Total War: WARHAMMER

Total War: WARHAMMER

Faction Unlocker Submod - Vampires, Chaos, Norsca, Beastmen
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Update: Oct 31, 2016 @ 4:34am

Version 1.6

New Functions / Additions:
⚫ Unlocked all Factions in the Beastmen Mini Campaign, which now work as normal with all Beastmen factions roaming around and causing carnage from the start of the campaign.
These changes are optimized to make all factions equally playable, so if you want to play the normal, highely scripted & event-based Khazrak campaign, better disable this mod.

- Diplomacy is now fully unlocked, so all normal options are available for all factions and I also added a few preset diplomacy states, so that Middenland is at war with every non-human faction and Human factions are at war with the Beastmen & Greenskin factions spawning close to their territory.
- All Beastmen factions spawn with three additional elite units to give them better survivability; Khazrak now starts with a full stack to show that he is the strongest Beastmen leader.
- Normal Greenskin factions get a factionwide -50% unit upkeep bonus, so that they can have two full armies (plus Waaaghs) while only owning their one fully upgraded starting settlement.
- Greenskins have a minimalistic technology tree, to make them able to get their unlockable units (now including Squigs) in a much shorter timeframe that better suits the campaign length.
- Human factions are not allied or at war with each other at the start, but are likely to unite against the Beastmen & Greenskin threats, including possible confederations.
- All factions now have Victory Conditions, to either destroy all Beastmen or Human factions.

⚫ The Skull-takerz (Grand Campaign) now start with a Giant, Trolls and Savage Orc Big 'Uns.
⚫ The Skull-takerz in the Beastmen Mini Campaign are now a fully playable savage orc horde faction, which starts being at war with all human factions.
Due to problems with the original script-based spawn trigger of this faction and the special way how the faction is handled, it starts without any units other than the general.

⚫ Skaeling and Varg are now able to declare war against each other.
⚫ Norsca factions no longer get degraded to vassals while player-controlled when Chaos spawns.

⚫ Hans Zintler and the Empire Secessionists are now properly unlocked like every other faction for Single-, Multiplayer and Custom / Multiplayer Battles. (Replaced the CB slot of the Bloody Spearz)
Their Custom Battle roster will contain everything the Empire has to offer, except Karl Franz, who would surely rather die than serve under a usurper.


Fixed Bugs / Issues:
⚫ Fixed a critical issue related to camera angles that was changed in the Chaos script with Update 4, which crashed all unlocked factions as soon as the Chaos invasion forces spawn.

⚫ Kislev, Middenland, Marienburg, Talabecland and the Southern Realms (Border Princes, Estalia, Tilea) now have custom copies of the default Empire technology tree, so that they can properly use the technologies that require a port or temple to unlock.
- Kislev now unlocks these technologies via the unique Erengrad port (Tier 2) and the Temple of Ursen. (Tier 2)
- Middenland now unlocks religious technologies via the Temple of Ulric. (T2)
- Marienburg now unlocks naval technologies via the unique Marienburg port. (T2)
- Talabecland now unlocks religious technologies via the Temple of Taal. (T2)
- The Southern Realms now unlock these technologies via the Estalian ports (T2) and the Temple of Myrmidia. (T2)

- The "Ecclesial Writ" technology for Kislev and the Southern Realms was modified, so that instead of the bonus for the unavailable Warrior Priests and Witch Hunters, it gives an increased hero action cost reduction bonus.
All of these custom technology trees are recolored in a color that reflects the faction flag.

⚫ Middenland and Talabecland can now recruit Witch Hunters from their respective temples.
⚫ Fixed an issue with Dwarf and Greenskin factions reverting to default (Empire) UI elements.

Update: Oct 24, 2016 @ 7:34am

Version 1.5

New Functions / Additions:
⚫ Modified starting units for each Dwarf faction to be unique according to their lore background


Fixed Bugs / Issues:
⚫ Added Regiments of Renown general level restricted locks
⚫ Fixed Faction Selection Maps

Update: Oct 22, 2016 @ 2:25pm

Re-Added Victory Conditions

Update: Oct 22, 2016 @ 2:08pm

Version 1.4.2
Update for The King & The Warlord

Update: Oct 15, 2016 @ 2:42am

Version 1.4.1

⚫ Re-Added Victory Conditions for all unlocked factions

Update: Oct 14, 2016 @ 6:41am

Version 1.4

New Functions / Additions:
⚫ Added Norsca Edicts


Fixed Bugs / Issues:
⚫ Added Abilities & Items to Norsca Lords / Heroes in Custom Battle
⚫ Added various small bug fixes, missing content & improvements from my Norsca Overhaul

Update: Sep 28, 2016 @ 2:54pm

Version 1.3

New Functions / Additions:
⚫ Added Victory Conditions for all unlocked factions
The Border Princes, Estalia, Kislev and Tilea have the default Empire Victory Conditions for now.
The Redhorn Tribe has the Beastman Victory Conditions without the Fall of Man battle
Skaeling and Varg have the Chaos Victory Conditions

Update: Sep 16, 2016 @ 6:15am

Version 1.2.1

Rollback to version 1.2.1 due to issues for people who don't own the Beastmen DLC

Update: Sep 15, 2016 @ 3:01pm

Update: Sep 9, 2016 @ 6:38am

Version 1.2.1

Fixed Bugs / Issues:
⚫ Improved compatibility with other mods.