Total War: WARHAMMER III

Total War: WARHAMMER III

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Warpstone Unleashed: 2.1
   
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overhaul
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12 Apr, 2023 @ 11:01am
13 May @ 1:54pm
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Warpstone Unleashed: 2.1

Description
The sequel to the Warpstone Unleashed for Total War: Warhammer II. Expanded upgrades, balancing, buildings, and abilities!

Unleash the vermintide against all corners of the world with warp-powered unit upgrades, buildings and production chains, and abilities as Ikit Claw.

The long awaited 2.1 update is here!
I've put some time aside to update Warpstone Unleashed with the release of the Thrones of Decay DLC, as I finally felt a desire to return to the game with the new content. You no longer need a patch to enable all of the features DLCs, likewise I've gone through and added some much needed content.

  • Updated all tables and scripts to the latest version of the game.

  • Fixed various issues, such as Ikits Experimental Rocket not working without a patch.

  • Added Metal Warp-Fuel Processing building chain:
    • This new building chain is available in settlements with the iron ore resource.
    • Warp-Fire furnaces separate trace metals which are processed into Warp-Fuel.
    • The nearest settlement to Skavenblight with metal ore is Magritta.

  • Re-balanced some economy values.

  • Buffs to Ikits Experimental Rocket.

  • Added new upgrades:
    • Crude Fuses (back from the original mod!) - Shrapnel Fuses with Pestilent Wind:
      • Poison Wind Mortars

    • Shrapnel Shards - Increases missile strength:
      • Ratling Gunners
      • Jezzails

    • Dense Armour Plating - Increases defence:
      • Doom Flayers
      • Doomwheels

    • Crude Autoloaders - Increases reload speed:
      • Ratling Gunners
      • Jezzails
      • Warp Lightning Cannon
      • Poison Wind Mortars

Features

Construct a variety of Warp-Fuel powered buildings!
  • Warp-Fuel generating Foundries in Skavenblight and your Under-Empire Laboratories.
  • Warp-Farm's in regions with pastures to get a significant amount of food, for Warp-Fuel.
  • Warp-Fire powered Refineries to create gold, at the cost of Warp-Fuel.

Upgrade your Weapons Teams, Units, and Monsters with powerful Warp-Fuelled upgrades, including:
  • Explosive shrapnel ammunition.
  • Warp-Glass lenses which increases range significantly.
  • Warp-Trimmed Armour to increase defence and gives anti-charge.
  • Warp-Shard Collectors to give ammo over time.
  • Fragile Ammunition to deal damage over time with artillery.
  • Wrap-Tipped tools, which do a DoT to any units caught in melee.
  • Crude Auto-Loaders to decrease reload times.

Also includes:
  • Unique Experimental Doomsday Rocket ability for Ikit Claw.
  • The trait "Siege Expert" now increases or decreases enemy Siege holdout times.




FAQ

Is Warpstone Unleashed compatible with other mods and Skaven overhaul mods?

Yes.


Can I load an existing save-game with Warpstone Unleashed?

Yes.

Warp-Mines aren't appearing in under-cities?

The Warp-Mine building chain only appears in Under-Empire Laboratories, this is to try and limit how much Warp-Fuel you can generate over the course of the game and to make Under-Empire Laboratories more important. You can also build a unique Warp-Fuel refinery building in Skavenblight from Level 3 onwards.

Can the AI use Warpstone Unleashed?

Yes, custom scripts let campaign AI use the upgrade system - This makes fighting an enemy Clan Skyre much more challenging. Warpstone Unleashed 2 has several improvements to allow the AI to build and use Warp-Fuel buildings and upgrades.

Can other mods add Skaven upgrades?

Yes, simply add purchasable upgrades the same way you would normally for any other faction and they will appear and work alongside the fixed Skaven upgrade UI added with Warpstone Unleashed.
Popular Discussions View All (2)
2
26 Apr, 2023 @ 1:23am
PINNED: Upgrades, Abilities, Buildings, and Research Suggestions
Static
1
25 Jun @ 8:10pm
PINNED: Bug Reports
Static
58 Comments
Gingusa 20 Aug @ 10:42pm 
yea cuz my main gripe about the rats that throw the anti large stuff cant do much to cav, a little homing might help with that. but i gues they are meant for large infantry or monsters? i would just use jezails then. i don't get the point of the anti large bomb throwers with tiny range
Gingusa 20 Aug @ 10:28pm 
oooh
Static  [author] 20 Aug @ 7:44pm 
How about slightly homing projectiles?
Gingusa 20 Aug @ 3:47pm 
i wonder if its possible to give them simply faster projectile drop? would be nice
Mawootad 26 Jun @ 2:00am 
Really cool mod. That said, looks like globadiers/bombadiers don't get any upgrades despite being workshop boosted units. Dunno exactly what you'd want to do, shrapnel like with the plaguewind mortars would be hilarious if a bit much, but just extra range (aerodynamic bombs? Dunno what you'd call it) would make glob/bombadiers much more reasonable for Ikkit.
Static  [author] 8 Jun @ 10:15pm 
I can do that - but it might be a bit too much. I can definitely put the basic upgrades on the RoR units, like crude autoloaders.

I'll start with those and make sure they're not too over powered, I might even add some RoR specific upgrades which are super expensive or something.
Rookstar 4 Jun @ 8:16pm 
Its a small issue but would it be too much if the relevant unit upgrades could also be applied to the RoR and workshop units?
Static  [author] 25 May @ 8:43am 
That's a good point, I didn't really have a reference point for the plague claw catapults. But I also didn't want to hamstring them.

I'll reduce the numbers to be more in line with what makes sense, without making them weak.
BÄRFoRcEOnE 23 May @ 10:51am 
absolutely Top Mod for skaven but you should probably try to balanc the shrapnel upgrade for plagueclaw Catapults its way to overpowered :) :steamthumbsup:
ChopChop 13 May @ 2:52pm 
Thank you Static :WH3_clasp: The patch will be deleted soon :steamthumbsup: