Total War: WARHAMMER II

Total War: WARHAMMER II

OvN Second Start
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shaky_rivers  [developer] Oct 28, 2018 @ 12:17pm
Updates
This is a list of all updates.

Twenty Three - Rebirth - 12/08/21
- Khemri now gets Monolith of Katam, Norsca instead of Zarakzil, Old World
- Exiles of Nehek always get Zarakzil, Old World (Tomb of Amenemhetum) instead of just when player controlled
- When Followers of Nagash are not player controlled they now gain Nagashizar otherwise they get Spitepeak as usual
- Clan Pestilens when AI controlled get Bel-Aliad instead of Vulture Mountain
- Clan Moulder now get Karak Azgaraz (Castle Drachenfels), Old World instead of Khazid Irkulaz (Only if Crooked Moon is not player controlled)
- Clan Skyre now get Monolith of Blood Island, Ulthuan (Mistnar) instead of Karak Azgaraz (Castle Drachenfels), Old World
- Clan Gnaw's second settlement removed
- Clan Fester now gain Sarl Encampment, Norsca (Black Gulch)
- The Empire receives either El-Kalabad or Fuming Serpent (Renamed to Port Heldenhammer only if you get it) at random instead of receiving both settlements
- Lizardmen factions (bar Last Defenders) extra settlement changed from Isle of Wights to Plain of Dogs as to not conflict with Rakarth and Itza by default will get the settlement instead of no-one
- Von Carstien gets a settlement at Rasetra, Kingdom of Beasts instead of Mahrak and regardless if player controlled now
- Sylvania gains a settlements at Mahrak, Kingdom of Beasts
- Barrow Legions gain a settlement at Dok Karaz, Borderlands
- Yvresse when not player controlled gains Gronti Mingol, Badlands
- Lothern gains a settlement at Desolation of Nagash led by a vanilla lord named Prince Yluthian
- Broken Axe now gain the Misty Mountain and it will be at T2 instead of a ruin as long as Yvresse is not player controlled (As the AI will start in the badlands anyway)
- Karak Kadrin gains a settlement at Iron Rock, Badlands instead of the Lost Plateau (due to Thorek Ironbrow) and regardless if player controlled
- Karaz-A-Karak's settlement moved from Hualotal to the Mine of the Bearded Skulls and still only when player controlled
- Har Ganeth regains their second settlement at Doom Glade, Kingdom of Beasts after losing it in an older update also instead of a ruin it will start at T2 this time
- Second army lords names are changed to lesser known characters to not clash with other mods
- The settlement names are changed via script now so if you disable a module via MCT the usually affected settlements will keep their vanilla names (Also works for the settlement look too)
- Several second armies have different attrition immunites depending on where they start for a limited time
- The war Fevour effect bundle the secondary army receives for 25 turns at the start of the campaign is renamed to "Supplies"

Twenty Two - Mod Configuration Tool: Reborn Support - 20/07/20
- You can enable and disable the various second settlements factions receive using the Mod Configuration Tool: Reborn, all thanks and credit to @sm0kin
https://steamcommunity.com/sharedfiles/filedetails/?id=2548096468
- Removed the starting army custom bretonnia crusader units and replaced with vanilla units.
- Removed all the old Eltharion files to reduce bloat/footprint and makes it compatible with the beta patch.

Update Twenty One - The Gutting Continues - 18/05/20
Want to preface the update notes with a little spiel on the changes. The mod was made to increase racial diversity of the map allowing players to play their favorite factions in new locations and getting to meet new races all over the map. With every update CA has really spread the factions out which means for some it's a little unnecessary, it gets cramped or it clashes. Every update I remove more content and this update is no different. The mod still has over 30 different "second starts" and the main focus is to add races to areas where they aren't and to allow players to start in exotic locations where there is no option to do so.

- Vampire counts no longer gain a settlement - Vorag is now Imriks starting settlement.
- Karaz-a-Karak will only gain their second start in Lustria when player controlled.
- Har Ganeth & Ssildra Tor both lose their second settlement
- Eatine when player controlled else Yvresse under the AI no longer get their settlement in the badlands as this is where Eltharion starts.
- The mods Eltharion is gone for obvious reasons.
- Broken Nose no longer get Kemperbad (Blighted Towers in the mod).
- Greenskins no longer get Elessaeli but now get Kemperbad (Blighted Towers in mod).

