Total War: WARHAMMER II

Total War: WARHAMMER II

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Reuniting Lost Kin - Part 1
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Tags: mod, Graphical
File Size
Posted
Updated
2.227 GB
Jul 29, 2021 @ 12:29am
Aug 4, 2021 @ 11:53am
5 Change Notes ( view )

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Reuniting Lost Kin - Part 1

Description
Reuniting Lost Kin
Created by StoryLines - Prop Joe, Belisarian, Xoudad and Zoidberg.

There are two known bugs:
Tyrion/HE on start up - happens for non english users.
The sound is not custom - happens the first time for some users. Check the sound settings video for details. When starting the campaign we actually also script it in.

Multiple people have gotten over these bugs - head to the discord for further details.



About:
Reuniting Lost Kin is a complete overhaul of the game, into a narrative based experience. Inspired by the previous Warhammer titles, "Shadow of the horned rat", "Dark Omen" and "Mark of Chaos". For those unacquainted with the titles, "Reuniting Lost Kin" can best be described as a story-driven mod, where a character is followed throughout a series of predefined events and battles! Think 10 quest battles played end to end, with a Warhammer Fantasy novel chopped up and filled in between!

We have for the last year been working on this build, which is not completely finished. Though we have decided to publish now, to get some initial feedback and see whether the broader community also finds the concept appealing. The build is stable (it's not a beta) but the content is focused on the initial part of the story, with fewer details in the later parts. This is "part one", with parts two and three to follow. Combined, the three parts will take the player from the Norse dwarfs hold to the grand city of Kislev.



Tag line:
Reuniting Lost Kin tells the story of how the Northern Dwarfs and their Southern relatives reunite. Isolated in the cold north, the Norse Dwarfs have not been in contact with their kislevian neighbors for 137 years and the last envoy from a southern hold departed Sjoktraken 367 years ago. In their imposed solitude, darkness and despair is flourishing.
On a particular bright spring day in the year 2047 of the imperial calendar, the Northern Dwarfs faith is redefined. One of the numerous requests by Thrane Torken Ironvein is finally accepted by the High King. Ironvein is allowed to leave the realm with a smaller retinue, bound for the kislevian borders and beyond to the Grand city of Kislev. It is Ironvein's hope that the city of the Gospars still stands and that the dwarven embassy to the Holds of Karak Kadrin still resides within its walls. Short on dwarfs for the trip, Ironvein decides to enroll sell swords in his endeavors - promising riches once at the gates of the Grand city of Kislev.


Mercenary Band:
The player will lead the Norse Dwarf mercenary band, The frozen feathered Ravens. The Frozen Feathered Ravens are one of the few Norse Dwarf mercenary bands that operate within the Giantshome mountains of Norsca. Despite the hostile environment and the gradual decline of their kin’s holds, the mercenaries have found a way through the hardship. Lead by commander Grunnar Vestgrud an equally good warrior and administrator, the Frozen Feathered Ravens have grown in size and reputation.




Mechanics:
Important turn subtitles in sound settings on, or you will not see pre-battle speeches.
The mod utilizes several unique mechanics, which are described below. It is embedded in custom user interfaces, so please familiarize yourself with the concept before heading into the mod. We have not used time on in-game tooltips or explanations!

Recruitment Ledger:
The recruitment ledger contains records of the units within the mercenary band and provides background information. Potential new hires appear at the end of the ledger, so be sure to check the ledger frequently! The cost of fielding the units at full cost can furthermore be seen.





Quest:
The Quest tab provides an overview of the current missions available. Payment upon successfully completing the mission is noted along with a description of the mission's nature. Balancing the cost units you field with the payment of a mission is critical, as replenishment and additional unit recruitment will cost.




Post Mission:
Completing missions prompts a ledger, where income and expenditures for the given mission are summarized. For missions with a low payment, it's advised to select a subset of the entire roster.




Reserve:
Units can be sent to the reserve and will not participate in battles - at a 0% cost.




Replenishment:
Units can be replenished in any settlements by the replenishment function. it comes at a cost and elite units cost more.




Credits:
In the credits section, numerous people are listed who helped us along the way. Thanks for the help! (Picture link)


The mod itself is created by:
- Prop Joe (Scripting and stuff)
- Belisarian (Units and stuff)
- Xoudad (Units and stuff)
- Zoidberg (Concept, maps and coordination of stuff)



Notes:
The mod includes many different elements, which are outside our core competencies. If you want to help out and have experience with the below topics then please do contact us.

-Video creation - Record videos that we will put into the mod.

-Voice acting - Record voices to accompany the videos

-Quest battle scripting - script the quest battles that are put into the mod

A list of known bugs and shortcomings can be found found in the discussion section.
Notable shortcomings are:
- Voice acting is missing in some of the videos.
- The UI, if clicking around too fast, can freeze.
- Everything occurring after Kraka Drak is unpolished.



Outreach:
We have a YouTube channel where the in-game videos are posted and a Patreon page for buying programs and services related to the mod. We furthermore have a discord channel. Click the images for access!

[discord.gg] [www.patreon.com]
Popular Discussions View All (3)
3
Aug 23, 2021 @ 3:20pm
Can't Get the Voices to Play
Shero, The Happy Ghast
1
Sep 4, 2021 @ 2:49pm
Mod not working
jpatel2
1
1
Aug 5, 2021 @ 6:46pm
Credits
Zoidberg
178 Comments
Riise Aug 5, 2022 @ 3:45pm 
Plans/status for a part 2? Love this mod!
KoboldUtopian Jun 10, 2022 @ 1:09pm 
Ok, sorry for being an idiot, but how do you start this? I have this and the 4 required mods, in the order suggested in the comments, and I don't see any way to start the campaign.
Drago ุ May 30, 2022 @ 12:03am 
Johnny 5 is spot on imo. Fun concept in theory, but not fun in practice.
Johnny 5 Apr 4, 2022 @ 5:47am 
Interesting mod. However I wouldn't recommend it to those who aren't very patient.. What will happen during the missions is more or less guess work, and most of the time you will be reloading after every battle because something entirely unexpected happened. - This on top of the largely insane amount of sending your troops around the map in speed x3 makes it quite tiresome.

Love the narrative and would like to see more, but for example the first extra mission in the farms you spend a good 7 or 8 minutes just on fast speed. The Norscan camp one is trolling I am convinced. Minor stuff like the rift attack is a fun concept, but its not as fun when you have to sit through about 5 minutes of reloads to face an unwinnable battle just to see some interesting dialogue
Daemon Slayer Feb 11, 2022 @ 2:07am 
During the First Beastman battle after Marching to Kraka Drak, the game just crashes when loading in the battle with the three herdstones
Diablo™ ( music ) Feb 6, 2022 @ 3:58pm 
Does this work in coop?
IB Gaming Feb 4, 2022 @ 1:49pm 
Congrats, looks like CA used this mod to generate the prologue campaign for Warhammer 3.
Rustic Clover Jan 27, 2022 @ 12:49am 
This is one of the best mods done for the game, well done.
colt1224 Jan 7, 2022 @ 10:39am 
Love the Mod kinda wish I could use the units in a regular campaign as karka Drak or just Dwarfs in general Cause I really love the units and the design
Dreadwolf Dec 30, 2021 @ 10:23am 
the voice lines are compleatly out of wak with what is shown on screen