Total War: WARHAMMER II

Total War: WARHAMMER II

[OUTDATED] Lizardmen Bugfix for Blessed Units
53 Comments
JerreyRough  [author] 31 Jul, 2018 @ 9:34am 
This was fixed in October of last year lol.
m_ig_uelon 31 Jul, 2018 @ 6:44am 
is this fixed or can we inckude this to the community fix mod?
Rustic Clover 26 Jan, 2018 @ 7:55pm 
Thanks for keeping this up, I'm actually having to try reverting to the 1.0 version for the sake of my campaign.
K-One!! 30 Nov, 2017 @ 9:42am 
RIP mod
ggyyuullaa 13 Nov, 2017 @ 2:00pm 
Ok. Thanks.
JerreyRough  [author] 13 Nov, 2017 @ 1:26pm 
@ggyyuullaa: This mod doesn't need an update/doesn't need to work anymore. All of the additions this mod made are in-game now.
ggyyuullaa 3 Nov, 2017 @ 10:58am 
Update please. For me not working. The launcher says it's out of date.
nova_wjw 31 Oct, 2017 @ 6:42pm 
Thank you for your mod
Cataph 30 Oct, 2017 @ 9:29am 
Keep my upvote.
Kordigor 28 Oct, 2017 @ 12:52pm 
Tnx a lot m8, for your mod. You saved my time.
Big Meme 27 Oct, 2017 @ 2:19am 
Thank you for making it while it was necessary
溥天之下小灵通 26 Oct, 2017 @ 11:42pm 
Thanks~!
Zorander 26 Oct, 2017 @ 4:52pm 
Thanks for providing these fixes. They indeed seem to be officially implemented now.
Jahmon 26 Oct, 2017 @ 12:41pm 
I was just looking a few minutes ago for info if they fixed everything or if I still needed this mod, so thank you for posting (and late thanks for the mod)
JerreyRough  [author] 26 Oct, 2017 @ 12:33pm 
All of the fixes, including the most recent one added to this mod, have now been implemented in-game. This mod is no longer neccesary. Thanks for the support everyone!

I could remove it from the workshop, but I'm not sure if this will actually remove the file from people's game folders. I'll leave it up for now so folks can unsubscribe on their own.
JerreyRough  [author] 25 Oct, 2017 @ 9:11am 
As per today's patch notes, tomorrow this mod should no longer be neccesary.

If they did not include all of the fixes (including my most recent one) then I will reduce the mod to those fixes. Else I'll change the name/icon to make sure people know to disable this.
Feztis 20 Oct, 2017 @ 2:36am 
@JerreyRough It looks like it's fixed now.
Rachel L 19 Oct, 2017 @ 5:41pm 
You said you have a lot of mods. Imagine me that have 61 mods
Rachel L 19 Oct, 2017 @ 5:41pm 
Oh good
JerreyRough  [author] 19 Oct, 2017 @ 5:27pm 
Yeah it was another mod, I reimplemented the potential fix. Still figuring out which one, but definetely wasn't the addition I made.
JerreyRough  [author] 19 Oct, 2017 @ 5:17pm 
The thing is though is that I can load a save a couple turns earlier and it works fine (until it gets past a certain point, then save files stop working), so it's very hard to figure out what crashed it. Thankfully there aren't a lot of mods yet, so I should be able to figure out which one it is.
Rachel L 19 Oct, 2017 @ 5:14pm 
Probably that then. See if any mod didnt removed any unit. Or see if any mod that edit startpos changed
JerreyRough  [author] 19 Oct, 2017 @ 5:01pm 
I'm testing it right now, I think it's actually a completely unrelated issue related to one of my other mods where after some point save files will crash upon loading. As in they'll finish loading, open the campaign map, and then crash. It also only crashes a little later in the campaign, one game by turn 24 and another by turn 100.

I know it isn't my other new mod, since I had this crash before I even started it (I just figured some mod updated while I was playing at the time).
Rachel L 19 Oct, 2017 @ 4:44pm 
@Jerrey, instead of reverting the changes, upload the old file somewhere else and link it for people who need
JerreyRough  [author] 19 Oct, 2017 @ 4:11pm 
I reverted the last change because it caused my saved game to crash.

