Total War: WARHAMMER III

Total War: WARHAMMER III

1,566 ratings
Heroes of Legend: Lords of Time Update
25
3
11
5
3
5
5
5
4
4
2
   
Award
Favorite
Favorited
Unfavorite
units
Tags: mod
File Size
Posted
Updated
1.477 GB
Feb 9, 2023 @ 10:14pm
Apr 11 @ 2:29am
34 Change Notes ( view )

Subscribe to download
Heroes of Legend: Lords of Time Update

Description
Overview
This mod adds 35 new characters to various factions and 11 playable factions (3 in IE and 8 in TOW). Most characters are recruited through landmarks added in my other mod, Landmarks of Legend, which is why it's a requirement (I will elaborate a bit more on this in the FAQ section). If you do encounter any bugs, please leave them in the comment section below and we will try to fix them as soon as we can!

These characters can also be recruited by the AI and it's implemented through a neat system scripted by scehr. The AI can recruit these characters under the following condition: the Player must play as a faction that CANNOT recruit the character in question. This means that, the AI will not be able to recruit the LL/LH (even if the landmark is built) when the Player is a faction that can recruit that specific character. However, If the Player isn't a faction that can recruit the LL/LH then, whichever AI faction constructs the landmarks first will recruit that character.


Features
List of Playable Factions, Mechanics, Characters and Units can be found here, along with how to recruit them.

Playable Factions:
- Principality of Luccini (led by Lorenzo Lupo) starts in control of Luccini and has access to unique and thematic mechanics including a custom tech tree, bribery, landmarks and characters. [REQUIRES CATAPH'S TEB TO PLAY]

- Broken Wheel (led by Sheerargetru) starts at the Black Rock in the Chaos Wastes with an event chain focusing on the downfall of the Empire through cults and schemes.

- Wardens of the Living Pools (led by Lord Xlotc) starts in control of the Sacred Pools and an elite force of warriors, ready to defend their holy site against the invaders.

- Clan Durazgrund (led by Prince Ulther Stonehammer) starts in the Kislev Foothills with its champion, Borri Forkbeard, and the Dragon Company, ready to seize Karak Ungor from the filthy Gobbos. (ONLY in TOW FOR NOW)

- High Realm of Arranoc (led by Amadri Ironbark) starts in Tal Esth with a mixed host of tree spirits and elves, defending against the expansionist and tyrannical Viscount Augustine de Chegney. (ONLY in TOW)

- High Realm of Atylwyth (led by Sceolan of the Hooked Blade) starts in Tal Amere with a legion of Eternal Guard cleansing the nearby mountains of Greenskins. (ONLY in TOW)

- Children of Doom (led by Be'la'krothrogor) starts at the Suiddock in Marienburg, eager to spread his cults influence over the feeble nation of men. (ONLY in TOW FOR NOW)

- Viscountcy de Chegney (led by Augustine de Chegney) starts in control of Chegney and the newly-acquired Imperial fort of Schloss Drakenburg. (ONLY in TOW)

- High Realm of Cavaroc (led by Edrael of Equos) starts in the Halls of Equos, eager to march against the greedy dukes that threaten Athel Loren. (ONLY in TOW)

- Spirits of Sussurrio (led by Elatior the Enchanter) starts far from Athel Loren after Elatior's exile from the Silvam Dale. (ONLY in TOW)

- Soulbane Witch-Cabal (led by Urak Soulbane) starts at the Twisted Pillars, fleeing from Zanbaijin with Tamurkhan in close pursuit. (ONLY in TOW)

Other Recruitable Characters:
LL: [Emperor Wilhelm I, Be'la'krothrogor, Matthias Volker, Crown-Prince Wolfgang Holswig-Abanauer, The New Emperor, Hothar the Fey]

LH: [Hermit Knight of Malmont, Simaergul, Bannaga, Helmut von Carstein, Gorgivich Krakvald, Gunther von Grecht, Viscount d'Alembençon, Agravain de Beau Quest, Balkrag Grimgorson, Brunner the Bounty Hunter, Shi-Hong, The Black Crowe, The Black Mask, Elasir, Anurion the Green, Urial the Forsaken, Sabine Flamius, Orsini Sardus]

OTHER FEATURES
- Custom settlement skins for: Luccini and the Sacred Pools
- Campaign map props/prefabs at the following regions: Luccini, Tralinia, Wydrioth, Salzenmund and Tobaro
- Faction-exclusive units, lords, heroes and landmarks


TO-DO
- Missions/Quests for some characters
- Add in Clan Durazgrund as a playable faction in IE
- Expand mechanics, tech tree and victory conditions for the Principality of Luccini

List of Planned Characters can be found here.

KNOWN ISSUES
- No campaign animations for Brunner when his other weapons are equipped
- Azhag's model can sometimes change to Ulther's model when using large modlists (will be fixed with an Ulther rework in the near future)


FAQ
Why is Landmarks of Legend required?
- Originally, these characters were going to be added to Landmarks of Legend, during the early period of both this mod and LoL, but I decided against it for two main reasons: 1) This is out of the scope of that mod 2) The whole packfile would be very messy, thus making it a hassle to update. So, I split this into its own submod and kept the mod dependent on LoL, as most landmarks/units required for these characters are already in that mod.

