Total War: WARHAMMER II

Total War: WARHAMMER II

Leaders of Legend (Lord/Faction Trait Overhaul)
861 Comments
Cryswar  [author] 13 Jun, 2024 @ 4:52am 
It affects a decent number of legendary lord defeat traits. It doesn't affect stuff like uh, Campaigner.
Sakerift 31 May, 2024 @ 8:33am 
Hey just to confirm so I understand. This does not affect campaign traits you gain through gameplay, only the intrinsic traits that lords and heroes come with correct?
Cryswar  [author] 10 Jun, 2023 @ 9:10pm 
Frankly I've never seen it using just this mod, so idk how you managed it, but it doesn't really matter. Just a visual bug.
Wukong 10 Jun, 2023 @ 8:38pm 
at first i thought skill point mod was the one causing the problem too but when i deactivate it, the problem is still there. So what i did was i deactivated all of my active mods and then reactivated 10 mods each time i launch the game until i get to your mod. I tried to just activate your mod alone but it seem i still get the problem.
Cryswar  [author] 9 Jun, 2023 @ 5:16pm 
Skill point mods have a tendency to cause visual level bugs, I didn't *think* mere skill mods could do that but they may be able to as well? I suspect the UI just kinda gets confused after a certain number of levels/skill levels. No mechanical issues that I know of thankfully.
Wukong 9 Jun, 2023 @ 8:13am 
Quick question, i don't know why your mod cause my lizardmen faction legendary lord level all the way to 606 *only visually* but the skill point at 39..
Cryswar  [author] 26 Oct, 2022 @ 12:29pm 
FINALLY fucking got the beta ported for game 3 - I can't promise it'll be perfectly bug-free, but I got the basics I wanted to done. Rather than a direct port, I rebuilt it from the ground up; >100 new skills, >200 new traits, and a LOT of updates to existing ones.

Link; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880244265
Cryswar  [author] 23 Oct, 2022 @ 1:41pm 
Aw, thank you! Really appreciate the kind words, porting this+specializations has been an enormous amount of work and stress.
Iceciro 23 Oct, 2022 @ 10:08am 
Just wanted to offer some positive encouragement: I am really happy to see you're intending to move this up to WH3, and I want to say that I'm so used to this lords kinda feel bland without it. You've done a great job and I can't wait to see it in Immortal Empires! :steamthumbsup:
Cryswar  [author] 19 Oct, 2022 @ 2:53pm 
ALRIGHT. I have my first few days off of work in a few months, so I can actually mod properly again lmao. Gonna get cracking!
Cryswar  [author] 15 Oct, 2022 @ 10:05pm 
No problem. Sorry for the delay! I was really hoping to get it done this weekend, but work has been absolutely kicking my ass, after a 70 hour week I wasn't in much position to mod this weekend lol
LawbringerRules 15 Oct, 2022 @ 9:55pm 
Ok just wondering thank you
Cryswar  [author] 15 Oct, 2022 @ 9:52pm 
I didn't realize 2.2 was coming on Tuesday. I'm going to wait for that, see if it messes with my work so far, and then launch a few days after.

I'll take the extra time to add a bit of polish on the stuff so far, so it's not all bad.
LawbringerRules 15 Oct, 2022 @ 9:43pm 
will you be able to upload this mod this weekend
Arthrex 12 Oct, 2022 @ 12:16am 
Yep. Melee is actually usable now. Which I like.
Cryswar  [author] 11 Oct, 2022 @ 11:12am 
They fixed that in 3 at least right?
Arthrex 11 Oct, 2022 @ 8:31am 
Gotta remember that I played on v.hard/legendary , thus melee just wasn't an option due to insane AI cheats that gave them like triple the amount of melee defense etc. So, as always, my view on it isn't from the average player :D
Cryswar  [author] 10 Oct, 2022 @ 11:21am 
True, but Swordmasters were still tied for the best melee infantry in the game (IIRC only Chosen GW barely beat them and you could have 10x the swordmasters on HE economy) and Phoenix Guard were by far the best halberd infantry in the game and could crush most melee infantry too.

Nowadays Swordmasters even beat Chosen GW, tho I think they still lose to Exalted Bloodletters.

Point is, HE units are fuckin broken and their 'worst' elite units are still better than most races can even dream of. And tree spirits were... not even close.
Arthrex 10 Oct, 2022 @ 5:14am 
At least in Warhammer 2, Sisters of Avelorn spam was the best choice for anything regarding High Elves. Their damage output was just too insane, while their melee stats were decent enough to hold the line as well. Dragons were superior, but also three times as expensive. Phoenix Guard and Swordmasters are units I never built. Simply because Cav and Melee sucked big times in 2. From what I gathered so far from 3 is that they fixed that issue to a degree.
Cryswar  [author] 9 Oct, 2022 @ 12:05am 
Ok, I'm getting really close to done, but time-sensitive issues at work aren't gonna let me do a beta this weekend.

