Total War: WARHAMMER II

Total War: WARHAMMER II

Blood Knight Halberds (MOVED)
35 Comments
SteelBlood  [author] 26 Sep, 2019 @ 1:03am 
Thank you! I try to make my units fill in missing slots like those.
SteelBlood  [author] 22 Jul, 2019 @ 5:36am 
Anyone is free to do so, but I have no experience with translations sorry.
eddhilt 21 Jul, 2019 @ 3:53am 
Thanks for the quick answer. Will it be translated in a non-english campaign??
SteelBlood  [author] 20 Jul, 2019 @ 5:32am 
Vampire's Keep, same as regular Blood Knights, also requires Reliquary. Enjoy! :) (and get bonuses from Blood Knight Tech)
eddhilt 19 Jul, 2019 @ 11:04pm 
Hello! What building(s) should i get to recruit these guys?? Thanks.
Ceres Clouds 7 Mar, 2019 @ 6:11pm 
It's all from GemFX, does wonders for palette/contrast/lighting!
SteelBlood  [author] 7 Mar, 2019 @ 6:10pm 
Thank you that was a fantastic job citing me! But I am truly impressed with those screenshots, I think you made my unit look better in that screenshot than it does in game lol.
Ceres Clouds 7 Mar, 2019 @ 5:28pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1674898249 updated with credit & screenshots! Can't add you as a 'contributor' without adding you on Steam, but you're credited in the description & in screenshots.
Ceres Clouds 7 Mar, 2019 @ 3:01pm 
No worries, really appreciate it!
SteelBlood  [author] 7 Mar, 2019 @ 2:59pm 
Sorry it took me so long to get back, sure you can! Thanks for checking and informing me :)
Ceres Clouds 6 Mar, 2019 @ 6:24am 
Would you mind if I included your Depth/Blood guard units in a silly compilation overhaul I'm working on? Obviously with links & credit!
SteelBlood  [author] 3 Mar, 2019 @ 1:15pm 
Get well soon lol! Glad you got it working.
Ceres Clouds 3 Mar, 2019 @ 6:58am 
@SteelBlood Turn's out I've got what you call 'dumb bitch disease' because the only reason this (and a bunch of other mods) weren't working was because I hit the cap for enabled mods. No errors, no conflicts, nothing. Just had to go disable/merge a bunch of junk instead.
Ceres Clouds 3 Mar, 2019 @ 4:56am 
Yeah I'm pretty sure it's because of the launcher. What you said about removing a unit mod makes sense of course, but this is a case of enabling the mod and then crashing on the splash screen as the game loads - no opportunity to ever see the unit in the game in the first place. I'm absolutely baffled, but seems to be a problem with every mod that adds new units that I've subscribed to since the launcher update.
SteelBlood  [author] 2 Mar, 2019 @ 2:08pm 
You will crash if you try to remove a unit mod, if any faction has recruited that unit. If you are using the beta for the launcher (which reverts to the original launcher), you will know it's not a launcher issue. If you have the new launcher which annoyingly it forced everyone to use, even if you use the KMM it will likely crash. I doubt it is a mod conflict or bug with this particular mod since no one else has reported any issues. If there is any way I can help do let me know, and good luck!
Ceres Clouds 2 Mar, 2019 @ 6:03am 
Yeah, I've got 110 other mods running (including about 20 of my own) and I'm only getting crashes on main menu load with this & other unit mods. Doubt it'd be a launcher issue, but I'll give it a go - I've looked in the mod itself with PFM and I can't see a single thing that'd cause conflict or crashes.
SteelBlood  [author] 2 Mar, 2019 @ 5:38am 
1st, I'd make 100% sure it's my mod. But it sounds like the same issue people have been having since the new launcher. Since the new launcher came out, people have been crashing on all kinds of loading screens. Especially modded campaigns, and even when using KMM still (Happened to me too). Try opting into the launcher beta through steam, and then loading using the vanilla launcher. That worked for me and most people it seems.
Ceres Clouds 2 Mar, 2019 @ 5:18am 
Having a crash on game load here (splash screen) but I'm not seeing -any- conflicts with other mods in use right now. Any idea what it might be? It's bound to be some sort of conflict, but if it's not showing up in KMM I'm stumped.
SteelBlood  [author] 26 Feb, 2019 @ 1:59pm 
Updated to use new skills from Festag.
SteelBlood  [author] 26 Feb, 2019 @ 1:07pm 
@bigmek I compared the two animations when creating the mod and decided I liked this one better. They are also very similar animations with a lot of the same attacks. Blood Knights are a Knightly order, and I feel this animation reflects that better for trained soldiers.
B-loeber 18 Feb, 2019 @ 11:54am 
thanks! i hope you plan to have a great weapon varient too!
SteelBlood  [author] 18 Feb, 2019 @ 11:35am 
Also, if you want more vampire units, I have mods adding and unlocking Depth Guard to the Vampire Counts, and they are vampires.
SteelBlood  [author] 18 Feb, 2019 @ 11:34am 
There is a link to a sword and shield version in the description. I may make dual wield versions in the future but I wouldn't expect anything soon.
B-loeber 17 Feb, 2019 @ 2:11pm 
do you plan to make more of this elite knighs? swords or great weapons? they fit perfektliy with the new bloodnight lord! it's truly wonderus to have a pure vampire army :D love it! hope to se more! ps a range wariant would be awwsome ;) bow or musket i dont care! some range vampires would be nice to have
keaml411 9 Feb, 2019 @ 1:07am 
pls give them depth guard halberd animations that would really fit them better than standard state troop animations
SteelBlood  [author] 14 Nov, 2018 @ 2:13pm 
Improved unit spacing and gave them a growth spurt to be same size as their Depth Guard cousins.
cocu0045 14 Nov, 2018 @ 3:52am 
Your work is excellent, but why are there only 60 people? The original 120 people. Can you get 120 people?
青山 12 Nov, 2018 @ 9:44am 
Can you make them stand a little tighter?
SteelBlood  [author] 11 Nov, 2018 @ 7:52am 
@Raegorn they should get bonuses to both :)

They already have the least amount of models any infantry has in game, even chosen have more, So I don't think that'd work to well. They are balanced in just a 1v1 sense for normal difficulty, which means any battle support (other units, spells, abilities, etc) will put them ahead of depth guard because they barely lose in 1v1. Also add to that skills and techs.

I am hoping to release renown units in the future to fill the role of beating depth guard (2 lore friendly units, Drakenhof Templars and Blood Dragons). Templars would be capped at 4 and are infantry.
Rewasder 11 Nov, 2018 @ 7:09am 
then from which one do they get bonusses? anything that gives bonus to blood knights or grave guard(as they are both infantry)?

btw, about what was mentioned about the depth guard, you can make the blood knights better in stats, but lesser in numbers, i think that would be the best way to balance it and keep everyone happy
SteelBlood  [author] 11 Nov, 2018 @ 2:15am 
@Raegorn yes they do! :) good question, I'll add to FAQ
Rewasder 10 Nov, 2018 @ 6:05pm 
do they get bonuses from tech and lord skills?
(☬) Silver Banshee 10 Nov, 2018 @ 10:13am 
Alright - perhaps we can have female vampire unit next? female blood dragons could always go for that !
SteelBlood  [author] 9 Nov, 2018 @ 5:29pm 
I agree Uku :/ but I did not want to detract from the roles of vanilla units. Even so the depth guard barely win against the Blood Knights.
(☬) Silver Banshee 9 Nov, 2018 @ 5:04pm 
Blood knights would be stronger than depth guard lore wise