On a new game it worked, but I don't want to break people's save games. I don't know if it fixed @MrFestis's issue but I don't think it was worth breaking save files.
JerreyRough  [author] 19 Oct, 2017 @ 3:59pm 
@Admiral K: Oh darn! I'm surprised this mod would do that, but there's nothing I can do. Perhaps you were using another mod that already does what this mod does?

@MrFestis: Hmm, I'm not sure. I just looked into it and found that the Blessed Horned Ones were missing from a unit set ("wh2_def_lzd_cold_ones"); the other cold one units are in it, as well as the Blessed Spear Riders, so I assume it's another overlook.

I just updated the mod with that fix. Did that fix the issue?
Feztis 19 Oct, 2017 @ 3:44pm 
@JerreyRough For some reason, when recruiting Blessed Horned Ones I recruit them starting with like 4 ranks already. Is it a vanilla bug you think?
Dr. Bob von Homme de' Cirkus 18 Oct, 2017 @ 12:00pm 
Hi buddy, just tried out your mod with a friend of mine for a multiplayer co-op campaign, and we found out that it messed up the compatibility. So we had to turn it off to be able to play together.

Just wanted to let you know, and also I think it's great that you made the mod in the first place!
Aksolotli 17 Oct, 2017 @ 4:01pm 
CA........
Feztis 16 Oct, 2017 @ 12:55pm 
@peterebbesen That might very much be it, but when getting explained to me on the forums about the extra cost from lords, the numbers they used did not include that extra 20% upkeep and the math seemed all right. I had a net reduction of 41% upkeep after accounting for the increase from my 3 other lords, which brought down the upkeep of Saurus Warriors (Shields) to 118, as expected.
Audio 16 Oct, 2017 @ 12:04pm 
@peterrebbesen Thanks for the clarification, will keep the mod then!
peterebbesen 16 Oct, 2017 @ 9:57am 
@MrFestis As a guess, the answer to your upkeep question might be that you are unaware of, or have forgotten, that apart from the upkeep increase per extra lord, the difficulty level also provides a base modifier to the upkeep costs for all units you field. IIRC it is 20% on very hard.
peterebbesen 16 Oct, 2017 @ 9:32am 
@Audio CA has acknowledged the bugs in the lizardmen roster.

Blessed Saurus Warrior with Maces get +attack, +damage, +charge, +perfect vigour, and the health bonus all blessed units get over the stats of the regular Saurus Warriors with Maces.

Blessed Saurus Warriors with Spears get +armour, +defense, +strider, and the health bonus over the stats of the regular Sarurus Warriors with Spears.

Blessed Temple Guards gets +armour, +charge, and the health bonus over the stats of the regular Temple Guards.

That is all part of the basic roster data.

What this mod does is allow the Blessed Temple Guards to benefit from the skills and techs that affect regular Temple Guards and Blessed Chameleon Skink to benefit from those that affect Chameleon Skinks --- just like EVERY Blessed X unit does except BTGs and BCS.
Audio 16 Oct, 2017 @ 9:13am 
Noticed eg the Blessed saurus warriors get really good AP damage, comparable to temple guard, so wondered if by subscribing I'm not making my army too OP!
Audio 16 Oct, 2017 @ 9:10am 
was referring to tech upgrades btw.
Audio 16 Oct, 2017 @ 9:09am 
Just a query, are these all things CA aknowledge are bugs and not working as intended? I thought maybe eg the higher weapon strength on the blessed saurus warriors means they come pre-upgraded. If their stats match upgraded units with the same xp/chevrons that is. I've subscribed anyway, so thanks.
JerreyRough  [author] 16 Oct, 2017 @ 2:33am 
@MrFestis: That's very odd, especially since this mod is like 6 lines long. It doesn't touch normal saurus and cannot take anything away from any unit.

