Total War: WARHAMMER

Total War: WARHAMMER

Faction Unlocker Submod - Vampires, Chaos, Norsca, Beastmen
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Update: Dec 18, 2016 @ 1:06pm

Version 1.10.1
This version removed unnecessary default factions from the Single Player selection list to make it less cluttered and more readable.
The default factions can be still found in their respective racial unlockers. The Border Princes, Estalia, Kislev and Tilea were moved into the Empire Unlocker, the Wood Elves into the one for Bretonnia.


New Functions / Additions:
⚫ Prince Sigvald the Magnificent now gets unlocked via razing Kislev instead of after awakening 4 Norsca tribes, which is not possible anymore.


Fixed Bugs / Issues:
⚫ Most scripts which worked only partially or not at all were fixed. Among other issues fixed with this, Wood Elves do not confederate immediately anymore, Chaos does not spawn right at the start of the campaign anymore and various other things should work as expected again.

Update: Dec 16, 2016 @ 5:19am

Version 1.8

New Functions / Additions:
⚫ All unlockers are now fully multiplayer capable with all factions available, while only displaying their selected factions in the single player selection menu. This also fixes the small balance issue that previously unlocked factions gained an edge over others by getting to do their turn earlier.
⚫ Morghur now leads the Redhorn Tribe from Estalia toward the Wood Elves.
⚫ Malagor now leads the Jagged-Horn Tribe around the Badlands.
⚫ Khazrak now lies in wait for Boris Todbringer in the northern Empire.
⚫ Mousillon is now commanded by both Heinrich Kemmler and the Red Duke working together.
⚫ The immortal Wight King Krell now supports Heinrich Kemmler's armies.
⚫ The Empire and Wissenland now face a new and challenging starting situation.
⚫ Created the missing Grudges against hostile Wood Elf activities. (Lazy CA)
⚫ Enabled Offices for all Wood Elf subfactions.
⚫ All Elector Counts (except Wissenland, which is lead by Balthasar Gelt) now start with Runefangs.
⚫ Added faction selection campaign map cutouts to all newly unlocked factions.


Fixed Bugs / Issues:
⚫ Added army stances for the Wood Elf Mini Campaign Karak Ziflin.
⚫ Fixed the lack of Greenskin Tech Trees in the Mini Campaign, which caused crashes.
⚫ Fixed that Torgovann and Wydrioth could not build siege equipment in the Grand Campaign.
⚫ Fixed the Red Duke's Skill Tree.
⚫ Added Knights of the Realm back into the Bretonnia Stables. (Tier 2)

Update: Dec 11, 2016 @ 12:56pm

Version 1.9
Provisional compatibility update for Realm of The Wood Elves (Game Update 5)

New Functions / Additions:
⚫ The Beastmen Mini Campaign is now available as a Multiplayer Campaign.
⚫ Split up the Norsca into their true 7 main tribes instead of only two major ones.
⚫ Reworked the Reikland starting situation by making it more of a rebellion in progress rather than one that covertly conquered 3/4th of the lands that Karl Franz was just touring. This should make for a more realistic starting situation and prevent the Secessionists from surviving well into turn 50+.
⚫ Removed Karak Hirn, Ostermark, Bloody Spearz, Crooked Moon Mutinous Gits and Red Fangs from Custom Battle to make space for the new Wood Elf factions and Morghur's Beastmen.


Fixed Bugs / Issues:
⚫ Legendary Lords can now trigger their Quests if they were confederated into another faction.
⚫ All Greenskin Waaaghs and Beastmen Brayherds now have proper siege vehicle access.

Update: Nov 19, 2016 @ 5:46pm

Version 1.8.3

New Functions / Additions:
⚫ Added Warrior Priest & Witch Hunter capacity increases (+1 each) to all Shrines and Temples of Ulric & Taal, only buildable when playing Middenland and Talabecland respectively.
⚫ Added Warrior Priest & Witch Hunter capacity increases (+2 each) to the Grand Temple of Ulric.
⚫ Added Warrior Priest capacity increase (+2) to the Archecclesiatium of Myrmidia in Magritta.