Update Twenty - The Great Gutting - 11/03/20
This mod now only provides most playable and some minor factions with a second settlement in exotic locations. All other aspects have been removed such as tartget settlements to capture for Dark Elves and Greenskins, random settlemnt for vampire counts, beastmen mini bosses, skaven invasion ect

- Removed Blood Dragons they can be found in the Lost Factions mod
-Vampire Counts gain a second settlement at Fortress of Vorag
- Wood Elves second setttlement is now the Haunted Forest
- Averlorns second settlement is now shattered stone isles, dragon isles
- When player controlled Itza, Cult of Sotek & Tlaqua will now start at Isle of Wights, Albion instead of Konquata as to not interfere with the Albion faction in Lost Factions.

Update Nineteen - More Gold In Your Pocket - 11/01/20
- Removed vanilla extra upkeep per lord mechanic as it doesn't fit with this mod at all, so hire away!
- Kurt Helborg no longer starts at lvl 9 as the office system where he could be reiksmarshal at lvl 10 was removed a while back.
- Removed knights chapter houses being able to be built in some random settlements.
- Fixed bug where Vampire Counts wouldn't get their extra settlement.
- Reverted Nagashizzar to vanilla name spitepeak as the former is now in game.

Update Eighteen - Sightseeing 27/07/19
  • A nice QOL update, several settlement models have been changed to reflect their new locale E.g. Morgheim & Blood Keep are now Vampire Towers instead of a Greenskin Camp and Dwarf Hold respectively. 9 settlements in total have had their Settlement display changed.
  • Starting garrisons will now all start fully healed
  • Cult of Sotek and Tik Taq Toe will now start on Albion but only when player controlled
  • Exiles of Nehek only get Morgheim when player controlled else it goes to Tempelhof (Blood Dragons in Lost Factions)

Update Seventeen - For Ze Readers! - 05/06/19
  • When using the Mod Configuration Tool the mod names have been simplfied and include a short tooltip explaining what each script does.
  • When you hover over Prince Eltharion the Grims items it will now display the items effects E.g. +10 Armour etc

Update Sixteen - For Ze Lady! - 19/05/19
  • Ensured continued compatibility with my other mod OvN Lost Factions.
  • Bretonnian starting secondary forces are composed entirely of two new units the "Crusader Knight" and Crusader Foot Knight". These units are not effected by Vows or the Peasant economy and have have very low upkeep. This stops the start of the game being a drag and provides variety.
  • Bretonnian secondary armies also spawn with a damsel nearby.
  • Removed some redundant text entries.
  • If you subscribe to Lost Factions, the secondary armies for the Empire, Bretonnia and Tilea will start with an extra custom unit from that mod.

Update Fifteen- Lost Factions Compatibility - 05/05/19
    A very small update as I'm still working on my Lost Factions mod which is a companion mod to this one. Also thanks to the subscribers who pointed out the bugs and oversights.
  • Overhaul Updates
    • Ensured continued compatibility with my other mod OvN Lost Factions
    • VC Mutineers leds by Layla the Silver Princess are removed and moved to Lost Factions as a new minor faction.
    • Removed some redundant text entries.
    • For the DLC, Cult of Sotek has Itza's former second settlement in Land of Tuskers (Itza no longer has a second settlement) and Tlaqua has a second settlement in Albion.

Update Fourteen - A Few Tweaks - 22/03/19
    A little bit of a smaller update as I'm working on my lost faction mod which will be a companion mod to this one. Also thanks to the subscribers who pointed out the bugs and oversights.
  • Overhaul Updates
    • Albion climate is now an Island instead of Chaos Wasteland
    • Empire Secessionists are no longer called "Mootland"
    • Chaos units for Morathi are now affected by tech/lord skills in a logical manner, chaos maurders/warriors get the basic infantry buffs, chaos spawn gets the beast buffs and the chaos knights get the rank 7 above for blackguard executioner & cold ones.
    • Lybras now starts in the Chamber of Visions on the west coast of Lustria.
    • 1/4/19 - Fixed a small attribute bug (Thanks Sm0kin for finding)

