Total War: WARHAMMER II

Total War: WARHAMMER II

Loreful Lizards (Updated for H&B!)
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Update: 20 Oct, 2019 @ 3:17am

- Removed Southlands Skink Units
- Gave Tehenhuain's pattern to all Southlands Native factions
- Gave Cult of Sotek and Spirit of the Jungle the same plain blue skin as other lizardmen factions
- Removed my Dread Saurian (CA made the unit themselves, but he may return someday as a different creature)
- Removed my Engine of the Gods (CA made the unit themselves)
- Added Skink Horned One Riders
- Added Troglodon
- Removed the Cosmic Engine's missile weapon (it wasn't working) and made it an extremely buffed and longer cooldown ability instead. (It should feel more like the Warpstone Nuke now)
- Added new ancillaries from Prophet and the Warlock to the Great Plan interface
- Removed Feral Beasts from the Great Plan (for now, rework in progress. You have plenty of tame dinosaurs to play with in the meantime)
- Added Temple Guard ability to all new Slann types.
- Made certain unique, named items buildable only once from the Great Plan interface

Update: 20 Oct, 2019 @ 3:14am

Test upload

Update: 3 Apr, 2019 @ 2:24pm

0.1.3.1 Mislaid Plaques

- A skink priest mislaid plaques vital to the continuation of the Old Ones' Plan; Non-Vampire Attrition was still occurring and this has now been fixed.
- Removed puddle-brained skink priest from his duties. He is hereby assigned for a single cycle to the caste of terradon roost-floor cleaners to atone for his mistakes.

Update: 3 Apr, 2019 @ 2:18pm

0.1.3 Rumble in the Jungle, Stand in the Sand

- Added Desert Attrition Immunity to all new units, in line with lizardmen units in vanilla
- Buffed the Dread Saurian. It should hit more like the avatar of the Old Ones' fury that it is now.

Update: 26 Mar, 2019 @ 5:19am

0.1.2: Inheriting the World

-Removed lizardmen starting alliances, and replaced them with a system of visibility:
* All former terrritories of the Lizardmen start the game as seen by the Lizardmen. (Discovered, but fog of war, no communication with factions)
* Territories of the Lizardmen currently in contact with one another have permanent vision on each other. This includes the "Big Four" Temple Cities, as well as some notable locations with lizardmen garrisons, such as Axlotl, or places on the geomantic web which can operate independently of ownership, such as Spektazuma.

-Undid override for Chain Lightning by another ability. Should work fine now.

Update: 23 Mar, 2019 @ 3:12pm

0.1.1

- Increased Culchan health so they are far less squishy.
- Undid climate changes other than making deserts unsuitable. The children of the Old Ones should no longer dislike their home in the jungles of Lustria or the Southlands.
- Added in the Great Plan interface for other Lizardmen factions added by CFO

Update: 20 Mar, 2019 @ 5:47am

0.1 :

Made the mod release-worthy, with base features including:
-Great Plan interface with artifacts, attendants and feral units.
-New units
-Removal of Feral Units from Recruitment
-Sacred Spawnings
-Alliance with other Lizardmen on game start
-Temple Body Guard Ability
-Complete overhaul of Geomantic Nexus ability. No more ghost skinks, instead you gain winds of magic.
-Summoned Feral Cold Ones no longer degrade in health over time.