Total War: WARHAMMER II

Total War: WARHAMMER II

Arkhan the Black: Expanded (Vanilla: Beastmen)
910 Comments
dhws 14 Jun @ 9:46am 
Haha, yeah I figured. Oh well, I'll survive somehow. Thanks again man, you should be proud. This is a 10/10 mod.
Stephen  [author] 14 Jun @ 9:10am 
Thank you! Probably not as they are recruited from the Landmark at Nagashizzar.
dhws 14 Jun @ 9:00am 
Absolutely fantastic mod. One question tho: are the nagashizzar guard available in the vortex campaign? I cant find them lol
Stephen  [author] 7 Jun @ 1:31am 
Thank you!
One of the best TWW mods I've tried during these 10 years).
Brids17 16 Sep, 2024 @ 11:29am 
Awesome, I'd love to see the greenskins and him duke it out.
Stephen  [author] 16 Sep, 2024 @ 10:09am 
Yeah, I can certainly take a look.
Brids17 15 Sep, 2024 @ 2:19pm 
Not sure if it's possible but is there any way to make the AI more aggressive? He survives better than vanilla but he doesn't conquer like you'd expect him to given how much more powerful he is now. I'd have expected him to be like the elves but for the old world but he kinda just sits there with the rest of the tomb kings.
Stephen  [author] 15 Sep, 2024 @ 8:20am 
Most likely going to give this mod a little update over the next month or so. Anything I should take a look at?
Stephen  [author] 22 Oct, 2023 @ 2:28pm 
Yeah, most likely :)
Brids17 22 Oct, 2023 @ 12:40pm 
Ah, I guess that's why I haven't come across them yet. Thanks. =)
Stephen  [author] 22 Oct, 2023 @ 9:56am 
I think you can get them from the raise dead mechanic but would need to check. Yeah, looking at the script, it seems they can be recruit from various places in Sylvania.
Brids17 22 Oct, 2023 @ 9:25am 
How do you get grave guard? There's no building for them.
Economic Terrorist 4 Oct, 2023 @ 9:44am 
NICE
Annelies 19 Jun, 2023 @ 1:45pm 
From never achieving much, Arkhan is now consistently a huge threat. His lands are so immensely tainted that even my vampire coast was taking massive attrition. Pretty impressive.
Stephen  [author] 10 Mar, 2023 @ 1:07am 
Thanks very much!
rewt-m 9 Mar, 2023 @ 8:59pm 
Stephen  [author] 9 Mar, 2023 @ 5:34am 
Yeah, that's not a problem at all, as long as you provide a link to this mod etc.
rewt-m 9 Mar, 2023 @ 4:34am 
Hello, I am one of the users who enjoy your mod. But some users can't enjoy it because of language problems. I am Korean, so is it okay to translate your mod wh2 & wh3 ver into Korean and upload it?
The Lord Of Lmao 8 Oct, 2022 @ 9:04pm 
Arkhan is unplayable without this mod ;-) Thank you.
Stephen  [author] 24 Aug, 2022 @ 5:27am 
WHIII version of the mod is now live: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2852724610