Major Update Thirteen - Mod Configuration Tool Support and more - 09/03/19
  • Mod Configuration Tool Support
    • Now works alongside the Mod Configuration Tool so you can turn on and off various parts of the mod.(All thanks to Sm0kin)
  • OvN-Imperial Navy Submod
    • If you subscribe to Imperial Navy mod and the OvN/Imperial Navy submod your secondary lord for "Empire" will now be an admiral instead of a vanilla lord and his starting army will compose of the imperial navy custom units.
  • Overhaul Updates
    • Eltharion the Grim is given a new custom look with new textures (All thanks to kelembribor21)
    • Vampire Coast Mutineers given Copher and are led by Layla the Silver Princess
    • Antoch is given to Carasconne
    • Plain of Tuskers is given to Itza
    • Tempelhof gain Wallach Harkon a Blood Dragon Lord at the Blood Keep
    • Blood Keep settlement gains the armoury to go with their Blood Keep landmark so the Blood Dragons can recruit BloodKnights
    • Added vamparic corruption to Blood keep and Castle Drachenfel, Copher
    • Changed up the Skaven starting secondary settlements, details can be found on main page.
    • Removed Diplomatic Rejection Consequences, Halfling and Storm of Chaos from this mod. You can still subscribe to the stand-alone versions. Halfing and Storm of Chaos will be bundled with a few new factions in a new separate mod I'm making.
    • Mixu's Mods should now all be compatible (Fingers Crossed)

Major Update Twelve - Asur - 09/02/19
  • The Grim - Brand New Mod
    • Adds new Lord "Prince Eltharion the Grim" with custom design, skill tree, skills, starting traits, unique items and mount. (Only available for Lothern in Overhaul)
  • OvN-High Elf Sea Patrol Harmony
    • If you subscribe to Cataphs High Elf Sea Patrol your secondary lord for "The Order of Loremasters" - Sea Lord Aislinn will now be a Sea Helm instead of a vanilla lord and his starting army will compose of Cataphs custom units. The other three Asur secondary lords will also gain a couple of the custom units too.
  • QOL Updates
    • "Dark Omen" event now starts on turn 3 instead of turn 1 (Less click fatigue on turn one)
    • Kurt Helborg nerfed to level 9 (Less click fatigue on turn one from unlocking ROR etc)
    • Kurt Helborg "War fervour" trait buffed from 6 turns to 25 turns in line with all the
      other secondary lords.
    • A couple of extra climates have been changed keeping with the lore, this was due to them acting as a barrier for OvN faction interaction, see Overhaul Exclusives section for details.
    • Sea Lord Aislinn gets a new custom starting effects bundle.
    • I've updated all the scripts further and they are now all "local" this should help with compatibility and reliability.

Major Update Eleven - Phoenix - 20/01/19
  • Sightseeing - Brand New Sub-Mod
    • Adds three new regions and capitals (With increased building slots) and also changes various settlement skins to match the owners in the OvN Overhaul E.g Castle Drachenfel is now a Vampire Tower rather than a dwarf hold.
  • General Updates
    • Karak Eight Peaks settlement is never hidden ala Skavenblight and Hellpit.
    • The Hordes of Chaos faction settlements now have Chaos Corruption. (Overhaul Exclusive)
    • A few climates have been changed keeping with the lore, this was due to them acting as a barrier for OvN faction interaction, see Overhaul Exclusives section for details.
    • Minor graphical update for Halfling mod.
    • Added Knights Panther and Blazing Sun chapter houses to a few more settlements, see Overhaul Exclusives section for details.
    • The scripts no longer utilize "Export Helpers" and use CA's "Mod" script folder instead, this should future proof the scripts.

Major Update Ten - Happy Festag! - 30/12/18
  • Khaos Dhar Akami! - Brand New Mod
    • Four Beastmen Chaos Champions spawn randomly on the map, their enemies must hunt them down and slay them to stop them spawning new armies.
  • Vermintide - End-Times
    • No longer destroys the world and factions upon non-skaven failure. It instead evenly destroys about a third of the worlds settlements with playable major factions capitals exempt and does not destroy any factions (Compilation exclusive, for now)
  • Colony Plus
    • Kurt Helborg starts at level 10 and can be entered into an office now (Thanks CA) to balance this he only gets the "War Fervour" trait for 6 turns instead of 25.
  • Bug Fixes
    • The "War Fervour" trait is correctly applied for 25 turns for applicable armies instead of indefinitely.
    • Averlorns starting extra army doesn't get the "War Fervour" trait due to the CA "defender of ulthuan" script removing all effects, as a compromise they now get 10k extra gold to start with.
    • Fixed a text error for Diplomatic Rejection Consequences.
    • Fixed a text error for Exotic WAAAGH!.
    • War for Karak Eight Peaks will now work after being accidentally overwritten in the last update.
    • Mootlands starting army no longer receives the upkeep-free trait.
    • Phoenix Crown now works correctly - 05/01/18

