Total War: WARHAMMER III

Total War: WARHAMMER III

1,577 ratings
Heroes of Legend: Lords of Time Update
25
3
11
6
3
5
5
5
4
4
2
   
Award
Favorite
Favorited
Unfavorite
units
Tags: mod
File Size
Posted
Updated
1.477 GB
Feb 9, 2023 @ 10:14pm
Jun 17 @ 8:09pm
35 Change Notes ( view )

Subscribe to download
Heroes of Legend: Lords of Time Update

Description
Overview
This mod adds 35 new characters to various factions and 11 playable factions (3 in IE and 8 in TOW). Most characters are recruited through landmarks added in my other mod, Landmarks of Legend, which is why it's a requirement (I will elaborate a bit more on this in the FAQ section). If you do encounter any bugs, please leave them in the comment section below and we will try to fix them as soon as we can!

These characters can also be recruited by the AI and it's implemented through a neat system scripted by scehr. The AI can recruit these characters under the following condition: the Player must play as a faction that CANNOT recruit the character in question. This means that, the AI will not be able to recruit the LL/LH (even if the landmark is built) when the Player is a faction that can recruit that specific character. However, If the Player isn't a faction that can recruit the LL/LH then, whichever AI faction constructs the landmarks first will recruit that character.


Features
List of Playable Factions, Mechanics, Characters and Units can be found here, along with how to recruit them.

Playable Factions:
- Principality of Luccini (led by Lorenzo Lupo) starts in control of Luccini and has access to unique and thematic mechanics including a custom tech tree, bribery, landmarks and characters. [REQUIRES CATAPH'S TEB TO PLAY]

- Broken Wheel (led by Sheerargetru) starts at the Black Rock in the Chaos Wastes with an event chain focusing on the downfall of the Empire through cults and schemes.

- Wardens of the Living Pools (led by Lord Xlotc) starts in control of the Sacred Pools and an elite force of warriors, ready to defend their holy site against the invaders.

- Clan Durazgrund (led by Prince Ulther Stonehammer) starts in the Kislev Foothills with its champion, Borri Forkbeard, and the Dragon Company, ready to seize Karak Ungor from the filthy Gobbos. (ONLY in TOW FOR NOW)

- High Realm of Arranoc (led by Amadri Ironbark) starts in Tal Esth with a mixed host of tree spirits and elves, defending against the expansionist and tyrannical Viscount Augustine de Chegney. (ONLY in TOW)

- High Realm of Atylwyth (led by Sceolan of the Hooked Blade) starts in Tal Amere with a legion of Eternal Guard cleansing the nearby mountains of Greenskins. (ONLY in TOW)

- Children of Doom (led by Be'la'krothrogor) starts at the Suiddock in Marienburg, eager to spread his cults influence over the feeble nation of men. (ONLY in TOW FOR NOW)

- Viscountcy de Chegney (led by Augustine de Chegney) starts in control of Chegney and the newly-acquired Imperial fort of Schloss Drakenburg. (ONLY in TOW)

- High Realm of Cavaroc (led by Edrael of Equos) starts in the Halls of Equos, eager to march against the greedy dukes that threaten Athel Loren. (ONLY in TOW)

- Spirits of Sussurrio (led by Elatior the Enchanter) starts far from Athel Loren after Elatior's exile from the Silvam Dale. (ONLY in TOW)

- Soulbane Witch-Cabal (led by Urak Soulbane) starts at the Twisted Pillars, fleeing from Zanbaijin with Tamurkhan in close pursuit. (ONLY in TOW)

Other Recruitable Characters:
LL: [Emperor Wilhelm I, Be'la'krothrogor, Matthias Volker, Crown-Prince Wolfgang Holswig-Abanauer, The New Emperor, Hothar the Fey]

LH: [Hermit Knight of Malmont, Simaergul, Bannaga, Helmut von Carstein, Gorgivich Krakvald, Gunther von Grecht, Viscount d'Alembençon, Agravain de Beau Quest, Balkrag Grimgorson, Brunner the Bounty Hunter, Shi-Hong, The Black Crowe, The Black Mask, Elasir, Anurion the Green, Urial the Forsaken, Sabine Flamius, Orsini Sardus]

OTHER FEATURES
- Custom settlement skins for: Luccini and the Sacred Pools
- Campaign map props/prefabs at the following regions: Luccini, Tralinia, Wydrioth, Salzenmund and Tobaro
- Faction-exclusive units, lords, heroes and landmarks


TO-DO
- Missions/Quests for some characters
- Add in Clan Durazgrund as a playable faction in IE
- Expand mechanics, tech tree and victory conditions for the Principality of Luccini

List of Planned Characters can be found here.