To be safe I just tested it and I can confirm it's not this mod. I just started a new game from scratch on Hard, where Sarus Warriors (shields) were at 106 upkeep. After I took Blessing of Quetzl it went down to 66 upkeep. That's 40 less upkeep which is 20% of the base cost, which means it's working properly.
Feztis 16 Oct, 2017 @ 12:33am 
I have a possible bug: I'm playing as Kroq-gar with his 50% reduced upkeep for Saurus, along with another 20% reduction from his Blessing of Quetzl. The problem is I'm only getting a 50% reduction, while having no other lord than Kroq-gar himself. From my list of mods I can only think of this one affecting it. Note: Before taking Blessing of Quetzl, I was at 140 upkeep for Saurus warriors (Shields) (i.e. a 30% reduction), so there must be something affecting Kroq-gar's inate army upkeep reduction by 20 percentage points.
JerreyRough  [author] 15 Oct, 2017 @ 5:24am 
@peterebbesen I agree on the Xhotl thing. I wouldn't touch this mod at all with it. Heck, unless someone else sees another entry that CA overlooked then this mod shouldn't need another update ever.

It's kinda funny we posted both on the same day! I was going to post it a few days before, but I was away and forgot about it. At least one of our mods took off, so more folks would get it!
peterebbesen 15 Oct, 2017 @ 3:23am 
Also, thanks for your original bug report on October 2nd. I made a small bugfix mod for my own use based on that and thought no more of the issue until at the end of my Lizardman campaign, where I saw that nobody had uploaded a mod for it yet. So I made my own Lizardmen Blessed Unit Bugfix mod public on October 10.... only to see now that you went public doing exactly the same next day.

It is tempting to take mine down and redirect people to your mod as they do exactly the same thing and you were the one who bothered to track down the discrepancies in the tables in the first place.
peterebbesen 15 Oct, 2017 @ 3:11am 
The "Sacred Spawning of Xhotl" upgrade from "Spawning of Xhotl" for Kroq-Gar is most likely a deliberately MP-only thing, just like "Greater Arcane Conduit" is the deliberatetly MP-only upgrade from "Arcane Conduit" that certain MP mage lords get.

While CA hasn't weighed in on the Sacred Spawning of Xhotl question that I know of, CA's answer to the Greater Arcane Conduit question was that the upgrade was needed for MP balance, and that the lords were quite powerful enough in SP when leveled. So lacking any convincing reason to suspect otherwise, it would make sense to make the same assumption about other sklls/abilities that have upgraded versions in MP but not in SP.

As such, I would suggest that you not include MP-only bonuses for the SP Kroq-Gar - unless you want to turn your bugfix mod into a buff mod.
NPCattt 14 Oct, 2017 @ 10:37pm 
thanks for this!
Kushko 14 Oct, 2017 @ 4:48pm 
That is just awesome! :) Them not including certain units for bonuses was bugging the hell out of me. Thank you again for a great mod!
JerreyRough  [author] 14 Oct, 2017 @ 3:34pm 
@Kushko Yep! The Blessed Horned Ones weren't bugged and already got it, but for some reason the non-blessed version didn't.
Kushko 14 Oct, 2017 @ 3:30pm 
So am i right in understanding that this mod will allow Kroq-gars 50% upkeep reduction to effect the horned ones? Not just potential blessed ones but normal ones as well?

Cheers! You are doing gods work here sir. :)
Matthias 13 Oct, 2017 @ 6:20am 
@useless the wizard just a MP abilty I think since slann have greater acerance conduict in MP but not in SP
JerreyRough  [author] 12 Oct, 2017 @ 11:57pm 
You are all welcome! I hope they fix this in the next patch.

@Useless the Wizard:
Oh, interesting! I'll look into seeing if I can fix that. It sounds like something he should unlock via a skill but doesn't. I should be able to make it so he'll always have that ability.
Matthias 12 Oct, 2017 @ 2:06am 
thanks for this
drahnier123 11 Oct, 2017 @ 6:58pm 
I was waiting for this before playing Lizards
Lion 'El Johnson 11 Oct, 2017 @ 5:31pm 
You are my savior! I'm really bad at modding anything that isn't Med 2, and seeing this bugged the daylights out of me.