Major Update Nine - No Half Measures! - 13/12/18 - 15/12/18
  • Exotic WAAAGH! - Brand New Mod
    • As the Greenskins conquer key targets, far flung tribes impressed by how ARD you iz will join you in WAAGH!
  • Halfling - Brand New Mod
    • Adds a new imperial faction "Mootland" with access to Halflings, Ogres, Eagles and Treeman with a bunch of other goodies. (Comp Bonus - A weak "Hordes of Chaos" start with helmgart In lieu of empire secessionists) - received new update - 15/12/18
  • Diplomacy Rejection Consequences - Brand New Mod
    • When a faction declines another diplomatic offer they will suffer a diplomatic penalty with that race but a bonus with the rejected factions racial enemies. This adds a diplomatic layer that brings old and new world factions together.
  • No More Upkeep-free Armies
    • The upkeep-free army effect is replaced with a new custom effect "War Fervour" It lasts 25 turns and provides those armies with -85% upkeep and some other buffs. This makes it more balanced, fun and way less gamey! (Compilation exclusive, for now)
  • Smaller Footprint
    • CA did a fantastic job in the last patch increasing racial diversity as such the map is getting cramped with my mod.
    • When the Empire is AI controlled they will not gain their colonies
    • When Hexoatl is AI controlled the Skaven spawn on Mistnar
    • When Welfs are AI controlled they will not gain their colony.
    • When Karak Kadrin are AI controlled they will not gain their colony.
    • When Vlad is AI controlled he will not gain his colony.
  • Phoenix Crown
    • Buffed the bonuses you receive, please see mod page for specifics.
  • Bug Fixes - 15/12/18 - 19/12/18
    • Vermintide Under Empire - Correctly receives the "War Fervour" effect rather than up-keep free armies
    • Diplomatic Rejection Consequences - Added missing script preventing it from working.
    • Corsair/Kraken Raid - Fixed some small script errors for AI
    • Halfling - Ogres can now be recruited.
  • For more details please see the relevant mod pages listed below.

Major Update Eight - Rats and Elves - 20/11/18
  • Phoenix Crown - Brand New Mod
    • The High Elves can now reclaim the Phoenix Crown of Aenarion from Karaz-a-Karak
  • Endtimes - Vermintide - Brand New Mod
    • Around turn 150 spawns skaven stacks.
    • You have 25 turns from this point to realise or foil the Skaven plot - Warning may cause apocalyptic side effects!
  • The Dead Rise
    • Reduced spawn rate to 5%
  • Worldroots (Actually included this time, Shamefur Dispray)
    • Wood Elves will only get Ka-Sabar and an extra army when played by a human.
    • Ka-sabar is reverted to vanilla name as Oreons camp has been added
    • Bowmen of Oreon now start with Oreon as their faction leader
  • For more details please see the relevant mod pages listed below.

Major Update Seven - Damn Pirates - 11/11/18
  • Krakenlord Reavers - Brand New Mod
    • If the Blessed Dread hold key settlements they have a chance to spawn corsair raiding parties.
  • Colony Plus
    • Moved colony from Monument of the Moon (Vampire coast faction starts there) to The High Sentinel which is the settlement below.
    • High Sentinel was a Blue Viper settlement so they have been relocated nearby to the former ruins of Pahuax
    • Estalia no longer has a colony, moved Tilea to Temple of Kara and left Pox Swamp vanilla as a vampire coast minor faction is placed here.
    • Grand Master Kurt Helborg starts at El-Kalabad with four free levels.
    • Sudenburg is now a vassal of the Empire.
  • Storm of Chaos
    • Refreshed some event text to make it clearer where the event is taking place.
  • War for Karak Eight Peaks
    • Crooked Moon now start with their custom buildings in their random settlement at K8P
  • Worldroots
    • Wood Elves will only get Ka-Sabar and an extra army when played by a human.
    • Ka-sabar is reverted to vanilla name as Oreons camp has been added
    • Bowmen of Oreon now start with Oreon as their faction leader
  • Corsair Raids
    • Top Subscriber Request - Human players will no longer lose a specific settlement when the AI spawns, they will mearly declare war on you (Functions as before for AI v AI).
    • Starting Event Message (Turn 2) when playing as Naggaroth gives you background on what you need to do and the target settlements.
    • Event Message on Spawn - When a Corsair Raiding Party spawns, players will receive a message to inform them.
    • Reduced spawn chances slightly.
  • The Dead Rise
    • Top Subscriber Request - Human players will no longer lose a specific settlement when the AI spawns, they will mearly declare war on you (Functions as before for AI v AI).
    • Event Messages now have a VC event pic, no more Orcs!!!!
  • General
    • DLC broke all the scripts and were all fixed (I forgive you CA because the DLC is amazing). Big thanks to the modding discord who have helped me so much.
  • For more details please see the relevant mod pages listed below.

