Total War: WARHAMMER II

Total War: WARHAMMER II

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Ori's Bretonnia Vow Rework [Updated, S&F]
   
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Tags: mod, Campaign
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262.861 KB
3 Jul, 2020 @ 6:13am
22 Aug, 2021 @ 1:02am
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Ori's Bretonnia Vow Rework [Updated, S&F]

Description
*Now Updated for the Silence and the Fury DLC!*

TL;DR: This mod reworks the Bretonnian Vow System by adding new Pledges, rebalancing and reworking existing Pledges, and adding various army-wide buffs depending on the Pledge your lord has completed. Applies only for the Mortal Empires Campaign.

Overview
The purpose of this rework is to make the Vow System more engaging and thematic, by focusing on the following aspects:

1. More Pledges: Whereas in Vanilla each Vow contains three options (Pledges) to unlock, this mod contains five.

2. Harder Difficulty: The Pledges were rebalanced to make Vows much harder to unlock. No more unlocking Vows by winning 'one battle at sea'... From now you'll have to work to earn those Vows!

3. Reworked Pledges: All Pledges have been reworked in a way that incentivizes an active and themed campaign. For example dedicating your lord to fighting specific factions, occupying settlements in unusual climates, and eventually - venturing into far away lands in order to unlock the Grail Vow. The logic here is to give your lords a narrative through the Pledges they choose, while creating a campaign-wide theme in which you stay based in Bretonnia but send armies all over the world to perform heroic deeds.

4. Pledges Have Consequences: depending on which Pledge your lords fulfill they may receive permanent army-wide buffs. For example, completing a Pledge to defeat Greenskin armies will result in a leadership buff when fighting against Greenskins, while Pledges for the Questing Vow will grant Armour-Piercing damage to different unit types (depending on which Pledge you pick). However, some Pledges are easier to complete than others, and therefore do not grant any unique buffs.

Specific Changes
Knightly Vow:
1. Pledge to Order requires the construction of 7 buildings instead of 5, and does not grant any buff upon completion.
2. Claim the Wild - defeat 4 armies belonging to the Beastmen, Wood Elves or Greenskins. Upon completion grants an army-wide leadership buff when fighting against these factions.
3. Claim the Coast - same, but with Dark Elves, Chaos and Norsca (does not grant a leadership buff when fighting against Chaos).
4. Claim the Streets - same with Skaven, Empire and Bretonnia.
5. Claim the Dead - same with all undead factions.

Questing Vow:
1. Pledge to Mannan requires winning 5 battles at sea instead of one, and does not grant any buff upon completion.
2. Pledge to Campaign requires occupying or colonizing 2 settlements in Magic Forest, Temperate Island or Mountains climates. Upon completion grants Armor-Piercing Damage to Knights of the Realm and Knights Errant units (keeping them viable after unlocking Questing Knights...).
3. Pledge to Destroy - raze 3 major settlements. Upon completion buffs Trebuchets significantly.
4. Pledge to Protect - same as vanilla, but requires killing two Legendary Lords instead of one. Upon completion buffs melee peasant units.
5. Pledge to Untaint - same as in the vanilla Grail Vow, but requires killing two Legendary Lords instead of one. Gives AP damage to all archer units upon completion.

Grail Vow:
All Grail Vows require the razing of two major settlements in distant regions, and none of them give unique buffs. These include: Quest to Norsca, Quest to the Badlands, Quest to World's Edge (meaning the North World Edge Mountains and the Darklands), Quest to Naggaroth and Quest to Lustria. In other words, you'll need to mark an objective and go on a short Errantry War!

Bugs & Other Disclamers
There are currently no bugs that I am aware of, so please let me know in the comments if you find something. Keep in mind that the Paladin has the same Knightly Vows as in vanilla, the Damsels do not have a Vow System, and the mod will only work in the Mortal Empires campaign.

Compatibility & Future Plans
This mod should be compatible with any mod that doesn't effect the Bretonnian Vows, both in the Vow Script and the Vow to Trait table. Many mods that overhaul Bretonnia or add new characters (lords or heros) do just that, including SFO.
I recommend checking for compatibility before starting a new campaign, by starting a Louen campaign and checking if he starts with his vows unlocked: He should, and if he doesn't - then there is a compatibility problem.

