Total War: WARHAMMER II

Total War: WARHAMMER II

Arkhan the Black: Expanded (SFO Submod: Beastmen)
417 Comments
Tender Tendrils 30 Oct, 2022 @ 5:24pm 
Warhammer 2 (SFO) hence why I am commenting here specifically :)
Stephen  [author] 30 Oct, 2022 @ 11:25am 
Is this for WH2 or WH3?
Tender Tendrils 30 Oct, 2022 @ 10:44am 
Are the Dark Ritual and Ushabti building chains supposed to only be available in certain provinces? I am early in the campaign and I can build them in El Kalabad but not in Wizard Caliphs Palace or Vulture Mountain.
Searph 13 Aug, 2022 @ 11:30pm 
phukface if you are still wondering what you are talking about is indeed tk extended. i tried both this and tk extended and weird things crop up due to it. there is a lot of redundancy for one thing. and the other thing is that some buildings don't play nice together when both mods are used together.

tldr use this or tomb kings extended only (with tomb kings extended being the bigger mod if you car about those things like i do).
Stephen  [author] 28 Jul, 2022 @ 11:34am 
SFO itself possibly does that. I checked the tables for this mod and I can't see anything I've changed specifically.
Honor Guard 28 Jul, 2022 @ 11:11am 
So does this mod change his lord trait (removing the vampiric corruption and moving it to his faction)?
Phukface 24 Jul, 2022 @ 10:00pm 
I have a pretty expansive list, I'm thinking maybe TK extended is part of it but the tech is to the right of the bottom third dynasty line and it's called Dark fate if that helps any
Stephen  [author] 24 Jul, 2022 @ 8:58am 
I'm not sure the pit of souls is one of my buildings. What other mods do you have?
Phukface 23 Jul, 2022 @ 5:47pm 
Is there somewhere I can check where to get the building required for locked techs? I've been stuck on the one that requires the pit of souls and I haven't been able to find that lol
Stephen  [author] 12 Jul, 2022 @ 3:03pm 
Thanks! I've already started work on the port so hopefully once IE comes out, there won't be too much to do.
DrinkEnemyBlood 12 Jul, 2022 @ 2:50pm 
I see and the other new lords have more capacities i'm assuming. Great mod by the way and i'm glad that you are gonna stick around and port it over to warhammer 3. Hope it's not too much work for ya and goes smoothly.
Stephen  [author] 12 Jul, 2022 @ 8:41am 
There are a few skills that increase capacity - Arkhan has one that's part of his level 10 skill line.
DrinkEnemyBlood 11 Jul, 2022 @ 7:22pm 
So how do i actually recruit tainted liche priests? i have the building but it says 0/0 can be recruited?
LimeUser 16 Jun, 2022 @ 1:29pm 
Ty
Stephen  [author] 16 Jun, 2022 @ 1:08pm 
Changelog 2.4.2

- Arkhan's Tomb Guard unit size reduced from 120 to 100
- Terrorgheist now has access to the 'Death Shriek' ability
Stephen  [author] 16 Jun, 2022 @ 11:30am 
I'll double check shortly for you
LimeUser 16 Jun, 2022 @ 9:38am 
Are the tomb guard meant to have 15 more entities than their Khemri counterpart? Also Terrorgheists are missing a special aoe skill, should be easy to find ingame
Stephen  [author] 10 Jun, 2022 @ 12:44pm 
You can recruit them from Arkhan's unique Dynasty Lords. They have skills that then add them to the raise dead pool.
Samuel Vimes 9 Jun, 2022 @ 5:15pm 
where do you recruit grave guard???
Stephen  [author] 13 Feb, 2022 @ 1:23am 
@The Sleepmaster Yeah, vanilla Tomb King techs don't effect Arkhan's unique units. I'll be addressing this in WH3.
The Sleepmaster 12 Feb, 2022 @ 8:02pm 
Tech upgrades for skeleton archers do not apply to the new skeleton archer unit.
Kazeck 17 Jan, 2022 @ 1:11pm 
You're very welcome, I literally just the other day was playing with my friend and went 'I wish Arkhan had the raise dead mechanic.' then listed off some other ideas, and well, this mod encompassed all of them, plus with an SFO submod it works for MP with my friend.

So all the work is really appreciated Stephen!
Stephen  [author] 17 Jan, 2022 @ 8:41am 
@Kazeck Thanks very much! I'll take a look into those issues you mentioned.
Kazeck 16 Jan, 2022 @ 7:04pm 
I want to thank you enormously Stephen for all of this, it's glorious to see Arkhan in given this kind of upgrade, and with an SFO Submod to boot!

