%.

-- New traits for Lizardmen Nakai - 10% increased charge speed and 10% missile resistance for all Kroxigor units, loot and sack income increased by 10%, 

-- New traits for Lizardmen Tehenhauin - Upkeep for all skinks reduced by 10%, 5% of Physical resistance for all skinks, missile damage for all hunting packs, razordons and salamanders increased by 10%, Red Crested Skinks melee damage and defence increased by 5%.

-- New traits for Lizardmen Tiktaqto - Battle movement speed for all units increased by 5%, Characters line of sight increased by 20%, Characters movement range increased by 10%, agent action success chance increased by 5%, Terradon speed and ammo capacity increased by 5%.

-- New traits for Dark Elves Malekith - Damage increase for Black Dragons by 5%, armor increase for Executioners and Blackguards by 5%, +2 to global public order and untainted conversion. 

-- New traits for Dark Elves Hellebron - Death Hag recruitment rank increased by 2, Witchelves melee defence increase by 5%, Doomfire Warlocks defence and attack increased by 6%, 5% melee attack bonus for all characters.

-- New traits for Dark Elves Morathi - Starting Winds of Magic increased by +10, +5% ward save for all Witchelves units, +5 global population growth, +5% increased campaign movement range.

-- New traits for Dark Elves Lokhir - Slaves decrease public order by 25% less, Corsairs recruitment rank increased by 1, Corsairs AP damage increased by 30%, +3 blackark growth, slave decline reduced by 10%.

-- New traits for Dark Elves Malus - Charge bonus increase for all Cold Ones units by 10%, Melee attack increase for all Cold Ones units by 5%, 5% melee attack and defence bonus for Hydras, 5% increased income from slaves.

-- New traits for High Elves Teclis - Starting Winds of Magic increased by +5, +10 additional Winds of Magic during battles, Chariots melee defence/attack, charge and rate of fire increased by 5%, 

-- New traits for High Elves Tyrion - Trade income increased by 10%, melee attack increased by 5% for all phoenix and dragon units, charge bonus for Silver Helms and Dragon Princes increased by 5%, Silver Helms melee attack/defence increased by 5%. 

-- New traits for High Elves Alarielle - Handmaiden recruiment rank increased by 2, Eagles melee damage, melee attack and charge increased by 8%, +2 to global untainted conversion, melee attack and armor for Forest Spirits increased by 6%.

-- New traits for High Elves Alith Anar - Ammo for all bow units increased by 5%, Shadow Warriors/Walkers rate of fire increased by 10%, 5% melee damage increase vs Dark Elves, ambush defence success chance increased by 20%.

-- New traits for Pirates Aranessa - Sartosan units recruitment rank increased by 1, upkeep reduction for Sartosan, Leviathan and Promethean units by 10%, +5 global population growth. 

-- New traits for Pirates Harkon - Melee attack for all lords and heroes by 5%, morale for all units increased by 5, missile infantry damage increased by 5%.

-- New traits for Pirates Noctilus - Depth Guards upkeep decreased by 10%, movement speed icnreased by 5% for Leviathans, Prometheans and Hulks, artillery damage increased by 5%.

-- New traits for Pirates Cylostra - Magic resistance increased by 10% for Mournguls and Animated Hulks, +2 to global undead conversion, +2 global public order bonus. 

-- New traits for Tomb Kings Arkhan - Starting Winds of Magic increased by +10, recruitment rank of Liche Priest increased by 2, construction cost of Monument buildings decreased by 15%, melee attack bonus vs other Tomb Kings faction increased by 5%.

-- New traits for Tomb Kings Khalida - Construction cost of Construct buildings decreased by 15%, -25 negative diplomacy with Vampire Coast/Counts, Sepulchar Stalkers recruitment cap increased by 3, Necrotect agent cap increased by 2, missile damage for archers and chariots increased by 6%.

-- New traits for Tomb Kings Khatep - Construction cost of Economy buildings reduced by 15%, Heirotitan recruitment cap increased by 1, missile damage and rate of fire of catapults/caskets increased by 6%.

