Total War: WARHAMMER II

Total War: WARHAMMER II

157 ratings
Legendary Diversity (Lizardmen)
2
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
538.743 KB
Nov 5, 2020 @ 10:02am
Sep 25, 2021 @ 4:47am
10 Change Notes ( view )

Subscribe to download
Legendary Diversity (Lizardmen)

In 1 collection by WRLegion
Legendary Diversity
10 items
Description
Update Finished, Screenshots are currently not updated. Please refer to the Details section

Introduction
Have you ever wondered why all your legendary lords are leading (more or less) the same army?
Have you ever wondered why Tiktaq’to, the Master of Sky of Hexoatl, is leading an army of Stegadons instead of Terradon and Ripperdactyl Riders?
The backbone of a lizardmen army should be Saurus and skinks, not Stegadons. Life Slanns are also considered a better general than almost every Legendary Lord just because they can heal stagedons. This mod aims to change that.

What does this mod do?
While there are already great mods out there that make people use different army compositions, most of them punishes or outright forbids player from spamming out certain units. This mod takes a different approach. Upon reaching level 10, 20 and 30, your LL will be given a trait that improves certain units in his/her army. This will hopefully encourage players to use these units in this LL's army. The script runs for both player and AI, so confederated LLs will come with the correct stage of their trait unlocked and AI will benefit from it.

Anti-Grind Mechanic
Leveling every single LL to level 30 is quite some grind, in order to help with that, an anti-grind mechanic has been added. Once ANY of the dark elf LL (controlled by you or an AI) reaches a specified level, the final stage for ALL LL will be unlocked.
This feature can be configured using Mod Configuration Tool: Reborn. You can choose to deactivate it or change the triggering level. The default value (if you do not use MCT) is: Anti-Grind activated and triggers at level 30.
I do not know what will happen if you change the setting in the middle of a campaign, a fresh start is recommended if you change the setting.

Details
Follow the link below to find out what effect each stage of trait has:
Click Me[github.com]

New Abilities

Temple Guard : "Cold Blooded Discipline" (+15% Ward Save, +10 Melee Defence, 20s Duration, 120s CD)

Saurus : "Apex Predator" (Increase Movement Speed by 40% and recovers 18% Fatigue every 60s when there is hostile unit within 70 range, passive)

Saurus : "Shield of Quetzl" (+30% Missile Resistance, +30% Magic Resistance, -7 Melee Attack. Duration 15s, CD 90s)

Cold One Riders : "Last Defender" (+30 Ward Save if HP < 50%, passive)

Skinks : "Snare of Sotek" (Stops enemies in a small AoE from moving, -30% Missile Resistance and -10 Melee Defence for all affected enemy units. 1 Charge per battle)

Kroxigor : "Death Can Wait" (Prevents Entities from dying, 20s Duration, 80s CD)

About Balance
To keep this section short:
Armies provided by this mod should be equally strong as a Stegadon/Life slann stack. Of course, it is impossible for me to achieve the perfect balance, but as long as they are not more powerful than a Stegadon/Life slann stack, I do not consider them game-breaking or OP.

Compatibility
This mod should be compatible with any other non-overhaul mod. Of course, it is always possible that I have the same naming scheme with another modder, the chance is pretty low though. It is reported that this mod is compatible with SFO if loaded after SFO.

This mod is save-game compatible. If you load into a pre-existing save with this mod enabled, but this mod was not enabled for this save, the mod will give LLs traits depending on their level. So, for example, if you have a save game and your Mazdamundi was level 23. Once you load the game with this mod enabled, your Mazdamundi will automatically unlock the second stage of the trait.

FAQ
Q: Why does Tiktaq'to grant unbreakable to all units in the army?
A: I wanted to allow players build pure army composition. This is impossible in vanilla since pure air armies get moral penalty and are routed even if they are in good shape. Granting unbreakable to Tiktaq'to and Terradon/Ripperdactyl Riders is a possibility, but then players are not allowed to bring heros on flying mount since they will simply rout. Granting unbreakable to the whole army is the solution I have came up with.

Credit
Thank you @EvilVictor for great ideas that improved the mod.

Thank you for reading and I hope you enjoy this mod
If you have any suggestions or feedback, just let me know. But please be polite and constructive, and make sure you have read the "About Balance" section.
Popular Discussions View All (3)
0
Nov 5, 2020 @ 10:16am
Bug Report
WRLegion
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.