Total War: WARHAMMER III

Total War: WARHAMMER III

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LLLL - Modest Extra Skill Points exclusively for LEGENDARY Lords - Warriors of Chaos
   
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25 Aug, 2022 @ 4:31pm
13 Sep, 2022 @ 1:35pm
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LLLL - Modest Extra Skill Points exclusively for LEGENDARY Lords - Warriors of Chaos

Description
  • Boosts only Legendary Lords!
  • 10 of their skills awarded (mostly by level 17) for free as you level.
  • Zero changes to Standard Lords.
  • Effectively 1.2 skill points per level. 49 :> 59

Light weight, save game compatible, works WITH mods that award bonus skill points per level and skill dump mods.

Link > MEEP - Compilation mod with EVERY race/LL. < Link

Loreful and legendary, Legendary Lords!
Warriors of Chaos Edition.
Features
  • 10 Free Skill Points only for Archaon, Kholek, Sigvald, Be'lakor, Azazel, Festus, Valkia, & Vilitch as they level naturally.
  • All general skills that required 4+ prior investment points (Foe Seeker/Rally! etc) now only require 3 for LL's.
That's it! No extra bloat.
You can stop reading now if you're not interested in my explanatory waffle and reasoning below.

A 'pure' version is available that ONLY grants unique skills to LL's.



Methodology

LL's have 20% more skill points versus standard lords, making LL's truly feel like powerful, dynamic entities, while differentiating them from standard Lords. AI LL's + confederated LL's should earn & keep awarded skills.

First neat little change:


For all LL, any non-unique skill node that required 4 or 6 to unlock, now requires only 3. They're all still 4/6 for normal lords.
Lore wise this demonstrates the LL's incisiveness, while game-play wise offers the player more choice, wholistically promoting more varied armies, as you now have more skill points overall, you're free to spend more in the red line - you don't HAVE to get only the doomstack applicable ones. As the next stage unlocks in 3 you can buy the ones for grunt troops early game, while still unlocking the next section, thus promoting the use of lower tiers more! Neat! Also just removes the bad feeling of spending that 1 dud point.
On to the actual skill points!




All skills that are UNIQUE to legendary lords are now granted automatically for free, at the level they are unlocked in vanilla. Most LL's have between 6 and 8 unique skills, LLLL adds these, plus appropriate skills totalling 10 extra Skill Points for LL's.
A Moving Mountain for Kholek, shown above, normally unlocks at level 12, but with LLLL the skill is now both simultaneously unlocked and awarded @ lvl 12.

Kholek's skill tree on campaign start at level 1 with mod:


The golden circle indicates UNIQUE LL skills granted free, Kholek has 6 in his individual line, plus 2 above: 'Lord of Storm' and 'Storm Rage' totalling 8. To bring this up to 10 LLLL starts Kholek with 'Inspiring Presence' and 'Route Marcher' as these, especially movement %, were always guaranteed no-brainer decisions. LLLL adds these 2 skills for all LL's including the 4 CoC DLC Legendary Lords, who get them plus their 6 unique skills, equalling 8. Additionally LLLL adds 2 more thematic skills to make 10. Shown below Vilitch's turn 1 skill tree, which has the 2 additional skills in the blueline, fitting his Lord skill of stealing (and redistributing) experience.



These extra thematic points are unlocked IMMEDIATELY and indeed retroactively on install.

For a LL's Unique Individual skill line, (here starting with 'A Moving Mountain' and culminating in 'The Sun Eater') the final 'Big One' (tSE) oft requires a certain amount of points spent in the preceding selection. LLLL grants these points in the order *I* have guessed to be most impactful on harder difficulties. The below example is for Kholek, and gives a good indication for others, but do note, the CoC DLC Lords are different to the norm, their final skill demands 3(rather than 2) or sometimes all 4 prior to selection, which LLLL adheres to.


Stage 0. A Moving Mountain is required, awarded first at level 12.
Stage 1. I valued Uneartly and Anomalous best here, awarded at level, 13.
Stage 2. Giant Killer and Seismic Shock SIMULTANEOUSLY, at level 14.
Stage 3. This fulfils the requirements to grant The Sun Eater ASAP, at level 15.
Stage 4. Toughened Skin subsequently awarded last at level, 16.

The final selection (tSE here) is often a priority ASAP. So LLLL gives 2 points simultaneously at Stage 2. A small power jump to ensure the player isn't actively punished for the mods selection, while getting 'The big one' (Stage 3) ASAP.
So you get them all by one level earlier than vanilla, 16 vs 17 (or at 17 as vanilla for CoC DLC LL's) but perhaps not in your preferred order as a balance.
Order is curated differently for every lord depending on skill effectiveness. May adjust if people reach a consensus, so speak up in the comments!

Balance
Obviously this mod is a buff, but at effectively 1.2 skill points per level extra, for only Legendary Lords I think it's reasonable/not OP. While front-loaded, the many buffed AI WoC LL's will prove more challenging in your campaign, with less room for dumb AI skill point choices. Install the WE and VC versions for true balance!

Compatability and Technical
I've tried to keep it lightweight and made decisions that will leave it as conflict-free as possible.

Compatible with other mods such as one extra skill points per level, and ones that change skill trees/add skills, so long as they don't change the name of existing skills. LLLL does not need a skill dump(mod).

Save game compatible, can add or remove at any time, skill points will be awarded retroactively if earnt and remain, if earned, upon mod uninstallation.

Modifies only 3 tables: character_skill_level_details_tables, character_skill_nodes_tables, and character_skills_to_level_reached_criterias_tables.

A 'pure' version is available that ONLY grants the unique skills to LL's.




Other Races
MEEP - Compilation mod with EVERY race/LL.
Wood Elves
Vampire Counts
Vampirates
Tomb Kings
Skaven
Ogre Kingdoms
Norsca
Lizardmen
Kislev
Green Skins
Grand Cathay
Empire
Dwarfs
Dark Elves
Daemons
Bretonnia
Beastmen
Asur