Total War: WARHAMMER II

Total War: WARHAMMER II

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Cataph and Vandy's: Return of the Lichemaster 1.2 [update TBD]
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Tags: mod, Overhaul
File Size
Posted
Updated
82.406 MB
Apr 3, 2019 @ 12:57pm
Jun 3, 2021 @ 8:19pm
60 Change Notes ( view )

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Cataph and Vandy's: Return of the Lichemaster 1.2 [update TBD]

In 1 collection by Cataph
Cataph's Mentions of Honour/Testing ground - WH2
175 items
Description
This mod is based on a story that, like many in Warhammer, is about passion, honour, hope and faith in the ultimate greater go- hold up, wrong script.
This is a mod about a murderous magical hobo that only wishes personal power. That is, Heinrich Kemmler.
Barrow Legion overhaul! This actually took a lot more blood and sweat (Vandy was harmed slightly in the process) than usual because of technical limitations, complexity and real life.

Read the Dev blogs! Cataph's Release post[www.patreon.com], Vandy's Part 1[www.patreon.com].
These are a good read if you want to understand what we did and why.
MOST RECENT: Vandy's 1.2 post[www.patreon.com].

MAIN FEATURES:
- New roster based on 6E Army of the Lichemaster expansion.
- 3 new LLs, 4 new hero subtypes, 14 new units, 8 new Regiments of Renown.
- Multiple new mechanics added for Kemmler’s faction:
--- Special, limited hordes.
--- Necromantic Power, a resource to track Kemmler’s current arcane prowess.
--- A new occupation decision for ruins: Defile Barrows; new army stance.
--- A revival mechanism for Kemmler to come back from the brink of failure.
- Vanilla gameplay elements removed: tech tree, vampires, bloodlines, standard occupation, some units, RoRs.

MINOR FEATURES:
- Background buffs for Kemmy: more uptime for his Cloak, +Arcane Conduit for custom battle.
- Krell is automatically summoned at his best in campaign. In custom battle he’s completely de-pokemonized.

GAMEPLAY:
- Necromantic Power is a medium that can mean your defeat if low for too long. Modified via buildings, skills, battle outcomes. Tip: don’t overextend.
- Barrows: interact with ruins for bonuses, RoRs or heroes. The longer they’re there, the better they are.
- Your only lords are Legendary, which means max four hordes.
- These hordes’ main chain has no tier. You can free-build but costs are tier-based and higher.
- Absence of tech tree means strong focused skill trees and buildings. They may tax you, so remember you can demolish buildings later.
- Additional units (like Krell and building summons) can effectively bring you beyond 20 units at battle start.
- At high NP, occupation of specific listed settlements becomes available, causing some of the Vampire Counts roster and buildings to become an option too (they don’t get any buffs whatsoever, so you’re still better off with the new units).

COMPATIBILITY and CREDITS:
- Should be compatible with most vanilla-friendly mods. Start a new campaign.
- Due exceptions are mods that touch Kemmler/Krell too intimately, and there may be unfitting textures with Dryrain reskins. Also, mod resets the military grouping and custom battle faction, many other unit additions won’t apply to kemmy anymore.
- Balance will be affected by Bretonnian mods, stuff like CFU or Mixu's /should/ be ok though.
- Will probably never be compatible with a mod that adds hordes to vampire counts.
- Stats made for vanilla but they’re also automatically adapted for CTT and should be effectively capped with TTC (the latter needs more fixes) when either is present.
- Anybody can do overhaul submods, please don’t ask us. DO NOT attempt campaign overhauls until someone makes submods.

- THANKS to the usual crowd in the Modding Discord for helping with the new features. In particular the usual RPFM, our Beta testers, Lost for wsmodel psychological support, and Marthenil for making skeletons horny and the usual hex tricks. Thanks to CA for active mod support.


SEE DISCUSSION BELOW FOR FAQS SAKE.

Don’t forget to provide feedback and rate!

Join da Modding Den Discord[discord.gg]!