Total War: WARHAMMER II

Total War: WARHAMMER II

Legendary Lords of Legendary Legends
380 Comments
Warlock Overlord Nukit Claw 21 Aug, 2022 @ 7:49am 
Thorek dousn't have the regen passive that all the others have
Commisar Jon Fuklaw  [author] 23 May, 2022 @ 2:11pm 
Assuming it's been updated.
Freankh 23 May, 2022 @ 1:50pm 
Hmm. So I could use the SaveParser.
Commisar Jon Fuklaw  [author] 23 May, 2022 @ 1:46pm 
No. All replaced skills result in skill points being lost if they are applied to a skill that is replaced/removed.
Freankh 23 May, 2022 @ 4:37am 
What would happen, if I install this on a round 186 campaign? Will peplaced skills lead to free skillpoints?
Commisar Jon Fuklaw  [author] 9 Apr, 2022 @ 6:50pm 
Both mods utilize land_units, so compatibility is entirely unlikely.
yaooo ๑ﭥ 9 Apr, 2022 @ 5:01pm 
I posted what's causing the issue on Thorgrim's workshop page
yaooo ๑ﭥ 9 Apr, 2022 @ 4:14pm 
Incompatible with Thorgrim - The High King (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1906994148&searchtext=Thorgrim) . Any hope for a fix?
Juggernaut_Johnson 6 Apr, 2022 @ 7:27pm 
plz wh3
Trek 26 Nov, 2021 @ 7:33pm 
otherwise absolutely love the mod!
Trek 26 Nov, 2021 @ 7:33pm 
one note it seems like Belegar is missing one of his skills
Warlock Overlord Nukit Claw 23 Oct, 2021 @ 5:22am 
A funny imbalance is this with Unlimited agent works :)
Human72 22 Oct, 2021 @ 11:31am 
can you get this done for normal and legendary agents to give them skill lines to work with? cause two sets of skill lines may not cut it out right for some. ^^;
Bardathe111 25 Sep, 2021 @ 7:55pm 
@Rhyzers Go to hell, dude XD
deadhy1 21 Sep, 2021 @ 2:39am 
Hi, great mod. Just a note, I've noticed that the final red skill line for Grom's factionwide physical resistance for goblin units is not working. Also, I've found that the red skill line for Arkhan's frostbite effect for his army is also not working. Hopefully, you can fix it. Thanks
Rhyzers 2 Sep, 2021 @ 2:51pm 
@benettonkkb - Yes, yes. It is awesome, never said its not. And the author is amazing for keeping it alive. The last fix worked, and the mod works for both Radious and SFO. No need for further ass kisses.
Ganches 18 Aug, 2021 @ 11:24pm 
Thanks for making this mod, I really love it. Though, it does have some hilarious imbalances(Karl franz diplomacy etc)
Commisar Jon Fuklaw  [author] 4 Aug, 2021 @ 10:06am 
Don't mind him. He's just salty that I don't give a shit about the big, popular overhauls that steal from other modders for profit . Plus, I'm an unabashed asshole when it comes to people who think they have some great moral authority to tell me what to do....and in general, but that's beside the point.

He's entitled to his opinion, but if people were as motivated as they were opinionated, everyone would have their own mods. Hell, they'd have their own games.
benettonkkb 4 Aug, 2021 @ 9:55am 
@Rhyzers dude. This guy made this mod of his own impetus and has clearly expressed his boundary. Be thankful that it's even here, AND kept up to date. If there's something more that you want, learn to mod. If you believe that much in not letting "clients" down, then you go out and serve them yourself.

Remember that everyone on here is doing this for free.
Rhyzers 30 Jul, 2021 @ 10:24am 
I understand your frustration. We all have something similar is it irl or in game. But i try to do my best not to let my clients down ever and it never matters its my problem or not. I try to help and it pays back well. A happy customer brings another 2, an unhappy customer can take away 10.

Yet still, thank you for your effort ! :) cheers
Commisar Jon Fuklaw  [author] 30 Jul, 2021 @ 9:41am 
I don't care. Read the FAQ. It explicitly says - and I quote: "Do it yourself."

But since you feel like preaching at me:
In an ideal world, I'd be willing and able to care about how all of my stuff works with two major overhauls that are not designed for compatibility with anything (as evidenced by a fatal break caused by the addition of a single data__ table override). However, this isn't fairytale land.