Is this compatible with SFO?
- Don't know, I don't use SFO.

Is this compatible with Cataph's Southern Realms and his version of Lorenzo Lupo?
- Yes. In IE, Cataph's Lorenzo will be disabled in the Plutocracy mechanic and, in his place, the Guild Assassin generic hero from this mod will be present for all TEB factions. In TOW/TOWC, Both mods' Lorenzo Lupo will be present and at war with each other. May the best Roman win!

Do I need to start a new game?
- Yes, you will need a new game for most characters/factions to work properly

Is this compatible with the map mods (IEE, TOW, TOWC etc.)?
- Yes

Can you make the TOW factions playable in IE?
- No, that would require new factions added to IE, whereas, TOW already has those factions which our characters are simply put in control of. Also, there is no lore-friendly location in IE for them to occupy given how condensed the map is. However, these characters can be recruited in IE through other means [check discussion threads]

Are these characters Lore-friendly?
- Yes, all characters currently in the mod are from the lore. If we do add any that are only loosely based on lore or our own creations, they will be marked as such and toggleable.


ADDITIONAL NOTES
- If Cataph's Southern Realms is not enabled, there will be an empty faction select slot for where Luccini should be (Doesn't actually cause any issues, only that visual bug on the faction select)



If you have any bug reports, suggestions, or balance changes, leave them in the comment section below.


Submods
SFO Submod by MESSIHAH

PL Translation by wojtekb

FR Translation by ShadDoUrden

RU Translation by Gosudar

Credits
Team Credits

Additional Credits

Check out my other mods here.



If you want to support our work or drop a tip, go here for my BuymeaCoffee[www.buymeacoffee.com] or here for my PayPal[paypal.me].

Thank you for checking out the mod!
Popular Discussions View All (4)
74
1
Jun 4 @ 3:08am
List of Planned Characters & Factions
The_Inquisitor
23
2
May 17 @ 8:00am
List of Characters, Factions, Units and Mechanics
The_Inquisitor
1,118 Comments
Egirl Seat Jun 4 @ 5:32am 
@Solaire I do not
The_Inquisitor  [author] Jun 3 @ 7:29pm 
@ajaxjs
Which lords/heroes in particular are you referring to?
ajaxjs Jun 3 @ 4:00pm 
I really want to like and use this mod, but the lords and heroes are so overtuned that it begins to feel like cheating.
Solaire Jun 2 @ 10:45pm 
@Egirl Seat probably a dumb question but I assume you already have Cataph's Southern Realms downloaded?
Egirl Seat Jun 1 @ 5:03pm 
CTD on new campaign start with this mod.

XXX Lorenzo Begin XXX
* killing character with cqi [1353] (this character has no military force)
create_force_with_general() called:
faction_key: mixer_teb_luccini
unit_list: wh_main_emp_art_mortar,wh_dlc04_emp_cav_knights_blazing_sun_0,wh_main_emp_inf_swordsmen,wh_main_emp_inf_swordsmen,wh_main_emp_inf_spearmen_1,wh_main_emp_inf_crossbowmen,wh_main_emp_inf_crossbowmen,teb_tank,teb_kotrs
region_key: wh3_main_combi_region_luccini
x: 517
y: 409
agent_type: general
agent_subtype: lorenzo_lupo
forename: names_name_444473
clan_name:
family_name: names_name_444474
other_name:
id: 54
make_faction_leader: true
force_diplomatic_discovery: false

This is where the script crashes. I do have a lot of other mods present so it's hard to troubleshoot individually, just wondering if there are any known conflicts or suggestions of what might be breaking down based on this stop point and whatever the following execution might be? Crash stops if mod removed.
The_Inquisitor  [author] May 27 @ 11:11pm 
@Hambamfunkyjam
Unfortunately, no. His turn to the dark side happened long before these events so he is pretty much beyond saving.

Hope you enjoyed those events in the campaign, though!
Hambamfunkyjam May 27 @ 10:15pm 
I have a question about one of the quest mods for the Empire for Crown-Prince Wolfgang Holswig-Abanauer.

Is it possible to save Crown-Prince Wolfgang Holswig-Abanauer? I really did not want to loose them to chaos in my campaign. I am just confused because he has a very thought-out skill tree, so I felt that maybe I was missing something. I made sure to do all the quests before the events came. I have Landmarks of Legend also installed, if that helps.

Fantastic mod, thank you and the team for putting time into it!
The_Inquisitor  [author] May 25 @ 11:18pm 
@Big Bad Wolf
You can find them in the mod if you open it up with RPFM.

@Jill Stingray
Yes, but you can disable the Luthor buffs with MCT.
Big Bad Wolf May 25 @ 10:01pm 
Thank you for the amazing mod. Do you have a list of the unit ids for the units that are added in your mod?
Jill Stingray May 25 @ 9:42am 
Starting as Lord Xlotc in turn 4 a 23 lvl Luthor Harkon wrecks everything I got is this intended?