-- New traits for Tomb Kings Setra - Construction cost of Cavalry buildings decreased by 15%, recruitment rank of Tomb Prince increased by 2, Warsphinx recruitment cap increased by 1, charge bonus and melee attack of Chariots and Nehekhara Warriors increased by 6%.

-- New traits for Empire Wulfhart - Missile damage for Hunters/Archers increased by 5%, campaign movement range increased by 10%, Ambush attack/defence success chance increased by 15%.

-- New traits for Empire Balthasar Gelt - +10 additional Winds of Magic during battles, Siege defend holdout time increased by 2 turns, Resistance to all atrition effects increased by 10%.

-- New traits for Empire Karl Franz - Replenishment rate increased by 5%, Siege attack holdout time reduced by 1 turn, Recruitment cost of all units reduced by 5%, global public order bonus increased by +2.

-- New traits for Empire Volkmar - Diplomacy penalty with Vampire Counts -30, global untainted conversion increased by +2, Flagellants defence, speed and charge increased by 6%, technology research increased by 5%.

-- New traits for Greenskins Grimgor - Replenishment rate increased by 5%, Siege attack holdout time reduced by 2 turns, Black Orcs armor increased by 5%, 1 additional global recruitment point, +5 global growth bonus, armies getting 25 experience per turn, +4 morale vs Dwarfs.

-- New traits for Greenskins Azhag - Starting Winds of Magic increased by +10, 5% magic resistance for all units, charge bonus and movement speed for all Boar units increased by 7%.

-- New traits for Greenskins Wurrzag - Upkeep for all savage orcs reduced by 10%, 5% physical resistance and damage increase for savage orcs, ambush attack success chance increased by 15%.

-- New traits for Greenskins Skarsnik - Battle movement speed of all units increased by 5%, 15% additional chance to drop items from enemies after battle, after battle looting income increased by 10%, +1 global recruitment rank for all goblin units, Squigs attack and charge increased by 7%.

-- New traits for Dwarfs Ungrim - Slayers upkeep reduced by 10%, Ambush defence success chance increased by 20%, Characters line of sight increased by 15%, +1 recruitment rank for all Slayers, melee attack bonus +5 vs all Chaos/Norscan units.

-- New traits for Dwarfs Thorgrim - +4 melee attack vs Greenskins/Skaven, +2 recruitment rank for Champions, +5 global province growth, +5% global research speed.

-- New traits for Dwarfs Belegar - Siege defend holdout time increased by 2 turns, +2 recruitment rank for Engineers, 5% missile resistance for all units, 8% more ammo for Gyrocopter/bombers, 5% damage/range increase for Irondrakes.

-- New traits for Dwarfs Grombrindal - +2 recruitment rank for Runesmiths, 4% armor and defence increase for shield units, +4 morale for all units, Character recovery from wound reduced by 1 turn.

-- New traits for Vampires Isabella - +2 recruitment rank for Vampires, 5% more income from culture buildings, 10% additional chance to drop items from enemies after battle, Black Coach charge and hitpoints increased by 7%, Fellbats hitpoints/defence increased by 5%.

-- New traits for Vampires Vlad - +2 recruitment rank for Wight Kings, upkeep reduced for all units by 5%, Bloodknights melee attack/defence icnreased by 4%, Sylvanian missile units damage increased by 15%. 

-- New traits for Vampires Helman - +2 recruitment rank for Banshees, +7% speed and charge for Ethereal units, +5 melee attack/defence for Skeletons/Zombies, +5 melee damage/armor for all Skeleton units.

-- New traits for Vampires Heinrich - +2 recruitment rank for Necromancers, starting Winds of Magic increased by +5, additional Winds of Magic during battles increased by +5, +2 to global undead conversion, Ghouls/Horros damage and speed increased by 4%.

-- New traits for Vampires Manfred - +2 cap for Wight Kings, +4 morale fighting vs Men, armor increase for graveguards/black knights by 4%, Terrorgheist damage/attack/speed increased by 5%.

