Total War: WARHAMMER II

Total War: WARHAMMER II

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Lizardmen Legendary Lord Army Buff Skills Reworked
   
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Tags: mod, Campaign
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23 Jul, 2021 @ 3:43pm
4 Sep, 2021 @ 6:00pm
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Lizardmen Legendary Lord Army Buff Skills Reworked

Description
UPDATE: Oxyotl has been added to the rework and this mod is now considered feature complete. Only balance changes and bug fixes from now on. I will now start work on a generic lord version of this mod.

This mods reworks the yellow line of every LM legendary lord except Oxyotl by modifying a few of the existing skills and adding several new ones(49 in total).

The aim is to include several new skills that buff specific and thematic units in order to provide a completely new playstyle and many new viable end-game army compositions that are hopefully a bit more interesting than just the same old stegadon spam. The units that i've chosen to buff up for each lord have been determined based on lore and the skills and traits included in the original game (many LLs already have thematic buffs to specific units but they are rarely enough to make them viable, Thenhauin is a prime example).

The new skills are designed in such a way that most LLs (except Gor-Rok, more on that later) will have several choices when it comes to army compositions and unit buffs. The vanilla skills have been mostly left as is, so you can choose to ignore the new ones and go with what you are familiar with for any given LL, but can still make use of the new buffs if you want and are willing to put in the skill point investment.

The overall strength of these new army comps should be significant but probably not on the level of life slann stegadon doomstacks, don´t expect to mow down everything in your path as this is supposed to be a balanced mod, if you do find anything to over or underpowered let me know and I will look into it.

Extra emphasis has been put into buffing infantry and cavalry units with better stats to bring them in line with LM single entity monsters. Several skills will even buff the missile parry chance of shielded infantry to really stick it to the ranged meta!

Next is an overview of the new buffs you can give to your armies for each LL:

MAZDAMUNDI:
The most generalist of all the LLs as he is the in-lore leader of the faction and shouldn't be restrained to one unit. His skills buff all his army but are designed in such a way that they should be more beneficial to higher entity count units. He also can buff Temple Guard into being a serious threat, as one would expect from the most powerful of all living Slann. Buffs for Heroes are also included.

KROQ'GAR
He has received the most new skills (13) since his original skill tree was kind of a joke. Buffs are mainly to:
-Saurus infantry, which you can chose to specialize as either a well rounded army core unit or a strongly defensive anvil unit.
-Cold one cavalry, including Horned ones which have been buffed to be more durable and even more deadly than before (always charge from the flanks or the rear and be sure to cycle charge if you want them to survive).
-Fast moving monsters, including carnosaurs, which can be made even deadlier and Dread Saurians and Ancient salamanders which should now hopefully be able to take some damage without immediately dying.

TEHENHAUIN:
This guy already has a few buffs for red crest skinks but they just aren't enough to make them vaible in the end-game, this mod should fix that.
-Skinks are significantly buffed and can be specialized in two ways, as either more aggressive or more defensive units and as either anti infantry or anti large units. This should give you plenty of leeway to make them fill the exact role that you want.
-Ancient Salamanders and Salamander hunting packs can be made into true artillery monsters that will decimate enemy infantry and monsters alike, but not you own units thanks to the army wide fire resistance buff.
-Troglodons, the creatures blessed by sotek are now buffed by Sotek's prophet.
-Ripperdactyl riders can be made even stronger and become true infantry shredders to synergize with anti large skink armies.

TIKTAQ'TO:
This guy is already pretty good and fun as is, only 4 new skills to add synergy with flying units from new DLCs and to make regular non fireleech bola terradons worth bringing.
-Regular Terradons can receive a significant missile AP buff to make them excellent dedicated monster hunters.
-Ripperdactlys can be made more durable and resistant to friendly fire from terradons.
-Coatls get the aura of protection ability which gives 10 ward save to allies in range, this way you get area ability that's actually useful for your airforce.
-Chameleon skinks and Stalkers are faster and have better range, they wont kill any better but they will hold the ground while you rain fire from above.

NAKAI:
Probably the most OP in terms of buffs but the poor guy needs it with his awful campaign.
-General missile resistance buff, as all fo the units he buffs are very weak to missile spam.
-Koxigors and Sacred Kroxigors buffed in different ways, Normal Kroxigors are even better at belnding infantry and Sacred kroxigors are more defensive and given a little bit of anti-large, this is to differentiate them and not have you bring only sacred Kroxigors.
-Hunting packs, both razordon and salamanders have a dps buff skill.
-Dread Saurian made more survivable, to live up to it´s legendary status.
-Lastly the cherry on top if you put enough skill points into the previous group you can get regeneration for your Kroxigors, this is the potentially broken thing but I think it´s fun so that's that.