My only request is that Arkhan regain access to the Vampire Lore spell he has in SFO to raise skeletons! If you'd be so kind, since it vanishes when I use this mod, of course his skill-tree is already pretty bloated, but I really love being able to spam summon, more so than using wind of death honestly.

The Commandments are also bugged in that the growth one has reduced growth at higher levels since SFO has higher base growth (+40 by default)

other than that, it all works pretty perfectly, and I adore the cleaned up unit cards!
Stephen  [author] 8 Jan, 2022 @ 3:43am 
@EzUNreal They're not I'm afraid. Another submod would need to be made to balance the stats.
EzUNreal 8 Jan, 2022 @ 3:41am 
Are the blood line lords status balanced by this mod?:steamhappy:
Stephen  [author] 6 Jan, 2022 @ 2:23pm 
I hope that helps!
lyeti 6 Jan, 2022 @ 2:22pm 
ah thanks!
Stephen  [author] 6 Jan, 2022 @ 2:14pm 
Please use this link to download the previous version of the mod if you need to complete campaigns here. [drive.google.com]
Stephen  [author] 6 Jan, 2022 @ 2:12pm 
Sorry, it isn't, my bad. I'll update this page with a link for the previous version.
Stephen  [author] 6 Jan, 2022 @ 2:09pm 
Yeah, that's also on the main mod page as well.
lyeti 6 Jan, 2022 @ 2:00pm 
It just crashes on startup now. Is there an old version of the SFO mod too?
Stephen  [author] 6 Jan, 2022 @ 1:55pm 
@lyeti The main mod has been updated so a new campaign is required. I would download the previous version via the mod description so you can continue your campaign from the main mod page.
lyeti 6 Jan, 2022 @ 1:54pm 
not sure what's going on but i am unable to load any save games prior to the update to this mod. That is to say the newest update for either the main mod or this one has effectively stopped all my ongoing campaigns. This was the only mod that updated since it last worked, and it works when I start a new campaign so I am sure that this is it.
Stephen  [author] 6 Jan, 2022 @ 12:49pm 
Main mod has now been updated to patch 2.4. Please changelog for a list of changes.
DrinkEnemyBlood 1 Jan, 2022 @ 9:17am 
I see, thanks!
Stephen  [author] 1 Jan, 2022 @ 1:07am 
@DrinkEnemyBlood No, it's basically the same but shiny is working on a VFX mod that will alter the visual aspect.
DrinkEnemyBlood 31 Dec, 2021 @ 3:06pm 
Is siphon of souls different than realm of souls?
Stephen  [author] 3 Dec, 2021 @ 9:34am 
@泥头车 绝绝子 给宁麻麻创创死 That sounds like an issue with the TK:E SFO submod as I don't have that issue with this mod.
Game crashed when I were putting my mouse on wizard's caliph Palace's Building chain,and I only used this mod with Tomb King:Extended SFO version.
Stephen  [author] 30 Nov, 2021 @ 10:18am 
@@Jordboy You're very welcome.
jordboy 30 Nov, 2021 @ 9:48am 
Thanks, its no worries. Loving the mod btw.
Stephen  [author] 30 Nov, 2021 @ 9:44am 
@Jordboy Ah, that just needs updating then. Easy enough. I'll get that fixed shortly.
jordboy 30 Nov, 2021 @ 9:43am 
Your purple version is:
- Restores 2250 HP
- Heals injured before resurrecting

Base version (I'm just assuming its changed my SFO)
-Restores 2250 HP
-Health and fatigue restored
-Heals injured before resurrecting
-+5% vigor
Stephen  [author] 30 Nov, 2021 @ 9:37am 
@Jordboy I wasn't aware that SFO changes the realm of souls, apart from it lasting longer and healing for a lot more. That's exactly what Arkhan's version should do as well.
jordboy 30 Nov, 2021 @ 9:23am 
I don't really get the point of the purple units passive. (Posting here because I assume its SFO changing the realm of souls mechanic) their realm of souls passive is just a worse version of the base tomb kings one. Base realm of souls revives and restores and gives extra vigor. Whats the point of the purple versions?
fredrowe234 29 Nov, 2021 @ 9:40pm 
Thank you!
Stephen  [author] 28 Nov, 2021 @ 1:35pm 
@Amish Robot You're very welcome.
Amish Robot 28 Nov, 2021 @ 12:24pm 
Thank you kindly, Stephen.