Total War: WARHAMMER II

Total War: WARHAMMER II

248 ratings
Mighty Campaigns - Endgame Expanded
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
896.013 KB
4 Jun, 2021 @ 5:12pm
20 May, 2022 @ 4:19pm
34 Change Notes ( view )

Subscribe to download
Mighty Campaigns - Endgame Expanded

Description
With Warhammer 3 coming up I wanted to see if it was possible to improve the vanilla end game invasions before we get the new and improved Chaos factions.

Recommended Chaos Invasion difficulty is Very Hard
This does not change the Chaos Invasion mechanics when playing as Norsca or Chaos
Requires new campaign for best results

Features:
  • Improved army composition with more thematic armies (and custom unit/lord support).
  • New and Improved Chaos spawn locations (Darklands spawns)
  • New world invasion spawns featuring Skaven in Lustria, Vashnarr in Lustria (disabled by default), Vampire Coast spawns and additional Norscan spawn locations. All are customisable through MCT
  • Additional razed settlement mechanics (includes restored Doom Tide event)
  • Tailored diplomacy; war declaration and alliances have been tuned to support the invasions

Improved army composition
Army spawns have been changed to fit thematic compositions.

This includes support for Balint's/Chaos Robies Daemons (
Plague Bearers, Bloodletters and Daemonettes need to be installed) and Mixu's TTL.
Eg in the late game invasion, Monster themed armies lead by Mixu's Shaggoth Champion may be present.

The buildings that hordes spawn with have been improved and will add thematically appropriate buildings.
Lords will spawned with randomised levels (Capped with minimum and maximum values), this should increase the variety of mounts you see.

New and Improved Chaos spawns
Invasion spawn times have been brought forward 10 turns to 80 and 120 and will start within 10 turns (as opposed to 20).

Archaon and friends will spawn at the rear of the invasion with reduced movement. This makes it less likely for the invasion to be defeated during the first push and forces the player to cut a path to the invasion leaders.

Archaon, Kholek and Sigvald will be automatically appointed to the strongest available army upon recovery from their wounds. They will have the effects they originally spawned with (upkeep reduction, replenishment, movement penalty etc) reapplied.

General spawn tweaks
  • The main Chaos Invasion has less Chaos armies but more Beastmen armies.
  • Naggaroth Chaos Invasion has less armies, helps Dark Elves become a late game threat.
  • The Norscan Norsca invasions have removed some spawn points so they spawn closer to the Old World.
  • Spawn locations have been added east of the Worlds Edge Mountains.
  • A Norscan invasion force will spawn in the mid and late game near North East Ulthuan.
  • Recurring spawns added for Beastmen, Skaven and Chaos (see additional razed settlement mechanics below).
  • Playing as Kislev, Kraka Drak or Clan Moulder will push out the invasion spawn times (Mid begins at 90-100 and End game begins at 130-140) and decrease the number of Chaos and Beastmen armies in the main force.

New World invasion spawns
Skaven will spawn in Southern Lustria (at the same time as the mid (Clan Fester) and late game (Clan Pestilens))
Cylostra will receive an invasion force near South West Ulthuan in the mid game invasion.
Noctilus will receive an invasion force near South East Ulthuan in the late game invasion.
Vashnarr will receive an invasion force near the tip of Lustria in the late game invasion (disabled by default).
All invasions can be enabled/disabled through Mod Configuration Tool: Reborn (MCT).

The Doom Tide
The Doom tide mechanic has been brought back with some changes.
A new wave will spawn periodically but can respawn early if enough Warriors of Chaos and Warherd of Chaos armies are defeated.
Waves will stop spawning if Archaon, Sigvald and Kholek are defeated or if there are no respawns remaining.
By default, they have 6 respawns but will gain an additional respawn for every 10 settlements raised.
The end game event will also grant them 2 additional waves.

When a Doom Tide occurs, Naggaroth and Darklands invasions will gain an additional spawn but only if the existing invasion has lost enough armies.

Additional razed settlement mechanics
The global chaos corruption counter has been tweaked so the count will increase when a settlement is razed by ANY Beastmen, Chaos, Norscan or Skaven faction.

Every 5 razed settlements increases the number of Beastmen Forest Spawns and Skaven Undercity Army spawns throughout the Old World.
Every couple of turns, if enough settlements have been raised a Beastmen Herd and/or Skaven Undercity Army will spawn throughout the Old World.
This forces the Order tide to split their forces to deal with the spawns inside their territory and gives the main invasion room to do its thing.

These spawns can be disabled.

Tailored diplomacy
Invasion diplomacy behaves differently depending on the invasion stage and which faction is invading.

