Total War: WARHAMMER II

Total War: WARHAMMER II

Legendary Lords, Legendary Mastery [REMADE AND EXPANDED]
304 Comments
Commisar Jon Fuklaw  [author] 28 Apr, 2023 @ 10:10pm 
Learn the time honored tradition of "geek the mage".
OwL_PaRTy 28 Apr, 2023 @ 7:43pm 
Very fun if playing as mage heavy faction. Though switching over to Dwarfs, it was not fun watching my armoured dawi getting swatted about by every spell imagineable in the first 20 seconds.
kinngrimm 9 Apr, 2023 @ 4:32pm 
well i try without first and if i notice that my urge to get more of the nice skills battles too much that i also want more of the old once ... anyways brilliant mod
Commisar Jon Fuklaw  [author] 9 Apr, 2023 @ 3:10pm 
Up to you.
kinngrimm 9 Apr, 2023 @ 3:06pm 
So with this new skills are enabled, right? Should we get then a mod that increases skill points per level or is it better be played in the sense that some tought decisions should be made :) ?
Commisar Jon Fuklaw  [author] 10 Jan, 2022 @ 5:26pm 
Any skill points spent in magic trees would be 100% gone - barring any intervention by using SaveParser - whether spent by a player or the AI. Some LL's can also lose skill points from other locations due to changed skill tree layouts. Even so, it is technically savegame compatible, so it's up to you if you want to use it mid-campaign.

I just wouldn't recommend doing so without the respec mod or SaveParser + a bit of free time.
Jared of Rivia 10 Jan, 2022 @ 5:13pm 
Thanks for the response. Like break the AI legendary lords where they also lose skill points/ messes up their tree or breaks them as in unplayable? I'm playing as Ikit and I haven't allocated any points into the trees that are preallocated at the start. Would that mean I would just get the preallocated skills when loading into my old save?
Commisar Jon Fuklaw  [author] 10 Jan, 2022 @ 2:34pm 
Yes, however it changes the skill trees of most LL's, so you are going to lose skill points unless you respec prior to activating the mod. It will also break most AI LL's because of that.
Jared of Rivia 10 Jan, 2022 @ 2:29pm 
Does this work when activating on an existing playthrough?
Khuma 31 Aug, 2021 @ 2:36pm 
Cool mod but it lags whenever I select Mazdamundi sadly
GloriouSin♪ 14 Aug, 2021 @ 11:40pm 
Great revival! Thanks!
Commisar Jon Fuklaw  [author] 19 Jul, 2021 @ 5:11am 
Update:

Content/Fixes:
Rekerjiggered Malagor's skill tree. Honestly should've expected that to get messed up.
Malagor once again has the main offensive spells from Lore of the Wild and now starts with them.
Double Wild Heart removed.
Doom and Darkness/Life Leeching removed to make way for the visible Lore of the Wild spells.
Commisar Jon Fuklaw  [author] 19 Jul, 2021 @ 4:38am 
Haven't had time to account for new skills.
benettonkkb 19 Jul, 2021 @ 3:39am 
I saw this was updated, but its completely trashed malagor's skill tree? His unique Lord skills are disrupted by magic skills from this
Commisar Jon Fuklaw  [author] 18 Jul, 2021 @ 4:13pm 
This mod doesn't touch Malagor's animation or entity, and it's already been fixed elsewhere.
Baligdur 18 Jul, 2021 @ 4:05pm 
Please fix Malagor issue.
Commisar Jon Fuklaw  [author] 18 Jul, 2021 @ 12:39pm 
Update:

Fixes:
Removed all vanilla dorf runes and their effects due to a conflict with IM's versions of those runes.
Jesuz is my niggha! 18 Jul, 2021 @ 6:34am 
Hey, just wanted to report that this or Legendary Lords of Legendary Legends forces Malagor to the ground, his flight is removed :(
Commisar Jon Fuklaw  [author] 18 Jul, 2021 @ 1:46am 
Update:

Minor Fixes:
Set ability phase targeting restrictions for several abilities. Should (hopefully) prevent various runes from benefiting enemies.
Commisar Jon Fuklaw  [author] 18 Jul, 2021 @ 1:37am 
No, the ability phase should be set to allies only. It's probably one of at least a few things that've slipped through due to having to completely rebuild all my work surrounding abilities.
Ray 17 Jul, 2021 @ 11:48pm 
Forgefire buffs enemies. Is that intentional?
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 5:44pm 
Update:

Fixes:
Removed the old mod version of rune of doom to avoid duplicates. The effects/duration thereof are being moved over to Impactful magic.
jaksurf 17 Jul, 2021 @ 1:44am 
I love you!
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 12:23am 
Update:

Content:
Thorek added to the mod's scope
Added elemental runes to Thorek
Reworked elemental runes into a new spell group that should allow skill switching for runelords and Thorek.
Thorek starts with a small number of defensive runes now

Fixes:
Updated a lot of the logic surrounding runes

Notes:
Rune of Oath and Steel's skill does not accurately reflect what is occurring with the rune. A patch to make it a two point skill and to break up the passive in order to prevent UI clutter will be released Soon™ (still doing damage control for the DLC).
Commisar Jon Fuklaw  [author] 15 Jul, 2021 @ 5:40am 
Should still work. As I've said elsewhere, updates this weekend.
Ray 15 Jul, 2021 @ 1:03am 
Is this still working? Or do you plan to update this now that dwarfs have a there rune magic as well?
Commisar Jon Fuklaw  [author] 26 Jun, 2021 @ 11:19am 
For lore reasons, no.