This week is going to be exhausting as well, but I really don't have much left to do, so I think I'll use what little free time I have to polish and fine-tune stuff, then around the weekend try to put it out.
Cryswar  [author] 6 Oct, 2022 @ 12:50am 
Work caved my ass, but still managed to get some custom traits for Undivided daemon princes (forgot them - woops) and redid Alarielle's skilltree quite a bit. Bro you can't honestly tell me she didn't deserve a wood elf allegiance boost at the very least, and I wanted to take a bit from Avelorn Reborn to give some unique bonuses to her tree spirits rather than just a generic +20 armor to all.

Now she'll actually have a reason to bring treekin/treemen lategame after getting Phoenix Guard and Star Dragons, though I suspect dryads will still fall off a cliff once Swordmasters show up vs heavy armored enemies.
LawbringerRules 4 Oct, 2022 @ 12:45pm 
take your time bro
Cryswar  [author] 3 Oct, 2022 @ 11:55pm 
I still have work to do with a few factions, but I might be able to do a beta this weekend if things go well... we'll see lol. Work has been kicking my ass real bad.
Cryswar  [author] 3 Oct, 2022 @ 11:54pm 
Thanks Arthrex! It's been a godawful amount of work but we're getting close.

Went through Vampire Coast completely and some of the Wood Elves today; skills, faction effects, and traits. I think I got the generic Coast lords to a better place than I managed with this mod tbh, keeping to their themes but with some more interesting effects overall. Wood Elves were already in a decent spot, but some of the lords needed a bit more.

Also made several hidden scopes visible, so it was clearer what skills were doing - Drycha was the worst offender, her branchwraith cost reduction was a hidden factionwide effect, while her recruit rank bonus was a hidden local effect. In the same damn skill you had 3 different approaches to effect scope! CA pls.
Arthrex 3 Oct, 2022 @ 3:13am 
You're doing good work, mate
Cryswar  [author] 2 Oct, 2022 @ 8:31pm 
30-something new traits for High Elves! All 60-cost because those are the only ones you'd ever want to use, lol. Most of them are based on specific kingdoms, but with bonuses that are relatively versatile. So say, the Ellyrion ones work on all cavalry (even outpost cavalry~) despite being obviously flavored for Ellyrian Reavers and the like.

Princes and Princesses got different traits, when I get the chance I'll add some for Archmages but honestly they already have a pretty good set and are OP in general so I wanted to focus on the less-awesome Princes/Princesses.

Also went through and buffed underwhelming existing HE traits, so overall most of the 60 pointers should feel worthwhile.
Cryswar  [author] 1 Oct, 2022 @ 11:11pm 
Been super busy last few days, but got some work in at least.

Norscan Marauder Chieftain dedication skill trees were completely replaced, with new versions that have a MUCH wider variety of effects, like being able to give their army Devastating Flanker or turn the lord into a proper (albeit very limited lol) caster with fire/metal/tzeentch magic - but every skill also has a thematic downside. Slaanesh-dedicated armies get decent speed/charge bonuses but armor penalties, so they will play a bit more like actual Slaanesh, instead of being like 3 random stats for the lord.

Also, I went back over every LL defeat trait in the game. They're actually better at base in game 3 than 2 was, a lot of my game 2 changes are actually baseline now lol, but there was still a lot of weird/clunky crap. I think I made all of them at least worth getting, though they still won't be perfectly balanced against each other.
Boon: Eggroll 27 Sep, 2022 @ 7:46pm 
Heheh boiiii
Cryswar  [author] 26 Sep, 2022 @ 2:26am 
Mess around with the Daemon Prince spell selections a bit, to make them more appealing, and did Dark Elves. Surprisingly little was needed for their faction/innate bonuses, but a bit with skills.

We're finally getting somewhat close to beta territory fellas, I think I only have 5.5 factions left to go over partially/fully, since I did most of Norsca today.
Cryswar  [author] 24 Sep, 2022 @ 1:59am 
I caved in and completely redid Queek's skill tree, so much of the vanilla one just shits on his lore or is generic bullshit it hurts.