Released as a beta, but I'll be providing bug fixes and content updates as and when I can.
Stephen  [author] 22 Aug, 2022 @ 10:05am 
Currently planning on releasing a beta version of the mod tomorrow when IE drops and I'm back home from work. Will fix bugs and add content gradually as I get to play with IE more.
Stephen  [author] 16 Jul, 2022 @ 2:47am 
@Big Sandwich I'm currently looking into something a little different for Arkhan when I port the mod to WH3, be it Tomb King Lords with a staff and a caster, but I'm not quite sure yet.
Big Sandwich 16 Jul, 2022 @ 2:14am 
Any chance of getting generic VC Necromancer Lords and Necromancers as Lords/Heroes?
Stephen  [author] 25 Jun, 2022 @ 9:08am 
@spole Hey, thanks very much!
spole 25 Jun, 2022 @ 7:00am 
Just discovered this mod, really good stuff dude It's what I hope CA can hopefully try to emulate in the base game some day
Stephen  [author] 24 May, 2022 @ 8:53am 
I've actually been working on stuff for WH3 and I've made a unique building chain that can split off from the main settlement like the Demons get. so that should eliminate duplicate units appearing in the raise dead pool.
Ninjeno 23 May, 2022 @ 11:21pm 
In response to your earlier reply, great! Might I suggest removing vanilla unit cards from Arkhan's recruitment pool and just replacing them with the cool purple-background ones? Just tidies the recruitment menu y'know? And I wanna see those awesome custom unit cards you made! Honestly though great job with the mod so far :steamthumbsup:
Stephen  [author] 23 May, 2022 @ 10:12pm 
I could certainly have a look at adding something like that for WH3 once Immortal Empires Launches :)
headthief 23 May, 2022 @ 3:15pm 
wow
its better than I thought
raise grave guard was so cool and lore
its what I called a true arkhan mod! like we r doing same thing in ET book!
but its kind of strange,arkhan himself dont got this skill to increase grave guard cap,neither the blood line vampire lord
well,maybe they r busy on something more important,I guess :p]
Stephen  [author] 23 May, 2022 @ 12:14pm 
@Headthief Once you've put points into the skills you can recruit them via the raise dead pool.
headthief 23 May, 2022 @ 1:36am 
thx for answers
but I still cant find them in normal city building tree,like Kemori
so grave guard become ROR or recruit in landmark?
Stephen  [author] 22 May, 2022 @ 10:51pm 
@Headthief Thanks very much! You can find Grave Guard locked behind Arkhan's Dynasty Lords. They have skills that increase the capacity for them. Nagashizzar will increase more Vampiric units if I remember rightly.
headthief 22 May, 2022 @ 10:07pm 
played once,got a good time
glad to see u updat this mod , and nice new icon
and I got 2 questions
1 where was grave guard?I see the icon here,but I didn't find where to recruit them in game
2 the landmark------great hall of nazziar still increase the the vampire unit cap,right?I mean,every kind of vampire unit,or just some kind?
I still in 30 turn now,so I cant go that far to see the landmark
Kraker 1 May, 2022 @ 11:16am 
Also a Landmark build who give us limited Vampire Coast units in Awakened is much better than giving more units to Vampire Admiral
Stephen  [author] 1 May, 2022 @ 8:33am 
@Kraker I can take a look.
Kraker 30 Apr, 2022 @ 3:01am 
Can you update more units to Vampire Admiral ?
Stephen  [author] 30 Apr, 2022 @ 1:06am 
@Ninjeno Hey thanks! I've always wanted to give Arkhan his own version of the vanilla TK units. Now the WH3 roadmap is out, I'm most likely going to have a look at another update for this mod with some new changes in mind.
Ninjeno 28 Apr, 2022 @ 5:05pm 
Heya! Love this mod, Arkhan was in serious need of some sort of extra juice. Just wondering though, why reskin the skeleton infantry and catapults but then leave, for example, the default skinned catapults in the chariot building? Like I want chariots, but If I build it to tier 3 will it introduce a unit cap for reskin AND default catapults separately? Idk I just don't want an even more cluttered recruitment bar y'know.
Kraker 25 Apr, 2022 @ 11:37am 
Oops wrong mod but still thanks for looking to problem 👍
Stephen  [author] 25 Apr, 2022 @ 11:25am 
@Kraker Certainly. I'll have a look when I get a spare sec.
Kraker 25 Apr, 2022 @ 3:14am 
Can you add TK extended lord and Hero skills to your tainted Lords and priests. For example tainted liche priest don't have his flamethrower ability and Tomb barque mounts
Stephen  [author] 2 Apr, 2022 @ 4:45am 
I'll see what I can do about about though :D
A Spanner Barb 1 Apr, 2022 @ 10:49am 
Thanks for the reply!
The climate system can be rough at times, haha
I'm still surprised the changes effected Khemri when I don't have your broader TK mod installed - is there a way to make it so they only effect the Followers of Nagash? It's not a huge problem for me now because my Khemri campaign is in the late game now, I was just surprised by all the sudden yellow triangles on my settlements, haha
Stephen  [author] 1 Apr, 2022 @ 10:02am 
@A Spanner Barb Thanks!

I always found the climate system a little restricting, especially for the Undead, so I added in that preference so they had more areas to expand into.

I made some adjustments to unit recruitment to overcome duplicate units, but the downside is that the vanilla TK Skeleton Warriors and Spearmen can't be recruited from the main settlement chain. (In WH3 I have corrected this)
A Spanner Barb 1 Apr, 2022 @ 7:31am 
Excited to try this out! Noticed a couple of things that I wanted to query first, though.

I noticed it makes temperate climate suitable for TKs (even in my current Khemri campaign) - I guess my worry with that is that it might remove some challenge, so I'd be interested to hear why that change was made.

I also noticed that (in the same campaign) Skeleton Warriors/Spearmen could no longer be recruited from the settlement building alone, and instead either required a wall building or the infantry recruitment building. I don't think it's from another mod because this is the only one I've installed that influences the TKs directly. I've tried checking discussions, change notes, etc., but either I'm missing something (I'm new TW mods) or I can't find where it says that's part of the mod.

Does anyone know what I might have missed? I suppose I'm mostly surprised that an Arkhan-specific mod would have influenced the other TK factions, but that's probably on me lol
Echo 22 Mar, 2022 @ 3:59am 
He does, but most of his dynasty lords (and if you use the confederacy mod, the other LLs) don't. Even Arkhan's red skills are not quite perfect (for instance, the one that improves ushabti doesn't improve hierotitans, while normal lords' skill does).
Stephen  [author] 22 Mar, 2022 @ 3:37am 
@Echo vanilla unit groupings have not been added to Arkhan's units as he gets different red skills for them. However, if you'd like to throw the packfile this way I'd gladly have a look and get and update pushed out. Would appreciate that.
Echo 22 Mar, 2022 @ 3:27am 
There were a number of (purple) units that were missing their vanilla unit groups, and thus not benefiting from the red skill trees and tech upgrades.
Also, some settlements (like Khemri, Tower of Arkhan etc) are missing building chains (Vampire Beasts and the defensive one respectively).
Finally, for the upgrades sub-mod, quite a few units missing the upgrades (mostly purple units: ushabti, tomb guard, catapults, zombie dragons etc).

Like I mentioned in the other thread, I fixed most of these on my local copy, if you're interested.
Stephen  [author] 22 Mar, 2022 @ 1:39am 
Any notable bugs that anyone would like fixed while I have some free time?