It's bad enough that I've had to commit most of the vanilla tablebase, logic pathing, and expected end-user experience for everything I've done to memory. It's bad enough that maintenance is an absolute fucking nightmare because CA can't leave some things well enough alone. It's fucking bad enough that I have to spend 200+ hours every patch debugging, half of that actively hunting down problems in-game when I am actively bored of modern Total War.

I. WILL. NOT. add tip-toeing around Radious/SFO's balance or compatibility issues to the plague of gripes.
Rhyzers 30 Jul, 2021 @ 9:07am 
33% of player base plays SFO, 33% Radious and the rest Vanila. You created an impresive mod, but that wont help you much in the long run if you just don't care. I'm not throwing stones into your garden, but you could at least reply that you will consider looking into it.

The easiest words in life are "this is not my problem" that never helped anyone but caused the most pain.
Marauder 4 29 Jul, 2021 @ 7:27am 
It fixes it.
Commisar Jon Fuklaw  [author] 28 Jul, 2021 @ 6:13pm 
Update:

Content:
After some sleep and thought about scope, finalized skill lock changes got moved to Firepower.

Notes:
If this fixes Radious compatibility, great. If not, not my problem.
Commisar Jon Fuklaw  [author] 28 Jul, 2021 @ 4:26pm 
Radious compatibility was never intended, only incidental.
Marauder 4 28 Jul, 2021 @ 12:56pm 
@Rhyzers is right. You fucked it up :S
Rhyzers 28 Jul, 2021 @ 9:57am 
Well, since last update its not working with Radious anymore. Yesterday was fine. Tried only Radious and this mod. And it crashes
Commisar Jon Fuklaw  [author] 28 Jul, 2021 @ 8:29am 
Update:

Balance:
Thorek's oathgold bonus from his campaign capstone has been ditched in favor of a minor factionwide missile damage bonus (which may be replaced once I have slept).
Character skill locks have been disabled (temporary, the real offenders will be dealt with later today).
Commisar Jon Fuklaw  [author] 26 Jul, 2021 @ 4:16am 
Update:

Content:
Runes (and only runes) are able to be forged multiple times now. This feature requires a new game if any runes are already crafted in order to work. Existing campaigns will still load, however.

Notes:
Currently in the planning stages for reworking Proven Tools from the ground up and producing one (or three, more likely) skills for Thorek to provide consistent rune benefits for various artillery. Thorek's oathgold gain is also getting nerfed once the more critical issues that've popped up during testing are resolved.
Admiral Sherman 23 Jul, 2021 @ 2:29am 
Yeah I have read both descriptions before commenting, still didn't understand the whole difference between the both mods. As LLLM states expanding the spell list, more skills etc' and I got the impression that LLLL does the same; IE 180 new skills etc. No biggie, just asked for clarification. Understood better thanks to benettonkkb :)
Commisar Jon Fuklaw  [author] 22 Jul, 2021 @ 1:10pm 
I was telling the other guy to read the descriptions and referring to your comment about LL skills.
benettonkkb 22 Jul, 2021 @ 12:21pm 
is that response to me, Commisar?
Commisar Jon Fuklaw  [author] 21 Jul, 2021 @ 5:57pm 
Read the descriptions. Previous guy has the "big" feature spot on.
benettonkkb 21 Jul, 2021 @ 5:30pm 
I'm not seeing a list of all the skills for the Legendary Lords, so I'm assuming that the capstone skills are what this mod is adding? the 3-tiered skills at the end of each line?
benettonkkb 21 Jul, 2021 @ 4:55pm 
@admiral Sherman

