Total War: WARHAMMER III

Total War: WARHAMMER III

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Heroes of Legend: Lords of Time Update
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File Size
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1.477 GB
9 Feb, 2023 @ 10:14pm
17 Jun @ 8:09pm
35 Change Notes ( view )

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Heroes of Legend: Lords of Time Update

Description
Overview
This mod adds 35 new characters to various factions and 11 playable factions (3 in IE and 8 in TOW). Most characters are recruited through landmarks added in my other mod, Landmarks of Legend, which is why it's a requirement (I will elaborate a bit more on this in the FAQ section). If you do encounter any bugs, please leave them in the comment section below and we will try to fix them as soon as we can!

These characters can also be recruited by the AI and it's implemented through a neat system scripted by scehr. The AI can recruit these characters under the following condition: the Player must play as a faction that CANNOT recruit the character in question. This means that, the AI will not be able to recruit the LL/LH (even if the landmark is built) when the Player is a faction that can recruit that specific character. However, If the Player isn't a faction that can recruit the LL/LH then, whichever AI faction constructs the landmarks first will recruit that character.


Features
List of Playable Factions, Mechanics, Characters and Units can be found here, along with how to recruit them.

Playable Factions:
- Principality of Luccini (led by Lorenzo Lupo) starts in control of Luccini and has access to unique and thematic mechanics including a custom tech tree, bribery, landmarks and characters. [REQUIRES CATAPH'S TEB TO PLAY]

- Broken Wheel (led by Sheerargetru) starts at the Black Rock in the Chaos Wastes with an event chain focusing on the downfall of the Empire through cults and schemes.

- Wardens of the Living Pools (led by Lord Xlotc) starts in control of the Sacred Pools and an elite force of warriors, ready to defend their holy site against the invaders.

- Clan Durazgrund (led by Prince Ulther Stonehammer) starts in the Kislev Foothills with its champion, Borri Forkbeard, and the Dragon Company, ready to seize Karak Ungor from the filthy Gobbos. (ONLY in TOW FOR NOW)

- High Realm of Arranoc (led by Amadri Ironbark) starts in Tal Esth with a mixed host of tree spirits and elves, defending against the expansionist and tyrannical Viscount Augustine de Chegney. (ONLY in TOW)

- High Realm of Atylwyth (led by Sceolan of the Hooked Blade) starts in Tal Amere with a legion of Eternal Guard cleansing the nearby mountains of Greenskins. (ONLY in TOW)

- Children of Doom (led by Be'la'krothrogor) starts at the Suiddock in Marienburg, eager to spread his cults influence over the feeble nation of men. (ONLY in TOW FOR NOW)

- Viscountcy de Chegney (led by Augustine de Chegney) starts in control of Chegney and the newly-acquired Imperial fort of Schloss Drakenburg. (ONLY in TOW)

- High Realm of Cavaroc (led by Edrael of Equos) starts in the Halls of Equos, eager to march against the greedy dukes that threaten Athel Loren. (ONLY in TOW)

- Spirits of Sussurrio (led by Elatior the Enchanter) starts far from Athel Loren after Elatior's exile from the Silvam Dale. (ONLY in TOW)

- Soulbane Witch-Cabal (led by Urak Soulbane) starts at the Twisted Pillars, fleeing from Zanbaijin with Tamurkhan in close pursuit. (ONLY in TOW)

Other Recruitable Characters:
LL: [Emperor Wilhelm I, Be'la'krothrogor, Matthias Volker, Crown-Prince Wolfgang Holswig-Abanauer, The New Emperor, Hothar the Fey]

LH: [Hermit Knight of Malmont, Simaergul, Bannaga, Helmut von Carstein, Gorgivich Krakvald, Gunther von Grecht, Viscount d'Alembençon, Agravain de Beau Quest, Balkrag Grimgorson, Brunner the Bounty Hunter, Shi-Hong, The Black Crowe, The Black Mask, Elasir, Anurion the Green, Urial the Forsaken, Sabine Flamius, Orsini Sardus]

OTHER FEATURES
- Custom settlement skins for: Luccini and the Sacred Pools
- Campaign map props/prefabs at the following regions: Luccini, Tralinia, Wydrioth, Salzenmund and Tobaro
- Faction-exclusive units, lords, heroes and landmarks


TO-DO
List of Planned Characters can be found here.

KNOWN ISSUES
- No campaign animations for Brunner when his other weapons are equipped
- Azhag's model can sometimes change to Ulther's model when using large modlists (will be fixed with an Ulther rework in the near future)


FAQ
Why is Landmarks of Legend required?
- Originally, these characters were going to be added to Landmarks of Legend, during the early period of both this mod and LoL, but I decided against it for two main reasons: 1) This is out of the scope of that mod 2) The whole packfile would be very messy, thus making it a hassle to update. So, I split this into its own submod and kept the mod dependent on LoL, as most landmarks/units required for these characters are already in that mod.