-- New traits for Bretonnia Louen - Grail Knights melee defence/attack and missile protection increased by 5%, +2 recruitment rank for Paladins, 10% missile resistance for Bretonnian characters, charge bonus increased by 5% for all Knights, Generals aura increased by 50%.

-- New traits for Bretonnia Alberic - Knights of the Realm defence increased by 5% and recruitment cost reduced by 10%, Cavalry movement speed increased by 5%, research speed and population growth increased by 5%.

-- New traits for Bretonnia Fay - Battle Pilgrims charge, speed and damage increased by 5%, +2 recruitment rank for Sorcerers, starting Winds of Magic increased by +10, +2 to global untainted conversion, 5% morale increase for Bretonnian characters.

-- New traits for Bretonnia Repanse - Foot Squires melee damage/attack increased by 5%, Peasants physical resistance increased by 5%, Peasants melee attack/damage increased by 5%, vampiric attrition damage reduced by 15%, replenishment rate for peasants increased by 10%.

-- New traits for Norsca Throgg - +5 to global population growth, +2 to global chaos conversion, +2 recruitment rank for Fimir, Norscan Giants melee attack/defence increased by 7%, Trolls and Fimirs charge bonus + damage increased by 5%.

-- New traits for Norsca Wulfrik - +2 to global public order, ambush success chance increased by 15%, +2 recruitment rank for Werekin, Marauder Champions melee defence and charge increased by 5%, Marauders melee attack/defence increased by 5%. 

-- New traits for Wood Elves Durthu - Treespirit units melee attack and charge increased by 5%, Treespirits upkeep reduction by 8%, melee attack and morale vs Beastmen increased by 4%, +2 recruitment rank for Branchwraiths, additional Winds of Magic during battles increased by +10.

-- New traits for Wood Elves Orion - Missile units ammo increased by 8%, range attack and morale vs Beastmen increased by 4%, ambush success chance increased by 15%, +2 recruitment rank for Waystalkers, battle movement speed icnreased by 5%, damage reduction while fighting in forrest increased by 5%.

-- New traits for Beastmen Khazrak - 10% Bestigor upkeep reduction, 5% increased damage for Minotaurs, melee attack/defence increase for all characters by 5%, unit movement speed increase by 5%, fighting humans damage increased by 5%.

-- New traits for Beastmen Malagor - +10 additional Winds of Magic during battles, research rate increased by 10%, replenishment bonus increased by 5%, Ungors and Gors melee attack increased by 5%, siege attack holdout time reduced by 1 turn.

-- New traits for Beastmen Morghur - Chaos Spawns melee attack and damage increased by 8%, missile damage increased for all units by 6%, 1 additional recruitment slot, resistance to all campaign attrition increased by 10%.

-- New traits for Chaos Archaon - Melee attack increased by 5% for chaos Warriors/Chosen, melee damage increased for Forsaken by 6%, campaign movement range increased by 10%, melee defence increased by 5% for chaos Warriors/Knights, starting winds of magic increased by +10.

-- New traits for Chaos Sikvald - Horde growth bonus increased by +2, army battle movement speed increased by 5%, army replenishment rate increased by 4%, melee damage and charge bonus for Manticores increased by 7%.

-- New traits for Chaos Kholek - Global charge bonus for all units increased by 5%, post battle loot increased by 10%, melee attack for Dragon Ogres/Shaggots increased by 5%, melee damage for Chaos Giants increased by 8% and recruitment cost reduced by 10%.


 

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If you like our work, our mods and what we do, please consider supporting us via Patreon here - https://www.patreon.com/Team_Radious or via our Paypal acount https://www.paypal.me/TeamRadious 

We have released mods for multiple TW games (Shogun 2, Rome 2, Attila, Warhammer 1, Warhammer 2,  Thrones of Britannia and Three Kingdoms) and this requires us to sacrifice even more time and resources to make sure that we maintain our quality. 

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Have fun with our mods and creations!  Thank you for supporting our work, none of that would be possible without you! 


Yours, 

Team Radious

Radious Total War Mod - Warhammer 2 Updated 01.01.2020

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