Im new to this mod, but I've had LLLM for a long time. LLLM adds more Magic Trees to notable Legendary Spellcasters, such as Morathi, Mazdamundi, Gelt, Khatep, etc.
Admiral Sherman 21 Jul, 2021 @ 3:07pm 
Hey, seems like a cool mod that I would enjoy(very thought out and fleshed out, stranger thumbs-up), but I also see an equally updated mod of yours called LLLM Remade & Expanded(also in the thumbnail). Is this a sub-mod? What's the difference between these mods?
Commisar Jon Fuklaw  [author] 20 Jul, 2021 @ 11:36pm 
Depends on whether or not Total WAAAGHammer 3 will run on Win7 Pro (it should, as the engine is largely unchanged).
TOOTHBRUSHDUCK 20 Jul, 2021 @ 10:27pm 
Just curious, will you be continuing this mod for tww3 as well? Some of the older LLs are a bit left behind, but they're also ones that 3 will affect heavily for the most part, so my guess was that it's just not on the table atm
Commisar Jon Fuklaw  [author] 20 Jul, 2021 @ 3:07pm 
It does, but the mod is not in the same vein as my remake of the defunct LLLM. The aim of this mod was originally to provide each LL with lore-friendly specialization skills (which buffed all LL's as a result), but it has since come to be a complete overhaul for LL's.

Non-mage LL's in this typically make up for their lack of magic with much better personal combat capability and/or better unlockable army buffs. There are some exceptions to this (Mazda, Vampires, Archaon, Alarielle the Everchosen), but that's the general rule you should expect. Also, as a rule, you should expect every LL to be much more dangerous than they'd normally be (provided they aren't low level).
Lt. Ruben 20 Jul, 2021 @ 2:27pm 
does this buff non-caster LLs ? The Legendary Lords, Legendary Mastery mod sadly only buffs casters to god-tier but doesn't care one bit for the non-casters. Since you said they were meant to be used together does that mean that you brought non-casters up to speed? Or is it still heavily skewed towards wizards?
Commisar Jon Fuklaw  [author] 18 Jul, 2021 @ 12:56pm 
Update:

Fixes:
Updated Malagor's animation and entity.
TOOTHBRUSHDUCK 17 Jul, 2021 @ 4:44pm 
Update sounding great so far! And fair on lizardmen, 7 is a lot for a single faction
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 3:42pm 
Update Cont'd:

Content:
Added Thorek: Thorek focuses on oathgold production, construction, runic magic, and the tried and proven methods of killing urki: the az.
Added Taurox: Taurox focuses on hitting things hard until their skulls and/or blood pop out.
Added Oxyotl: Oxyotl focuses on the art of stealth and ambushes.

Fixes:
Beastmen LL's are upkeep and recruit cost free.
DLC17 pooled resources have been added to the mod

Notes:
Will likely reduce lizardmen capstone bonuses Soon™. I'm thinking about rolling some things into a shared skill, due to the fact that there's SEVEN freaking LL's for the faction.
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 3:42pm 
Update:

Balance:
Split the dwarfen construction cost bonus between Thorgrim and Thorek on account of Thorek's isolation
Moved Thorgrim's construction speed bonus and Assault of Stone → Lords to Thorek, replaced with additional income
Due to the loss of the old rune skills, Runesmiths/lords have been given additional MA/MD/charge bonus
Wulfrik's mammoth has gone on a vegan diet and lost 3000HP as a result
Completely reworked the beastmen LL capstones. Each should now have a unique approach to combat and provide meaningful bonuses to the faction now.
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 11:39am 
That's expected, since this overrides the vanilla faction resources. As I said, if you'd looked just an inch below where you posted, this will be updated after basically everything else.
Baligdur 17 Jul, 2021 @ 4:42am 
I know for sure that it's breaks beastmens Marks of Ruination progress. Also lords must have upkeep removed.
Juggernaut_Johnson 16 Jul, 2021 @ 1:00am 
Looking forward to your update bro best LL mod out there
Commisar Jon Fuklaw  [author] 15 Jul, 2021 @ 5:45am 
This'll likely be the last item updated, unless the update for some reason added a new garrison list and broke those mods. Gotta brush up on my lizardmen lore, after all. Taurox will be straightforward, though.
TOOTHBRUSHDUCK 15 Jul, 2021 @ 2:07am 
I mean, I suppose it might have partially been an update when, but it looked like you were on top of it and I know that modding can take time. Looking forward to seeing what you do for them though :)
Commisar Jon Fuklaw  [author] 14 Jul, 2021 @ 7:22pm 
Yeah, I know. Still, I wouldn't put it past CA to try and make another 3 DLCs to get an even 20 out of the game.

And, on the off chance this is a veiled "update plz", I've already mentioned elsewhere that it'll get done this weekend (barring unforeseen consequences).