Is this compatible with SFO?
- Don't know, I don't use SFO.

Is this compatible with Cataph's Southern Realms and his version of Lorenzo Lupo?
- Yes. In IE, Cataph's Lorenzo will be disabled in the Plutocracy mechanic and, in his place, the Guild Assassin generic hero from this mod will be present for all TEB factions. In TOW/TOWC, Both mods' Lorenzo Lupo will be present and at war with each other. May the best Roman win!

Do I need to start a new game?
- Yes, you will need a new game for most characters/factions to work properly

Is this compatible with the map mods (IEE, TOW, TOWC etc.)?
- Yes

Can you make the TOW factions playable in IE?
- No, that would require new factions added to IE, whereas, TOW already has those factions which our characters are simply put in control of. Also, there is no lore-friendly location in IE for them to occupy given how condensed the map is. However, these characters can be recruited in IE through other means [check discussion threads]

Are these characters Lore-friendly?
- Yes, all characters currently in the mod are from the lore. If we do add any that are only loosely based on lore or our own creations, they will be marked as such and toggleable.


ADDITIONAL NOTES
- If Cataph's Southern Realms is not enabled, there will be an empty faction select slot for where Luccini should be (Doesn't actually cause any issues, only that visual bug on the faction select)



If you have any bug reports, suggestions, or balance changes, leave them in the comment section below.


Submods
SFO Submod by MESSIHAH

PL Translation by wojtekb

FR Translation by ShadDoUrden

RU Translation by FarLong

2x Unit Size by SFH

Credits
Team Credits

Additional Credits

Check out my other mods here.



If you want to support our work or drop a tip, go here for my BuymeaCoffee[www.buymeacoffee.com] or here for my PayPal[paypal.me].

Thank you for checking out the mod!
Popular Discussions View All (4)
74
1
4 Jun @ 3:08am
List of Planned Characters & Factions
The_Inquisitor
23
2
17 May @ 8:00am
List of Characters, Factions, Units and Mechanics
The_Inquisitor
1,166 Comments
DiddlyDiddlyDee 2 hours ago 
Out of curiosity, is there any way to save the crown prince from being lost to his associated event chain. It kinda sucked to invest as much as I did into him only to see it all go up in smoke.
[ED] Lucius El'Cliffhanger 23 Jul @ 9:10am 
Just finished trying Old World above Landmarks of Legend, it didnt work, not sure if there's anything else I can try on my end
[ED] Lucius El'Cliffhanger 23 Jul @ 8:58am 
@The_Inquisitor
I've tested with only the essential mods and it does seem to be this mod.
I've reduced the list to:
Mixer - Mixu's Unlocker
Mixu's Legendary Lords
Mixu's Legendary Lords: Asset Pack
Landmarks of Legend
The Old World Campaign [Updates]
The Old World Campaign, Classic (I'm planning a Multiplayer campaign)
Heroes of Legend: Lords of Time Update.

I've tried loading Heroes of Legend above the Old World Campaign and that didnt seem to work, all I can think of now is to try with Landmakrs of Legend below the Old World.

Without Graetors mods, Carroburg and Solland are still set to 0 fealty.
The_Inquisitor  [author] 22 Jul @ 8:02pm 
@Dr. Smoke
This mod doesn't give Luccini the caravan mechanic.


@[ED] Lucius El'Cliffhanger
I don't think its this mod that's causing those issues for you. Nothing in here touches any sort of fealty mechanic, nor does it add or change anything related to Graetor's mods.
Dr. Smoke 22 Jul @ 12:17pm 
not sure if this has been addressed or not or if its even part of your mod, but in TOW campaign Lorenzos Luccini loses the caravan mechanic. it has it in IEE however
[ED] Lucius El'Cliffhanger 21 Jul @ 9:07pm 
While using The Old World Classic and Graetors Sylvania and Solland overhauls, this mod seams to be breaking the Fealty of Carroburg, Solland and Sylvania, and I think the lord of Solland is being shown as a generic general.
Kinnslayer 20 Jul @ 9:12am 
Anyone know of which skill dump that works with this and SFO
The_Inquisitor  [author] 18 Jul @ 7:19pm 
@Graf Eisen
Already looking into it, should be fixed with the next major update.


@J-Cool
Will take a look into it, thanks for reporting!
Graf Eisen 18 Jul @ 7:10pm 
Hi. Recently, I saw the Bretonnian army of Couronne which has two Viscount d'Alembençon !
Do you know how could this possible??
J-Cool 17 Jul @ 4:43am 
The MCT setting to turn off the Luthor buffs when playing as Lord Xloct doesn't seem to do anything. I was definitely not prepared for 4 armies to come down on me turn 12 lol