Update: Nov 19, 2016 @ 7:15am

Version 1.8.2

New Functions / Additions:
⚫ Enabled Offices for all Empire subfactions.


Fixed Bugs / Issues:
⚫ Reworked the starting situation for Wissenland to prevent Balthasar Gelt from slaughtering more Empire Secessionists than Karl Franz:
- Moved Hans Zintler and his army to Eilhart to provide less of an immediate threat to Karl Franz.
- The Skull-takerz received two units of Savage Orcs and one unit of Savage Orc Arrer Boyz to start with, to provide a proper threat to Wissenland.
- Karl Franz now starts with a unit of Greatswords instead of Halberdiers to ease the starting situation for the AI, which tended to be largely overwhelmed by Empire Secessionists at the start.

Update: Nov 18, 2016 @ 4:30am

Version 1.8.1

Fixed Bugs / Issues:
⚫ Limited Diplomacy Necromancer Voiceover to Mousillon as intended.

Update: Nov 17, 2016 @ 1:43am

Added Victory Conditions

Update: Nov 16, 2016 @ 3:27pm

Version 1.8

New Functions / Additions:
⚫ Ungrim Ironfist now reigns supreme over the Great Slayer Hold of Karak Kadrin again.
⚫ Azhag the Slaughterer now leads the Red Eye Tribe against stunties, humies and other greenies.
⚫ Vlad von Carstein was raised from the dead in Schwartzhafen and subjugated it immediately.
⚫ Balthasar Gelt went to Wissenland to support them against Secessionists and Greenskins.

- Gnashrak of the Bloody Spearz took back his Lair in the Northern World's Edge Mountains, left his underling Grimfang Eyegouger there to guard it and also took Karaz Irkulaz while he was at it.
- The Empire Secessionists conquered Wissenburg, but their general died in the process and so they barricaded the city until reinforcements arrive.
- Some wars were added and adjusted to better suit the new Legendary Lord positioning and the swapping of territory for the factions that they now command.
- The diplomacy sound files for the Red Eye Tribe and Mousillon were switched from Goblin Shaman and Vampire Lord to Orc Warboss and Necromancer to properly work alongside their new leaders.

⚫ Most Dwarf starting units were reworked and half of the factions now have a Hero to start out instead of a third higher tier unit.
- Karak Azul now has the legendary (immortal) Thorek Ironbrow to produce their runed gear.
- Karak Hirn now has a Thane that will lead the young hold into the future.
- Karak Ziflin now has a Thane to lead their melee-centric armies from the front.
- Kraka Drak now has a Runesmith to renew the corruption wardstones.
- Zhufbar now has one of their Master Engineers teaching their armies how to better use their tech.

⚫ Azhag and Balthasar received a position-appropriate starting unit makeover.
⚫ The Skull-takerz received an extra Savage Orc Boar Boy Big 'Uns unit to start with.


Fixed Bugs / Issues:
⚫ Heinrich Kemmler is now a full-fledged faction leader of Mousillon.
⚫ He can now also recall his name again.
⚫ Removed "King Lunn" from the randomly generated name list.

Update: Nov 14, 2016 @ 1:47pm

Version 1.7.1

Fixed Bugs / Issues:
⚫ Fixed Quests not triggering for Legendary Lords as they reach the required level.
⚫ Fixed the Redhorn Tribe (Main Campaign) not having the Full Moon Cycle mechanic available.

Update: Oct 31, 2016 @ 8:50am

Version 1.7

New Functions / Additions:
⚫ Heinrich Kemmler is now the military leader of the Mousillon faction.


New Bugs / Issues:
⚫ Legendary Item quests currently do not work for Heinrich Kemmler.
⚫ Heinrich Kemmler's name does not show up properly anywhere.
⚫ The faction leader (and thus diplomacy contact) is still Vincent Mercier.
⚫ Vincent Mercier is available as a lord but currently not unlockable.