Total War: WARHAMMER II

Total War: WARHAMMER II

Legendary Diversity (Lizardmen)
84 Comments
Killer-Volt Jan 22, 2024 @ 8:20pm 
do the buffs also affect blessed units?
むらさき Aug 14, 2023 @ 4:54pm 
What the heck, Mazdamundi's flavor text for his trait sounds so sad :<

(Haven't really read up on the lore properly but I'm enjoying warhammer 2 a lot)

Anyways, great mod, man, thanks for making this
crochetcocoking Jan 12, 2022 @ 10:33am 
thoughts on giving kroq a bonus to carno & scar vets and giving Mazdi a bonus to stegadons? maybe nakai something to dread saurians?
Zzz Sep 30, 2021 @ 4:37am 
@WRLegion any plans to make legendary diversity mods for the other races like Empire/Tomb Kings/Vampire Counts etc?
Серафим Вэйлoр Sep 25, 2021 @ 8:48am 
@Scribe, nope. To the point there is a separate mod named "Temple guard(s) as saurus".
Scribe of Nekoti Sep 20, 2021 @ 12:10pm 
Do Temple guard count as Saurus?
benettonkkb Jul 15, 2021 @ 2:02pm 
@WRLegion thanks for your consideration! I love the taste shown in all of your traits, and look forward to playing with them!
WRLegion  [author] Jul 15, 2021 @ 1:07pm 
@Briar_Black --- I am a bit out of the loop with TWW2, I don't know yet what this ammunition is. But once I start working on Lizardmen update, I will see if it is possible/ fitting for his trait.

@benettonkkb --- Thank you for your suggestions as always. I quite like your idea for stalkers and the ability for chameleon skinks. I don't know, however, if I am going to add Troglodon to his army. It takes a while for people to find out if it needs any buff. Which is the reason I decide to update Dwarfs first (Also I like Dwarfs more than Lizardmen).

For Tehenhauin, I think Ark of Sotek could be a good reinforcement. As I understand that unit is kinda meh in vanilla. It is also thematic for his army.
benettonkkb Jul 14, 2021 @ 8:45pm 
And also: Maybe since Tehenhauin is losing Chameleon skinks, you can give him coatls? Considering the whole twin-tailed snake thing.
benettonkkb Jul 14, 2021 @ 8:42pm 
All suggestions, of course. Looking forward to seeing the changes!
benettonkkb Jul 14, 2021 @ 8:41pm 
Troglodons - I actually think troglodons fit well within Oxyotl's playstyle. Especially considering that he has an ability which makes skink oracles available factionwide, I do think troglodons would fittingly be buffed by him, since oracles can't. I perhaps turning them into a hit-and-run "artillery" unit would fit well:

- "stalk" for troglodons - if oracles can stalk, surely troglodons can be trained to in oxy's army.
- Increased range. Maybe 30%? just to get them to 160. Nothing crazy, since they can stalk.
- Increased missile damage.
- Predatory senses that the saurus have - I don't know why the animal that's blind, and finds things by taste/smell doesn't have this in vanilla, but it's thematic, lore-friendly, and makes sense.

This is going to make them useful as High-value target sniper, against things like Ghorgons, artillery pieces, and large lords.
benettonkkb Jul 14, 2021 @ 8:41pm 
Chameleon Skinks - Really strong with Oxyotl- missile resist at around 55% fully buffed, and snipe which they hardly need. I would say for late game viability, they can use

- Massively increased AP missile damage(similar to handbow black arks with Lokhir's trait)
- Bonus vs Large in melee(there's a special type of real-world indigenous blowgun called a "sumpit", which is blowgun fitted with a spearhead at the end.) Fits well for this case?
- Paralyzing shot - a 2-time ability(like Arahan & Naestra's Hawk Riders) fires a massively slowing and debuffing dart at a unit. Derived from "curare" which is a poison used in South American blowdarts that causes convulsions and cardiac arrest in its victims

For this, I think its better not to do the obvious and giving them range, since the entire flavor of these units are that theyre short-ranged units. With that being the case, I think the bit of anti-large is fitting for the risk of fast, large units and has referencial backup to the sumpit
Briar_Black Jul 14, 2021 @ 8:38pm 
@WRLegion
Fair nuff regarding trogs and stego's. I just really hate it when one of a kind banners are the source of the special ammunition, and thus was throwing out ideas for missile units to attach banner effects too. You're right that they don't need buffs.
benettonkkb Jul 14, 2021 @ 8:35pm 
Chameleon Stalkers: I think theyre in a rough position, since theyre going to be his main line units and due to Oxy's global campagin style, they will have to be able to fight tons of different kinds of melee infantry, monsters, or cav. Playing around the fact that they're uniquely "shock infantry" would be the most thematic approach- vanilla-level staying power, with buffed initial impact.