Eg 1 the mid game chaos invasion won't declare war on Kraka Drak and the Silver Pinnacle so the AI focuses more on weakening Kislev and Dwarf factions.
Eg 2 Vashnarr will only be forced into war with the relevant Lustria factions (Hexoatl, Itza, Huntsmarshals expedition) instead of declaring war on almost everyone like Chaos/Norsca/Beastmen

Any Norscan factions alive when the late game invasion triggers will be forced into an unbreakable alliance with the main chaos faction and forced into war with the a subset of Old World factions (Nordland, Ostland, Middenland, Couronne etc).

Anything else?
I've restored the unique event which appears when the player defeats Chaos as the Vampire Counts

Balance and Compatibility
I've play tested this on Hard campaign difficulty and Very Hard Chaos Invasion difficulty while using Boyz Will Be Boyz - Closer to Tabletop overhaul (CTT) and my own Dynamic AI Restrictions.
Other overhauls and mods may have a different experience.

This replaces the wh2_chaos_invasion script and will interfere with any mods doing the same.
Notably this include Ultimate Chaos and SFO: Grimhammer.

This should work with SFO: Grimhammer but the Chaos armies will not spawn with SFO's new units.
Ultimate Chaos is untested.

This mod may not work in multiplayer, there has been at least one instance of a reported desync when the Doom Tide spawns. Use in multiplayer at your own risk. If you do use it, please let me know how well it works.

Known issues
Can't end turn/can't move armies
This is a vanilla issue that can happen when lots of scripted events fire. This can even happen with Wulfharts campaign in the base game without mods. If you've got any quest battles try and teleport to them. Otherwise reload a previous save and perform some different actions (eg move to a different spot, build something). Another thing to try is to disable some of the spawns.

If that doesn't work there isn't much I can do unfortunately.

Multiplayer
This mod may not work in multiplayer, there has been at least one instance of a reported desync when the Doom Tide spawns. Use in multiplayer at your own risk. If you do use it, please let me know how well it works so I can update the description.

497 Comments
Ydok4  [author] 23 Jul, 2023 @ 2:54pm 
@Mr.l Nothing is guaranteed but in my experience, yeah they do.

Depends on your mod setup of course. If you've got a mod that expands garrisons, then it probably won't. If you want to quickly see what this mod offers, enable Debug mode in the Mod Configuration Tool.
Mr.l 23 Jul, 2023 @ 5:49am 
will this mod allow the chaos invasion to actually take over the world unless good countermeasures are taken by the order?
Ydok4  [author] 27 Aug, 2022 @ 3:21pm 
@HughJanus69 I don't think I've seen any issues reported by the two mods.

Only problem I've seen is that if a submod uses the dependency feature of RPFM and the submod has a higher priority than my mod, then it will overwrite my changes. There isn't anything I can do about that though.

Regardless, submods are up to other users to create since I don't user either of those mods. You are more than welcome to create one yourself.
HughJanus69 27 Aug, 2022 @ 11:40am 
will there be an sfo OvN
compatible version?
Rauri 21 Aug, 2022 @ 10:07am 
I've never had a problem with the cabal invasion, but then, I think I changed the cabal invasion to start 5 turns earlier or something in the MCT when I first downloaded it. My CTD was just the vanilla random end turn bug (CTD during the 1st AI turn after you hit the end turn button, usually Tyrions faction) that seems to become more frequent with certain mods. Then again, my PC was a potato at the time I wrote that last comment. Recently got a newish graphics card so might download this mod again while I impatiently wait for IE.
oceansoul 19 Aug, 2022 @ 5:12pm 
@Ydok4 No crash with debug mode when the invasion spawns. I didn't think there would be as the crash happens roughly when it tries to spawn the Cabal faction not the standard chaos ones. I suppose if I played on I could see if it still crashes when (if?) they spawn.

@Gleen Cross No idea. Disabling the Cabal prevents a CTD I've had. I've not had the main invasion fail to spawn.
Ydok4  [author] 19 Aug, 2022 @ 1:03am 
@Gleen Cross @oceansoul Do you still CTD if you start a new campaign with debug mode enabled in the MCT?
Gleen Cross 18 Aug, 2022 @ 4:47pm 
@oceansoul I was about to ask a similar question, I am at turn 107 (Skryre campaign) and no sign of any invasion, they are supposed to trigger between turns 90 and 100, right? So the solution is to disable the Cabal invasion... ok, I will try that
oceansoul 6 Aug, 2022 @ 1:29am 
@Rauri I think your issue might be one of mixu's Legendary Lords mods, whichever one that has the Cabal invasion in it. As I've had a similar problem when combining with this mod, but switching that off via MCM options fixed it.
Ydok4  [author] 19 Jul, 2022 @ 3:08am 
@m_ig_uelon There are other invasion but there isn't a Chaos Invasion.