Total War: WARHAMMER

Total War: WARHAMMER

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Hollow Bones 1.1
   
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Tags: mod, Overhaul
File Size
Posted
Updated
6.010 KB
17 Jul, 2016 @ 8:46am
28 Jul, 2016 @ 12:33pm
3 Change Notes ( view )

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Hollow Bones 1.1

Description
This mod aims to make the tactical purpose and stats of skeletal units to reflect their bodies better. Now their bones increases their armor at expense of Health. Also, their thin and web-like bones allow for small projectiles to pass through even if they get past the shield but at the cost of some melee defense, mainly for balance's sake.

These changes make them stronger against low-piercing opponents but weaker against piercing opponents but most of all, they turn into perfect arrow-fodder, giving them a unique role on the battlefield.

+ Shield Block: +30%
+ Armor: +20
- Health: -20%
- Melee Def: - 5

Affected units include...
the SKELETON WARRIORS pair,
the GRAVE GUARDS pair,
the BLACK KNIGHTS pair,
and the WIGHT KING and all of his mounted forms.

NOTE: (Wight King no longer gets the negative changes other than a flat 500 health reduction since version 1.1.)

Please let me know of any balance issues and ideas for improvement are appreciated...
- GunFred
15 Comments
Sparky IronClaw 27 Aug, 2017 @ 9:27am 
No worries, and I know the mod is old, but I only just came across it.
And I thought I'd drop my thoughts to you. :)
GunFred  [author] 27 Aug, 2017 @ 9:03am 
Thanks for the feedback for this old mod. The idea was to make the skeletal units more unique and realistic and thus increasing hardness and small projectile protection in return for other stats, mainly at expense of health. But I should have just given them the projectile save rather than giving them whole new shields than only work from the front.
Sparky IronClaw 27 Aug, 2017 @ 8:28am 
I would have done this mod slightly differently if you were making them better against missile units.
I would have given them a missile ward save, rather than what you did as it gives them better defence against melee to in your mod.
Guvenoren 21 Sep, 2016 @ 6:26pm 
"Though a skeleton no longer possesses flesh to cut, nor organs to pierce, a well-aimed blow can still destroy it and release the spirit that is trapped within. Dark Magic is used to replace flesh that have long since been dissolved from the bones, but an arrow or sword thrust can disrupt the magic that binds the ancient bones of these soldiers together."

Althought it is true they have bones and not flesh, they indeed can die cheaply by getting pierced by an arrow.

Source: http://warhammerfantasy.wikia.com/wiki/Skeleton_Warriors_(Vampire_Counts)
efd731 21 Jul, 2016 @ 11:52am 
sounds good!
GunFred  [author] 20 Jul, 2016 @ 6:41am 
It is really hard to get good data from custom battles when the forced generals play such an important role. But how does restoration of Wight King's normal melee defense and a flat 500 penalty to health instead of 20%(almost 1K HP) sound?
efd731 20 Jul, 2016 @ 6:07am 
sweet!! glad i could help! i look forward to the changes~
GunFred  [author] 20 Jul, 2016 @ 1:00am 
Yeah, thinking about it, you could be right. Extra missile block does not do much for a single target anyway. I will do some testing with the Wight King to see how much I should raise his Health and perhaps reinstate his melee defense. I will update the mod within the day and thank you for the feedback.
efd731 19 Jul, 2016 @ 10:02am 
i just find that the health nerf is a little too much for such a melee focused hero, especially against the armor piercing damage of other melee heroes and lords(where 20 armor helps not at all). but that's a personal gripe, the rest of the mod is excellent
GunFred  [author] 19 Jul, 2016 @ 9:32am 
If you want it then I could do it. But I do not understand why one would want the effects excluded from the skeletal hero. If there is some kind of issue with the Wight King such as too strong, too weak or something else, then I would like to hear it.