Total War: WARHAMMER II

Total War: WARHAMMER II

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Hunt's Monument Daemons [Norsca]
   
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Tags: mod, Campaign
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921.549 KB
Apr 17, 2021 @ 5:36pm
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Hunt's Monument Daemons [Norsca]

Description
The chaotic energies of a nearby monument invite calamity and ruin upon the world.

This mod alters the Norscan Monuments (ruins) so that local Norscan armies can summon daemons in battle from the corresponding god.

Included are Bálint & ChaosRobie’s Daemonette, Bloodletter and Plaguebearer units (via mod dependency) as well as my own Horrors to cover all four of the chaos gods!

Make sure this loads after all four required mods.

I was dissatisfied with Norsca’s campaign posturing (which felt like being on a back foot trying to defend Monuments) against the AI’s ruin dwelling tendencies. Norsca needs to defend their ruins like any other settlement, so now they can summon one unit of daemons to help control their despoiled regions.

Bálint's Workshop
ChaosRobie’s Workshop

Bloodletters of Khorne
Plaguebearers of Nurgle
Daemonettes of Slaanesh
10 Comments
Star-X Aug 22, 2021 @ 4:57pm 
So will there eventually be an update to this for the last TWWH2 patch (Silence and Beast)? Would suck for this not to be updated for the final TWWH2 version before TWWH3 comes out.
jaksurf Apr 24, 2021 @ 6:02am 
Wow, great idea, thx
HunterGerhart  [author] Apr 23, 2021 @ 6:44pm 
This mod is additive so it should work with mods that add other effects to ruins like Gates of Chaos. There is no effect for provinces, the ability is for Norscan monument-ruin regions only.
Hammond Apr 23, 2021 @ 1:52pm 
so is this mod compatible with mods that affect ruins? How does this mod affect fully owned provinces?
HunterGerhart  [author] Apr 21, 2021 @ 7:48pm 
Mechanically ruins are not an allied faction to anyone and the ruin "settlement" is hidden from the UI. The ability should however appear in battle for Norscan lords to use.
cybvep Apr 21, 2021 @ 12:23pm 
Is the ability supposed to be visible on the campaign map? I'm trying to test whether the mod is working.
HunterGerhart  [author] Apr 21, 2021 @ 11:57am 
Mods that expect to be overwritten go at the top, mods that expect to override go at the bottom.
Blackhe4rt Apr 20, 2021 @ 10:11pm 
but.. mods load back to front, dont they?
HunterGerhart  [author] Apr 18, 2021 @ 9:55am 
Above would be before. Make sure it's below!
cybvep Apr 18, 2021 @ 5:33am 
"Make sure this loads after all four required mods." - just to make it clear... I have to put it above the other mods in the load order, right?