Total War: WARHAMMER II

Total War: WARHAMMER II

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Derp Night - Blood Voyages for Everyone (WH2)
   
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Tags: mod, Campaign
File Size
Posted
Updated
63.116 KB
14 Mar, 2019 @ 6:45am
12 Jan, 2022 @ 8:29pm
11 Change Notes ( view )

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Derp Night - Blood Voyages for Everyone (WH2)

Description
A version of this mod is now available for Total War: Warhammer 3. This means that this mod will no longer be maintained.




Alarielle Must Die

You know how it is: No matter what faction you're playing in Mortal Empires, Alarielle murders everyone. Unless you start as Hellabun, Alarielle captures the Shrine of Khaine => Alarielle gets the Sword of Khaine => Alarielle murders everyone.

No longer.

With this mod enabled:

  • The Blood Voyage will sweep down on Ulthuan and kill the Asur to death regardless of what faction you're playing. As Ulthuan burns to the ground, you can laugh and laugh knowing you'll never have to deal with "the true of heart" since the AI will take care of that for you. (Assuming of course Har Ganeth survives long enough to have a Death Night and Har Ganeth doesn't get confederated by Hot Mom or Crap Son or Squid Face.)
  • The AI will start Death Night at turn 25 as usual. The cooldown is now:
    30 - Easy/Normal
    25 - Hard
    20 - Very Hard
    15 - Legendary
  • The size of the Blood Voyage is also difficulty-based. Not counting the general:
    16 - Easy/Normal
    17 - Hard
    18 - Very Hard
    19 - Legendary
  • When the Blood Voyage picks a faction to die, it will declare war on all of that faction's allies as well. CA included this in the Rakarth update.
  • Generals for subsequent Blood Voyages will start with additional levels for each settlement that the current Blood Voyage razes.


Har Ganeth Must Thrive

This mod was never intended to be an overhaul for Har Ganeth, but here we are. Shout out to ayette for the idea of reducing Hellabun's Death Night cost:

  • Initial death night slave cost reduced to 500 from 800.
  • Slave cost increase per death night reduced to 75 from 100.
  • Maximum cost of a death night capped at 1500 instead of 2000.


COMPATIBILITY

Should be save game compatible, but it's more fun with new campaigns.

Not compatible with any mod that edits wh2_dlc10_hellebron.lua. This currently includes both EvilVictor's No Death Night Cost Increase and SFO, but since this mod has bug fixes and Blood Voyage for everyone, I think you're better off with this mod. :-p

Fix for premature Death Night launch bug copied from Community Bug Fix mod... but you really should have CBF installed and enabled anyway!
34 Comments
LordOmlette  [author] 15 Aug, 2021 @ 5:44pm 
@Gleen Cross - it's an interesting idea, but I used up my Sword of Khaine karma abusing CA's code to get it to work with Gary the Bastiladon , so I will pass for now.
Gleen Cross 3 Apr, 2021 @ 5:49pm 
Talking about Alarielle getting the damn sword in every campaign, I remember a old mod that limited the sword to high leveled lords (level 14 if I'm not mistaken). This mod was deleted... so, maybe you can try to make it again, give your own spin to it?
Vanghoul 18 Mar, 2021 @ 10:59am 
<3 for update duderino
Vanghoul 3 Dec, 2020 @ 7:25pm 
wow those new listeners are sweet
I didnt see anyone talking about them, although Im a little off from modding since Warden and Paunch hehe

awesome stuff dude, and thx for the quick update \o
Vanghoul 3 Dec, 2020 @ 6:56pm 
oooh cool cool, gonna take a look at the changes, Im just trying to learn and help ppl around the discord, ty very much man^^
LordOmlette  [author] 3 Dec, 2020 @ 6:49pm 
Updated.

@Vanghoul - you were mostly right, some of the listeners also needed to be changed to take advantage of the hella sweet FactionTurnStart listener replacements. I'm omlette#1737 if you need anything else.
Vanghoul 3 Dec, 2020 @ 4:13pm 
hahaha thats ok, just trying to help, not hurrying you^^
LordOmlette  [author] 3 Dec, 2020 @ 4:03pm 
@Vanghoul - my dude, the update came out this morning. I have 25 mods. There's another 2 mods I need to get to before I can even look at this one. I appreciate the enthusiasm, but I respectfully ask for your patience. You'll know when I've updated the mod.
Vanghoul 3 Dec, 2020 @ 4:01pm 
Hey, managed to test it by setting cooldown to 2 and it is working now.
I made the following changes following Cataph's tip:

SCRIPTING
- MUST CHANGE: cm:get_local_faction() returns a faction script interface instead of the faction key; instead, use cm:get_local_faction_name()
- UITriggerScriptEvent listener is now UITrigger

I couldn't find u on discord otherwise I would send u the updated packfile
and again, thx for this mod :) love it
Vanghoul 3 Dec, 2020 @ 3:40pm 
sorry Cataph posted that*