I have no plans to add new features to this mod, but if there is a demand for specific mods that people want to play together with this one - I might make a compatible version of this.
Please feel free to edit this mod or add to it in any way you wish.


Enjoy! :-)


Check out my other mods:
Ori's Army Buffs for Agents: Bretonnia
Ori's Army Buffs for Agents: Empire
Ori's Respawn for Greenskins
Ori's Respawn for Horde Armies
Ori's 50% Experience Gain
Ori's Frozen Climate for Norsca and Kislev
Ori's Overpowered Raids for Beastmen and Savage Orcs
Ori's Super Agents: Buffed Campaign Actions

Popular Discussions View All (1)
10
16 Oct, 2021 @ 10:21am
Bug Reports
ori
31 Comments
ori  [author] 6 Nov, 2021 @ 1:59am 
I responded in the bug report thread a while back. You have a mod compatibility issue.
Vollhov 5 Nov, 2021 @ 2:08pm 
Gabe 8 Oct, 2021 @ 1:46pm 
@cybvep It's a condition you repeat for every single lord in game so no, it is absolutely horrendous. With any other faction once you tier up you have access to all your fancy toys with all your lords permanently. That is not the case with a vow system, therefor delaying it even further makes it practically unplayable. Bretonnia's economy does not support peasant army spams. There's a limit to how many peasant armies you can field without breaking their economy. Also it's not how bretonnia suppose to play neither from a lore perspective or tabletop. They're all about fielding knights.
ori  [author] 8 Oct, 2021 @ 6:39am 
Responded in the Bug Report thread
Vollhov 8 Oct, 2021 @ 5:33am 
It seems that the Vow is not working to complete the construction.
cybvep 13 Sep, 2021 @ 3:36pm 
50 turns? That's barely mid-game O_o. Many factions don't have access to the end-game units by this point, especially not tier 5 ones. Exceptions may be Skaven (instant tier V cities thanks to food) and post-rework Beastmen. Not exactly great recommendations when it comes to balancing...

Also, lack of supply lines alone make Bretonnia one of the strongest factions in the game. Not to mention very easy confederations which allow for unification in the first 50 turns or so.

All in all, "this would make bretonnia by far the worst playable faction in the game. " is a huge overstatement IMO.
Gabe 13 Sep, 2021 @ 2:14pm 
@ Cybvep The issue is that every single lord will need more than 50 turns of gameplay to access almost half of the roster and all the end game units. That's a pretty big debuff. This would make bretonnia by far the worst playable faction in the game. Sorry to say that even though it's a good attempt at making the vows more interesting this does not cut it for me. Unless you're using some redicilous power mod for grail units this is kind of ridicilous. Bretonnia does not need more debuffs.
ori  [author] 13 Sep, 2021 @ 7:17am 
Screen shot was useful, thanks. And your mods shouldn't be a problem...
Question, was Daith killed in battle or did he escape? the pledge only triggers when a lord is killed + the battle is won. That means a stack wipe counts, but if the enemy army escaped with the lord alive - it won't count as progress for the vow.
Also just to be sure: you did select the pledge before, right?

Edit: Just opened a separate thread for discussing bug reports, so let's continue there
cybvep 13 Sep, 2021 @ 6:51am 
I just did the test you mentioned and Louen starts will all vows unlocked, so no problem there. I use some other Bretonnian mods:
- Animated Banner for Repanse, Chivalric Replenishment (Reupload),
- unit mods: Knights of Fracasse (unit cap 2), Knights of Gaudaron for Bretonnia - Definite Edition, Knights of Montlanc the Monster Hunters for Bretonnia, Knights of the Light (unit cap 4) (with custom helmet)
- Green Knight actual protector of Bretonnia
- [ME] Bretonnian Vassals

I can provide the whole mod-list if necessary.

Here is the link to the pre-battle screenshot:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2601075843
ori  [author] 13 Sep, 2021 @ 6:17am 
Potato Meister: Yes, vows still effect unit upkeep. The balance implications were intentional.