If you want to make that version yourself, however, it's really easy and fast. All you need to do is select the entire "Points on Creation" column in character_skill_nodes, hit the Delete key (this changes all 1's to 0's) and save the packfile.
skoobeldoobel 26 Jun, 2021 @ 11:07am 
Will there be a version without starting spells, like with the original mod?
Commisar Jon Fuklaw  [author] 25 Jun, 2021 @ 5:00pm 
No problem.
Vulcanizor 25 Jun, 2021 @ 4:29pm 
Alright, thanks for the insight.
Have a good one!
Commisar Jon Fuklaw  [author] 25 Jun, 2021 @ 4:03pm 
Depends on what you are looking for, to be honest. If you are just looking for an expanded, lore based, spell roster for LL's, this is what you are looking for. If you want spells specifically strengthened for LL's, then Eevi's mod is what you are looking for.

Truth be told, this plus impactful magic (or the light version) would achieve the same or more effective results than Eevi's LL magic overhaul, with less having to worry about who has access to what versions of spells.
Vulcanizor 25 Jun, 2021 @ 3:23pm 
Fek, I thought as much...
Thanks for the effort and answers!
Last question: viewed objectively, would you consider your mod or Eevi's more impactful, better to use ingame?
Commisar Jon Fuklaw  [author] 25 Jun, 2021 @ 12:10pm 
Probably shouldn't use this mod with the first, as this changes the magic Lores that each caster LL has access to. You can try it, but I'd wager a more than a few LL skill trees will be screwed up.

The second might pose a problem for some lizardmen LL's depending on what row they are on (my guess is that Mazda would have some skill tree problems due to the sheer number of Lores).

The third shouldn't be an issue unless there's been major changes to it since I last played WH2.
Vulcanizor 25 Jun, 2021 @ 8:12am 
Hi!
Your mod sounds awesome, but I'm also using Eevi's Legendary Lord Spell Overhauls and Old One Blessings for All! and probably Guv's Foundation Skills for Old World Legendary Lords for old world runs - so I wanted to know whether there are some complications and I'm missing the brain capacity right now -.-
Commisar Jon Fuklaw  [author] 4 May, 2021 @ 2:59pm 
o7
lwhのsama 4 May, 2021 @ 9:37am 
excellent !
Commisar Jon Fuklaw  [author] 2 Apr, 2021 @ 4:03pm 
Ah, I see. It's a cheat mod with some magic tossed in. Not to toot my own horn, but you might want to check out impactful magic (or the lite version) if you are just looking for a magic overhaul
Commisar Jon Fuklaw  [author] 2 Apr, 2021 @ 4:00pm 
Yeah, I'd never even heard of that before, so it's unsurprising that there's a conflict.
Warlock Overlord Nukit Claw 2 Apr, 2021 @ 3:08pm 
Update yes. Its the Battle for the gods mod that fucks up the skill tree. I'll need to post there :)
Warlock Overlord Nukit Claw 2 Apr, 2021 @ 3:04pm 
I am using Ash and also Batte of the gods. It might be the gods one that screws me over i'll check if thats it
Commisar Jon Fuklaw  [author] 2 Apr, 2021 @ 9:18am 
Just tested and am not seeing either capstones or the contents of magic lore trees missing. What other skill mod(s) are you running, Warlock?
Warlock Overlord Nukit Claw 2 Apr, 2021 @ 9:02am 
So after testing the mod DJ Khatep is missings some skills
Commisar Jon Fuklaw  [author] 1 Apr, 2021 @ 4:57pm 
To the retard who couldn't be bothered to download and test the mod:

No. Not dead. People don't update things unless they are putting in more content, fixing bugs, or un-breaking the mod after CA fucks everything up.Grow some damn brain cells.

I reserve the right to delete stupid comments, as my living room wall has no more room for framed pictures of them.
Commisar Jon Fuklaw  [author] 1 Apr, 2021 @ 4:54pm 
To answer the previous question: Azhag has, as I recall, instant access to Lore of Death and some skills providing cost/cooldown modifiers for said lore. That was the work of the guy who gave up on it several years ago, though some changes have been made, such as the immediate unlock.
Warlock Overlord Nukit Claw 1 Apr, 2021 @ 2:23pm 
Dude learn to read in the other one he said he has no time atm. Blind?
Warlock Overlord Nukit Claw 7 Feb, 2021 @ 3:50am 
Thanks. Also are there any plans for azhag?
Commisar Jon Fuklaw  [author] 6 Feb, 2021 @ 3:45pm 
Yep. Legendary toughness (which is from LLLL, as I recall) disables on broken/shattered morale.
Warlock Overlord Nukit Claw 6 Feb, 2021 @ 2:43pm 
Nevermind i didn't read that if you leader leadership get broken he loses his regen
Warlock Overlord Nukit Claw 6 Feb, 2021 @ 2:40pm 
Is this the mod that gives regen or is it legendary lord of legendary legend? Because wurzagg is missing regen. Also Azhag has no special spells things even though he has death magic unlocked from the start (at least the lower bracket) just like Vanilla Eltharion
dotori242 10 Jan, 2021 @ 3:39pm 
What madness do you speak of? Suicide bombing is always an optimal strategy. Just ask the brave doom diver crews.