Total War: WARHAMMER II

Total War: WARHAMMER II

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Perfect Vigour for Tomb Kings
   
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Tags: mod, Campaign
File Size
Posted
Updated
974.238 KB
10 Feb, 2021 @ 11:32am
21 Jul, 2021 @ 9:48am
3 Change Notes ( view )

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Perfect Vigour for Tomb Kings

Description
Originally posted by piercebuster:
If you want other races' undead and ethereal units to have perfect vigour, get my new mod No Flesh, No Fatigue

This mod gives perfect vigour to all units in the Tomb Kings campaign, like they have in the lore.
That's it.
  • This is for campaign only - it won't do anything to custom battles.
  • This will also affect any custom or new units that are added to Tomb Kings.
  • Affects both AI and players.

Commentary
I've had this idea in my head for a while and decided to tackle one of the easy mods on my to-do list. I looked to see if it exists already but didn't find a mod that only did this.

Obviously this is a small buff if you play Tomb Kings in the campaign. After the recent changes CA made to growth that indirectly hurt the Tomb Kings more, I'm OK with that. It does not seem to have an impact on autoresolve.

If you like this, you might like
Better Fatigue Rules

More Mass for Chariots

Small Regeneration Buff


Compatability

Literally everything.*
update: except The End Times overhaul. End Times already has a similar feature, as well as a last-stand type of ability that replaces this in battle if certain conditions are met that won't be met while this mod is active.

Thanks

I do not have a Patreon for my mods. If you would like to show thanks, a few kind words will do just that. :) I also encourage aid to your local food bank, or K9s for Warriors[www.k9sforwarriors.org] does good work.
15 Comments
piercebuster  [author] 29 Jul, 2021 @ 7:50pm 
No Flesh, No Fatigue is complete! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2560847667

I expect many of you will want to transition over to that mod. If you use custom Tomb King units, you'll want to also keep this one.

Or you can just stick around here because Tomb Kings are the best, duh. SETTRA DOES NOT SERVE!
piercebuster  [author] 28 Jul, 2021 @ 9:17pm 
New relevant mod of mine:
Better Fatigue Rules
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2560074931

Also coming soon...
"No Flesh, no Fatigue"
Lampros 21 Jul, 2021 @ 3:34pm 
Personally, it seems like every unit without a beating heart should not get tired ;)
piercebuster  [author] 21 Jul, 2021 @ 2:42pm 
@Dillinius
You know, I didn't reply to you before, but I think you're onto a good track. At first I was leaning towards those without flesh/muscles (which would exclude Zombies), but I like what you're getting at. I think now I'm leaning towards functionally "mindless" units on the low end, any ethereal unit, and the heroicly-imbued (for lack of a better term) units on the high end.

Either that, or almost all of them. But I like the function of the O.G. necromancers (Tomb Kings) being better at it - and it fits with the Tomb King legions narrative.

@Lampros
Tell me what you think of this list:
Zombies (not Coast zombies)
Skeleton Warriors/Spearmen
Wight King
Mourngul Haunter
+ all ethereal units
Lampros 21 Jul, 2021 @ 10:09am 
What about VC?
piercebuster  [author] 21 Jul, 2021 @ 9:49am 
"Updated" for Silence & Fury update. No changes.
Dillinius Sandar 21 Feb, 2021 @ 6:49pm 
Even a wight (grave guard) in lore is quite different than regular skeletons as they actually have their original souls implanted into their corpses and so would take much more magic to keep them animated and thus could be justified to not have perfect vigor.

To sum it- things not raised from the dead (pretty much what you are saying with the if it has muscles) shouldn't have PV as the magic is only used to control them. Things reanimated should be given PV if they can be shown to take minimal effort to reanimate.

Regardless what you choose, it'll be a cool mod to make.

(sorry I had to break this comment in half for word count)
Dillinius Sandar 21 Feb, 2021 @ 6:49pm 
I'm not to versed on the exact lore of how the necromantic energy works myself but I think it would also make sense to go with an idea of whatever takes the least amount of effort to raise, can probably be made to not tire. Because in my limited understanding, all raised undead i.e skeletons , zombies as opposed to non raised undead like vampires vargheist/varghulf and ghouls, are animated purely by magic from a necromancer. So if the magic it takes to animate a zombie (going off lore which consists of vampire armies with endless hordes of zombies) is far less than the magic it would take to animate say a terrorgheist, wouldn't it make sense that it would be far easier to use the excess magic to empower a zombie (or skeleton warrior) to become tireless?
piercebuster  [author] 21 Feb, 2021 @ 4:52pm 
Well I'm glad to hear there's more interest in it. :)
I would have to delve deeper into the lore to really decide. Balance might also need to be taken into account.
But off the top of my head, I'd lean towards this rule of thumb:
Does the entity have muscles? Then it keeps normal vigor.
Does the entity not have flesh and muscles? Perfect vigor.
Dillinius Sandar 21 Feb, 2021 @ 4:46pm 
What are you thinking for VC, like maybe only zombies, or only zombies and skeleton warriors should receive perfect vigor? Or maybe wolves too? obviously stuff like varghulfs and vargheists shouldn't have it, maybe grave guard too as they are raised dead but are also taking more effort to keep together since they are a form of wight. Do you think Coast zombies should receive the same perfect vigor as well if you were to make one for them? I'd like to hear your thoughts and would be interested in mods like this.