- increased charge bonus
- increased explosive damage
- "Stolen provisions" (passive ability, active for 20 seconds) - increases speed and regenerates ammo only charging during 15 second in melee. 3 charges.
- "they strike again" passive ability - active for 20 seconds increases charge bonus and Melee defense only during 15 seconds outside of combat.

This would make them a good hit-and-run shock unit, which you would use to attack, and then retreat after a time. During the 15 seconds their charge bonus is active, they are stealing parts(ammo) from the enemy, and then waiting to strike again.
benettonkkb Jul 14, 2021 @ 8:34pm 
Hey I see a conversation's already starting on this subject. Don't want to appear intrusive, as, of course, I trust @WRLegion's direction with this mod.

Overall, I think an approach taking Oxyotl's native skills, as well as his hit-and-run style of play into account- as well as the things which would be massive obstacles for him in late game, since he focuses so much on these tier 2 units exclusively. I also think making his trait effects effective and clever, without being too bloaty will be important. Here are my respectful suggestions for consideration:
SmileNorFrown Jul 14, 2021 @ 11:12am 
Buffs to Chameleon Skinks for Oxy would be fantastic, I'd like to play them as like Lizard Shadow Stalkers.
WRLegion  [author] Jul 14, 2021 @ 10:59am 
@krayos13 --- This is currently included in Tehenhauin's trait and will be transferred into Oxyotl's Trait. However, I fear this will make Tehenhauin's army significantly weaker.

@Briar_Black --- It will take some time to reveal what units need to be buffed. For example, Stegadons are already Doomstack units and don't need any more buff. For all I know Troglodons has the potential to be OP as well. I still think Chameleon Skinks and Stalkers will be the best, and probably the only units in his army.
Briar_Black Jul 13, 2021 @ 11:57pm 
I'd like to throw my 2 cents in, as I've done when you initially started talking about making a lizardmen version; on the topic of Oxyotl; I think it would be best to take his Chaos Munitions (the special banners that he gets) and apply them to all specific units in his army. So give him Salamanders, Stegodons, the new Troglodons, and Chameleon skinks. At max level, each of the 4 get one of the special ammo types, and Stalkers get some line holding potential. a buff to mel def and mel atk, and perhaps a skill that allows them to disengage and re-engage, so as to highlight their "firing a few shots before they get into melee" thing. Or perhaps a constant localized debuff to speed and charge bonus to effectively allow them to kite.
krayos13 Jul 13, 2021 @ 4:26pm 
Probably buffing chamaleon skink ap damage and range? Those seem to be the main weakneses of those units and the main reason why I never bring them in the late game.
WRLegion  [author] Jul 6, 2021 @ 10:15am 
@nick.georgiev1990 --- I don't know myself, his army should be stealth based, but lizardmen does not have a lot of stealth based stuff. So it remains to be seen.
Bionix Jul 4, 2021 @ 3:56pm 
I wonder what your skills for Oxyotl will be. He's all about stealth, hit-and-run, and poison. Maybe buffs for the base Chameleon Skinks, his new Chameleon Stalkers infanty, and the Troglodon?
WRLegion  [author] May 17, 2021 @ 10:33am 
@TorgueUser --- Nah, it will be more about new abilities and different buffs for different variants.
LimeUser May 16, 2021 @ 12:20pm 
So they're getting even more armour? :3
WRLegion  [author] May 16, 2021 @ 9:46am 
@TorgueUser ---- I find Saurus Warriors very capable even in the late game, that is why they are not receiving lots of stat buffs. With that said, I have to admit that currently the lizardmen mod needs a rework to bring it closer to other mods I made. After my break I will start reworking this one.
LimeUser May 16, 2021 @ 3:20am 
I love how Gor-Rok is just slapping more armour on his soldiers
WRLegion  [author] Feb 6, 2021 @ 1:44pm 
@benettonkkb --- Hmmm, perhaps I put the entry under the wrong table. that's not supposed to be.
benettonkkb Feb 6, 2021 @ 12:00pm 
It's been working, by the way! I noticed that Nakai's level 3 effect applies Armor Sundering to all units, but is listed as only supposed to apply to Kroxigors. Good either way, maybe just a typo
WRLegion  [author] Dec 26, 2020 @ 12:24am 
@benettonkkb --- There was no update since 17/12, MCT support and anti-grind has yet to be added to this specific one. If you are having incompatibility, probably one of your newer mod caused it.
benettonkkb Dec 25, 2020 @ 7:33pm 
Did something happen to this mod? It's not showing up within Mod Configuration, and it also doesnt seem to be working. Are there any incompatibilities?
kevingboxx Dec 17, 2020 @ 1:52pm 
fair enough was just wondering. Thanks again for your amazing work!
WRLegion  [author] Dec 17, 2020 @ 11:51am 
@kevingboxx --- I am sorry, but I personally don't play with Mixu's (I actually don't use a lot of mods). So I will probably not add support for Mixu's lords.
darthdud0 Dec 17, 2020 @ 11:44am 
kevingboxx i think the mod was to make the vanilla lords more interesting to play, most of mixu's lords are already interesting to play where as a lot of the vanilla lords are somewhat lacking.
kevingboxx Dec 17, 2020 @ 11:38am 
Thanks man! as an aside would you ever considering adding mixu's lords to these? It would be a great addition to this stellar work
Salty Boneman Dec 17, 2020 @ 10:14am 
Thanks for the quick fix. Great work, love the mod series
WRLegion  [author] Dec 17, 2020 @ 10:01am 
@kevingboxx, Salty Boneman --- These issues should have been solved in the update, thank you for your feedback.
WRLegion  [author] Dec 17, 2020 @ 12:02am 
@kevingboxx --- I was not aware of that, will work on a fix soon