KNOWN ISSUES
- No campaign animations for Brunner when his other weapons are equipped
- Azhag's model can sometimes change to Ulther's model when using large modlists (will be fixed with an Ulther rework in the near future)


FAQ
Why is Landmarks of Legend required?
- Originally, these characters were going to be added to Landmarks of Legend, during the early period of both this mod and LoL, but I decided against it for two main reasons: 1) This is out of the scope of that mod 2) The whole packfile would be very messy, thus making it a hassle to update. So, I split this into its own submod and kept the mod dependent on LoL, as most landmarks/units required for these characters are already in that mod.

Is this compatible with SFO?
- Don't know, I don't use SFO.

Is this compatible with Cataph's Southern Realms and his version of Lorenzo Lupo?
- Yes. In IE, Cataph's Lorenzo will be disabled in the Plutocracy mechanic and, in his place, the Guild Assassin generic hero from this mod will be present for all TEB factions. In TOW/TOWC, Both mods' Lorenzo Lupo will be present and at war with each other. May the best Roman win!

Do I need to start a new game?
- Yes, you will need a new game for most characters/factions to work properly

Is this compatible with the map mods (IEE, TOW, TOWC etc.)?
- Yes

Can you make the TOW factions playable in IE?
- No, that would require new factions added to IE, whereas, TOW already has those factions which our characters are simply put in control of. Also, there is no lore-friendly location in IE for them to occupy given how condensed the map is. However, these characters can be recruited in IE through other means [check discussion threads]

Are these characters Lore-friendly?
- Yes, all characters currently in the mod are from the lore. If we do add any that are only loosely based on lore or our own creations, they will be marked as such and toggleable.


ADDITIONAL NOTES
- If Cataph's Southern Realms is not enabled, there will be an empty faction select slot for where Luccini should be (Doesn't actually cause any issues, only that visual bug on the faction select)



If you have any bug reports, suggestions, or balance changes, leave them in the comment section below.


Submods
SFO Submod by MESSIHAH

PL Translation by wojtekb

FR Translation by ShadDoUrden

RU Translation by Gosudar

Credits
Team Credits

Additional Credits

Check out my other mods here.



If you want to support our work or drop a tip, go here for my BuymeaCoffee[www.buymeacoffee.com] or here for my PayPal[paypal.me].

Thank you for checking out the mod!
Popular Discussions View All (4)
74
1
Jun 4 @ 3:08am
List of Planned Characters & Factions
The_Inquisitor
23
2
May 17 @ 8:00am
List of Characters, Factions, Units and Mechanics
The_Inquisitor
1,136 Comments
The_Inquisitor  [author] Jun 21 @ 2:31am 
@Pecu
Don't know, I don't use Radious.
Pecu Jun 20 @ 5:58pm 
Hello! I know is not written in the compatibility section, but is it compatible with Radious mod?
The_Inquisitor  [author] Jun 17 @ 8:13pm 
@all
No changes needed to be made but updated the mod anyway.
We're still a ways away from finishing off the new faction, so some of the bugs and changes mentioned here will be released alongside that update.
The_Inquisitor  [author] Jun 17 @ 8:39am 
@all
Not sure if anything is broken but I will update this and my other mods as soon as I can.
CorrinRoth Jun 16 @ 6:14am 
speaking of traits the your assassins's trait that reduces army upkeep doesnt seem to be working, just FYI
The_Inquisitor  [author] Jun 15 @ 6:40pm 
@sins8
I don't really use that mod but I probably can't do anything about that on my side based on what you've described.
sins8 Jun 15 @ 10:17am 
hi, love the progress that has been made since last i played. i notice a few of the defeat traits are on the op side. augstine de chegney, lorenzo lupo, amadri ironback, ulthar stonehammer, and wolfgang abanaur all stood out to me.
i do have a request, not sure if i should ask you or cpecific, i use specific's trait manager and all the traits from this mod kind of makes a mess in the manager, for instance when i click the heroes tab non of your heroes (LL, LH) get selected, also non of the traits are grouped, for example i think there is like 5 brenner (pretty sure it was him) traits (defeat, discover...) and they each show up as a single entity. all of this just makes it a little chaotic for my various uses. if its possible could you fix this, and if this is not on your end please let me know and i will ask cpecific
kind regards
CorrinRoth Jun 14 @ 9:03am 
Thank you!! Edited that mod & removed the cap, thanks!
The_Inquisitor  [author] Jun 14 @ 8:21am 
@CorrinRoth
you'd need to edit Cataph' TEB mod for that, my mod just reuses the tables from that without overriding them in order to avoid compatibility issues.
CorrinRoth Jun 14 @ 7:27am 
Thank you! I am trying to get the unit cap for the Leopard Company to say 6, but nothing I am doing seems to be working. Set all the campaign caps to -1 on "inq_lol_cataph_compat" to test and doesnt work. Any ideas?