Total War: WARHAMMER II

Total War: WARHAMMER II

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Guardians of Order (Order of Loremasters OVERHAUL)
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Tags: mod, Overhaul
File Size
Posted
Updated
183.675 MB
Mar 23, 2021 @ 2:54pm
Jun 14, 2021 @ 11:46am
43 Change Notes ( view )

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Guardians of Order (Order of Loremasters OVERHAUL)

Description
-- The mod can be updated and maintained by anyone willing to do as long as it asks for permission --

*NOTE*
For the time being, I do not have the neccesary free time to focus on modding due too many family & business obligations. Anyone can take the time updating them ONLY AFTER ASKING FOR USAGE PERMISSION as there are a labour of love for the game and the community, a lot of time was spent and they represent a specific view for playing the game. Thanks for the support & stay positive!



The Overhaul

This mod overhauls the elven faction "Order of Loremasters" . It contains:
  • reskined Teclis, expanded skill tree with new spells
  • 3 legendary Lords (hybrid casters)/warriors from the unofficial 9th edition, Althran, Salendor & Izaraa, with their unique skill trees and special mounts
  • 20 unique units available ONLY to the Guardians of Order faction
  • New unique buildings and a new recruitment style based on army specialisation
  • a UNIQUE forging mechanic GREAT LIBRARY OF HOETH only available to the Order
  • a special resouce called Arcane Knowledge, plus 6 new resources, all usable for the crafting procedure
  • the Waystone Network mechanic based on the Geomantic Web of the Lizardmen - Stabilize the Vortex but be careful...
  • unit caps overhaul for mod and vanilla units
  • 2 new tech tree branches complimenting existing HE tech trees

Information

-The forge mechanic is called the GREAT LIBRARY OF HOETH.
You can create Weapons, Armour, Spells, Elven Runes, Magic Scrolls & Followers
The process is not easy.
We are talking about the most magnificent place in the Warhammer Universe.

During your game you will have to acquire ARCANE KNOWLEDGE (the basic resource for crafting), LOST BOOKS (used for spells) and STARDUST (special resource for elven runes). ALL the ancillaries (spells, followers etc) have a SPECIFIC duration in turns except armour and weapons. This makes the crafting items valuable, realistic and adds the element of strategic usage.

-The Waystone Network. A mechanic based on the Geomantic Web of the Lizardmen for ME. Instead now Teclis must reinforce the stability of the Vortex. Increased stability allows for powerful bonuses via edicts. Stability increases via a special building chain, which also grants powerful bonuses. However, be aware that your increased power will affect your relationships with other factions.

-Unique tech tree for the Order only. It compliments the vanilla tech tree as all the modded units are affected by vanilla skills. The tech tree is focused around the power that gradually the Order gains. It also allows you to let cav units use formations ;)

- New passives abilites derived from the 9th edition: Elven Grace & Ithilmar Barding, new spells, abilities and more.

- The units count less soldiers than a regular high elf regiment but they are stronger. It depicts the state of the Order as a high class militarized society dedicated to a specific cause.

-The units use Eltharin names (at least i tried...)

-The Lords are hybrid warriors like in the lore. They can fight and cast spells - however as you will discover they will aquire them gradually.

-Teclis has reworked skill tree with new spells: Star Gaze, Shield of Asuryan and a big big big big big BOOM for fun and also when everything seems hopeless.

-The BUILDING SYSTEM has been ALTERED
The Order is calling for aid from a population that it is gradually dimishing.
This is depicted in 4 ways.
1. Recruitment, growth and power come from BIG CITIES. They have COMPLETELY NEW buildings ONLY available to the Order. These buildings can reach lv5 with a lot of bonuses.
2. On the other hand recruitment in minor settlements is limited and based on supply lines. (not groundbreaking but i believe its realistic). Military buildings need a special structure for each level. Growth and order are also different.
3. The Order has access to other elven factions units (treemans, sentinels and shadow walkers) to represent their unification attitude
4. Unit caps have been implemented to all the elite units - vanilla and mod specific - based on building developments.

-The roster is varied and strong but it takes time and patience to become powerful. However, the new system will not exclude other elven units nor will make more difficult the start of Teclis. Instead, it will make it REALISTIC & with MEANING.


Special Thanks

-to the Modding Den in discord for answering my questions
-to Duke for providing a script for my starting buildings
-to Lthelis and Vandy - Drunk Flamingo for their forge mods, from which I drove inspiration for my crafting mechanic.
-to steam users Helgrim & Da Big Bird for their constrictive feedback

The mod works for Mortal Empires and Vortex. However, I do not play Vortex so it is optimized for the Mortal Empires campaign NOT for Vortex

Forge Stand Alone Released

ENJOY THE MOD - SAVE THE WORLD

Submod for Mixu's Unlocker Users

SFO Submod by Reg


COMPATIBLE with the mod: Glory of Phoenix - High Elves Immersion Mod

MY OTHER MODS
Sophisticated:
Great Library of Hoeth - Standalone
WEBO - Battle Overhaul
Dwarfs of Karak 8 Peaks Overhaul
Simple
Tomb Kings Elite Units
Dark Elf Elite Units
Nagarythe Elite Units

*GoO is NOT compatible with other Crafting Mods for HE*

*Obviously GoO is not compatible with my Library of Hoeth mod as it is already included*

*The mod is compatible with Sons of Asuryan - However the forge categories will be merged and look akward. The arcane knowledge resource will still be present but not visible. *

*If you use mods that add more tech trees or completely (meaning adding immense amount of new techs vertically) change the tech trees of the HE you may have weird ui glitches or other issues
Popular Discussions View All (3)
6
Nov 19, 2021 @ 12:29pm
BUGS/ISSUES
ChopChop92
6
Mar 30, 2021 @ 6:37am
FEEDBACK
ChopChop92
192 Comments
Loremasters Corax May 5, 2023 @ 1:20am 
would I be allowed to port this mod to warhammer 3?
ChopChop92  [author] Mar 18, 2023 @ 10:24am 
@regeth currently sadly no
Regeth Mar 18, 2023 @ 6:45am 
Any chance for Warhammer 3 version?
Who Apr 7, 2022 @ 1:00pm 
Does anyone know of a working SFO submod?
[Dolt] Ewokz Nov 28, 2021 @ 9:21am 
Also getting no results when searching for the SFO link, is there an updated version?
Babavoi Nov 11, 2021 @ 11:27am 
this mod look really cool but damn i always search a rework for teclis i didnt really like his start position and i think that can be a good a idea to have him in old world or like a horde in empire a bit like when he save the empire
Discovery Oct 29, 2021 @ 6:10am 
It's already been said earlier but I figured I should perhaps bump it. The link the SFO compatibility patch currently leads to nowhere and searching for it directly gives no results.
Mer Oct 10, 2021 @ 8:06am 
Hope all is going well mate. I know the SFO submod is not yours, but for the last week the page has read: "Sorry! An error was encountered while processing your request: There was a problem accessing the item. Please try again." Has development been discontinued or is it in the process of being reuploaded? Cheers and all the best.
General Justinian Sep 23, 2021 @ 7:15pm 
Hi, I hope you were able to start updating this month like you wanted. If not, I hope you can soon. Keep up the great work! :)
Fengxian0830 Sep 7, 2021 @ 1:03am 
If I use SFO, and OVN I assume I just need SFO. Going to test the assumption later.