Major Update Six - Storm of Chaos - 28/10/18
This update and all changes are inspired by the Warhammer Storm of Chaos campaign supplement.
  • Includes new mod "Storm of Chaos".
    • Includes the custom faction "Hordes of Chaos" that holds several Chaos strongholds.
    • Adds new campaign events inspired by Storm of Chaos that link to the Hordes of Chaos strongholds.
  • Dark Elf Outpost updates.
    • Cult of Pleasures extra settlement is now on the far north east of Naggaroth, Naggaronds extra settlement is now on Ulthuan, Tor-Sildra gain a settlement in Lustria.
    • The Aghol tribe start as vassals of the Cult of Pleasure
    • The Cult of Pleasure now have access to four Chaos unts - Chaos Marauders, Chaos Warriors, Chaos Spawn and Chaos Knights (As per the Storm of Chaos campaign supplement)
  • Elven Expedition
    • Order of Loremasters extra settlement is the Bay of Blades and when the player is Nagarythe they gain Sorcerers Islands.
    • Factions extra armies generals are named after special characters from the lore.

Major Update Five - War for Karak Eight Peaks - 03/10/18
  • Added the new mod "War for Karak Eight Peaks".
  • Dark Elf Outposts - Upgraded Har Ganeth to level two from ruins and gave them a unit of executioners.
  • Vermintide - As Clan Mors your army at Mighdal Vongalbarak is no longer upkeep-free as you gain an upkeep-free with the new War for Karak Eight Peaks mod.
  • Chaos Hordes - From player feedback Mordheim has been moved from Fort Oberstyre to Essen.
  • For more details please see the relevant mod pages listed below.

Major Update Four - Evil Rises - 30/09/18
  • Added three new mods Dark Elf Outposts, Evils of the Old World and Von Carstein Empire.
  • Restoration of Nehekhara - Exiles of Nehek and Followers of Nagash get an extra settlement as well, which have been renamed and upgraded.
  • Vermintide - Renamed two settlements one being Castle Dracenfels which has been upgraded.
  • Dead Rises - Reduced spawn rates for balance.
  • Corsair Raids - Reduced spawn rates for balance with the new mod Dark Elf Outposts.
  • Elven Expedition - Avelorn now gets a settlement.
  • For more details please see the relevant mod pages listed below.

Major Update Three - The Grim - 25/09/18
  • Elven Expedition - Added Prince Eltharion the Grim to the Badlands playable as Lothern otherwise AI controlled as Yvresse.
  • Elven Expedition - Fixed bug of generals dying on first turn.
  • Worldroots - Changed extra settlements back to outposts to fix bug of non-welf players unable to build anything.
  • Colony+ - Several of the Colonies have been renamed.
  • Colony+ - Colonies start at war with one random nearby faction.
  • Pointy Ead WAAAGH! - Bloody Handz get a settlement in Naggaroth.
  • Northmen Raiders - Helspire (AI Only) get a settlement on Ulthhuan.
  • Northmen Raiders - Fixed bug of players not being able to build at Gor Gazan as Norsca.
  • For more details please see the relevant mod pages listed below.

Major Update Two - Worldroots Bloom - 16/09/18 & 17/09/18
  • Updated spawn script for Corsair raids and the dead rise mods.
  • Bretonnia and Bordelaux always start with Knight Lords and should have knights vow unlocked if not you get a free level.
  • The Wood Elf army at Oreons Camp is led by none other than Prince Oreon, glade lord and I’ve thrown him four free levels to boot.
  • Minor Wood elf faction gets a settlement in lustria.
  • For more details visit the respective mod pages listed below.

Major Update - One - The Divided - 15/09/18
  • Includes three new mods that add Tomb Kings, Norsemen and Chaos to the mix.
  • After feedback the High Elves, Wood Elves and Dwarfs extra two settlements are split between two factions instead of just one.
  • Minor Lizardmen faction gain a settlement in south Naggaroth to provide variery and have also changed two settlement names.
  • For more details please see the relevant mod pages listed below.
Last edited by shaky_rivers; Aug 12, 2021 @ 6:57am