@Salty Boneman --- Will be fixed in the next update
Salty Boneman Dec 16, 2020 @ 10:31pm 
Hey, I noticed Tiktaq'to only gets the benefits of his skill at the third stage in my campaign
kevingboxx Dec 16, 2020 @ 4:01pm 
Hey man. Loooove this mod. maybe someone pointed it out already but I noticed the buffs applied by Mazdamundi's trait don't apply to blessed temple guard just standard ones. Thanks again for the mod!
darthdud0 Dec 16, 2020 @ 7:38am 
:D
RobbySin Dec 16, 2020 @ 1:12am 
Very Nice :)
WRLegion  [author] Dec 16, 2020 @ 12:59am 
@RobbySin --- Next one coming up today
RobbySin Dec 16, 2020 @ 12:57am 
Are you going to finish these for the other races?
darthdud0 Dec 7, 2020 @ 8:23pm 
i love this so much, i always wanted to do an airforce with tiktaq'to. :D
WRLegion  [author] Dec 4, 2020 @ 12:00am 
@Fenrir4life --- Does not apply to Temple guards, only "Saurus" and all its variants (Spear, shield, etc)
Fenrir4life Dec 3, 2020 @ 3:34pm 
Does Apex Predators ALSO apply to temple guard, or only to vanilla Saurus infantry?
WRLegion  [author] Dec 2, 2020 @ 10:40am 
@Briar_Black --- I do believe this mod will work even if the mod manager says it's "outdated". But I will try to keep them up to date to the latest DLCs. Content updates will probably only be released if I figure out something really cool when working on other races and add them retrospectively to the old mods.
As for the next race, the next one is definitely going to be the Dwarves. But still no plan for the race after them.
Briar_Black Dec 2, 2020 @ 1:27am 
This is by far one of the coolest ideas I've ever seen implemented and I hope you continue to update this mod in the future, and give this treatment to every other race in the game (starting with high elves because I'm biased). Flavor Doomstacks should be the norm in my opinion.
michaelag83 Nov 19, 2020 @ 6:15pm 
@WRLegion , well not xp perse but i might have something there, i'll give it a try and see how it goes...
WRLegion  [author] Nov 19, 2020 @ 12:34pm 
@michaelag83 -- I love how people are getting absolute different glitches. Are you using any mod that gives exp via script? Have you disabled the mod during your campaign and re-enabled it later?