GOR-ROK:
Remember what I said about Gor-Rok not having many different viable army comps, yeah, I wasn't lying. This mods adds skills to turn Gor-Roks army into the ultimate Saurus/temple guard infantry spam and nothing else. Innate 10% missile parry chance buff to all saurus and temple guard units should get you started on that path regardless of whether or not you sue the new skills.
-Saurus warriors (not spears) are made faster and much more aggresive as well as getting frenzy and anti-infantry bonus.
-Saurus spears and especially Temple Guard are made into the ultimate defenders with a veriatey of buffs. Including expert charge defense, vigour loss reduction, higher melee defence and even more missile parry chance, which should see them go up to 65% missile parry chance, higher than any other unit in the game.

OXYOTL:
Chameleon skinks are not that powerful in SP, they just do't have the damage output to do well, 50% extra from Oxyotls trait only brings them from 3 to 5. Stalkers are also no that good by endgame. you should now be able to use them without having to resort to troglodon and coatl spam.
-Chameleons get extra speed, sp damage and range. Oxyotl also benefits from the range buff, which he needs cuase he is pretty bad right now.
-Stalkers gain some much needed melee attack and extra damage
-Troglodons get 10% physical resistance
-Coatls are made even faster
-If you ivest enough skills in his unique skill line you can unlock an "ultimate" skill that severely buffs damage output for chameleon skinks, stalkers and oxyotl.

Keep in mind that if you don't like some of these skills or just want to use your regular stegadon spam with any of these lords you can, it just won't receive many new buffs.

On compatibility, the new skills are added in such a way that hey should be compatible with most other skill adding mods.

I am quite new to modding and this has been a fairly ambitious project with a couple hunderd new entries in the pack file so it might have a few spelling mistakes or other errors, if you find any let me know and I'll try to address them. I'm also not a native english speaker but i've done my best to have the skill names ant tooltips not feel to out of place.

I also plan to do this with the regular non legendary lords of the Lizard men so that you have literally any reason to not go with a life slann for every army, that will be in the future though. For now enjoy this one!
14 Comments
krayos13  [author] 4 Sep, 2021 @ 6:01pm 
I have just checked and it should be fixed. The effect was only providing fire resistance to salamanders as opposed to the whole army. It must have slipped past me since all other effects in that skill affect only the salamanders.
KangarooTheBlessed 4 Sep, 2021 @ 5:51pm 
Thanks!
krayos13  [author] 4 Sep, 2021 @ 5:48pm 
I will look into this
KangarooTheBlessed 3 Sep, 2021 @ 3:30pm 
Dear author, the Kroq Gar fire resistance buff from the salamander skill is not working properly, the regen part works fine though.
999999999999 3 Aug, 2021 @ 1:41pm 
maybe you should consider reworking the fanatic tree nodes for tehenhauin
pretty sure no one picks it over the one with +30% tax rate
on fanatic you can give him -15% miscast, +15% casualties captured
thats what i did
krayos13  [author] 2 Aug, 2021 @ 11:02am 
Thanks for the feedback, I`m working on playtesting all of the LLs slowly, I have found that Kroq'Gar is in a good place (horned ones might be a bit voertuned tbh but it's cavalry and its fun). I have made some updates to Tehenhauin and might do some more to the others as I advance in the play testing. I am also working on a mod for the generic lords where I'm being a little bit more creative with custom abilities and such without being too intrusive but I'm still figuring out how to even acchieve that. Once I'm done with that one I will maybe come back to this one and apply some of the new knowledge to make some LLs a bit more interesting but I do think they are mostly in a good state.
♥♥♥♥♥♥♥♥♥♥♥ 2 Aug, 2021 @ 7:42am 
Amazing mod! Really a fan of your work here, well done and cheers
999999999999 1 Aug, 2021 @ 4:34pm 
great idea, much needed given that every LL has to ditch his "special" units in late game (in the vanilla version), i just checked the skills now and will try later, seems promising

id suggest going even further with it, and working not only with units but with the unique theme every LL has, for example giving oxyotl stalk, giving some of nakai's units perfect vigour, buffing items etc

in terms of balancing, as long as you buff low tier units with lord skills that require high level, there wont be a problem, it will take some buffs for chameleon stalkers to be viable in the late game and a LOT of buffs for them to be overpowered (in the late game)
krayos13  [author] 27 Jul, 2021 @ 9:12pm 
No, it only applies to the troops, like his own vanilla frenzy for kroxigors skill.
Fenrir4life 27 Jul, 2021 @ 7:42pm 
Does Nakai's regen talent also apply to himself?