Also got Tomb Kings mostly sorted, updates traits, LL skill trees, etc; thankfully none of them needed too much. The generic traits I'm.. not as fond of, but adding a bunch of unique ones is gonna be a down the road project
Cryswar  [author] 23 Sep, 2022 @ 2:15am 
Don't worry, I want this done as much as the rest of yall, so I can ~~rest~~ work on more mods LOL

Got Skaven pretty well done tonight, including a new custom skill tree for Skrolk - he's actually kind of a monster with plague units now!

Also finished the Khornate traits, ended up with around 24-25 of them, with a surprising amount of variety in effects. God I want to do the same for Skaven, I have SO MANY ideas for clan-unique or clan-based traits, but if I do that for EVERY faction before releasing we'll be here another month lol.
Boon: Eggroll 21 Sep, 2022 @ 5:02pm 
Take your time boss. Your work is greatly appreciated. One of the most essential mods for wh2, and it will be the same for game 3's lifecycle :)
Cryswar  [author] 21 Sep, 2022 @ 2:13pm 
Thanks for the kind words!

Still a work in progress, but I got Vlad a pair of optional/choice skill trees, each of which comes with a mix of ups and downsides that can significantly effect your campaign.

Khornate greater daemons are also WIP with 20 new custom traits, which I think will finally free me of chaos stuff for a while.
Boon: Eggroll 21 Sep, 2022 @ 1:27pm 
Thank God you're porting this to WH3. We need you Cryswar!
Cryswar  [author] 19 Sep, 2022 @ 1:44pm 
As an update, vampires are mostly done. Thankfully CA buffed them up to not needing TOO much attention, but Mannfred was missing a unique skill tree (done) and I kinda wanted to experiment with a smaller/weaker choice tree for vlad (good/bad guy, basically befriend the empire or go full vlad the impaler).
Cryswar  [author] 17 Sep, 2022 @ 12:49pm 
No need to apologize, there's a lot of my comments lately lol. I'm starting to playtest some of the changes but there's a lot to do/fix still.
LawbringerRules 17 Sep, 2022 @ 8:18am 
Alright man Sweat sorry to bother you keep up the good work brother and take as much time as you need.
Cryswar  [author] 16 Sep, 2022 @ 8:49pm 
Glad you enjoyed it! As you can see below I've been working on it in all my (limited) free time. ETA is unknown, I'd guess probably another week or two until beta state, longer for it to be properly polished.
LawbringerRules 16 Sep, 2022 @ 5:48pm 
Hey man i played with this mod in WH2 and its was great wondering when its coming for WH3
Cryswar  [author] 16 Sep, 2022 @ 1:53am 
Mazdamundi got a few new bound geomantic spells, and all Lizardmen legendary lords/traits/factions/etc are sorted, as well as buffing up the devotion skills. Didn't do anything with lizardmen-unique generic innates, I'll probably give them some new ones later but idk if they really need it right now.
Cryswar  [author] 15 Sep, 2022 @ 2:37am 
Mazdamundi and Kroq'Gar now have entirely new skill trees, much better worked out than the kinda halfass ones they got for this version of the mod! Mazdamundi is now an absolute UNIT of a caster, up there with lategame Kairos, while Kroq'Gar has a nice set of bonuses to thematic units and a pretty nasty debuff to enemies in the region as a capstone.

Both of them also have to waste less points on actual garbage to get their general vanilla 'kit', so I think they're gonna be a blast to play. Seriously considering trying to talk my friend into another Mazda/Kroq playthrough.
Cryswar  [author] 13 Sep, 2022 @ 10:44pm 
So hey, how polished should an initial release be anyways? I imagine that any possibly ongoing-save-breaking parts of the update should be done before I post anything, after that is kinda hard to tell how finished the rest should be.
Cryswar  [author] 13 Sep, 2022 @ 2:02am 
22 new Slaanesh traits done! had a LOT of fun with the flavor text especially. Only Khorne left to go, then I can get some much faster progress going for a bit. Probably.
Cryswar  [author] 12 Sep, 2022 @ 3:22pm 
As a progress update, I've been plugging away at this. Added about 80 new custom traits over the last week; Greater Daemon/Daemon Prince ascensions now pull from entirely new trait pools, unique to each one, with a wide variety of flavorful options. Stronger than normal traits but generally weaker than LL ones.

There's a 0% chance I'm gonna have time to do this before the initial release, but realizing just HOW bad or nonexistent most skill choices are, in the longer term I'd like to add more custom skills, preferably choices, as well. Lords of Change have a grand total of 1 unique skill I believe, the root thing. That's just embarrassing.
Cryswar  [author] 6 Sep, 2022 @ 11:26am 
And thank you for the kind words!
Cryswar  [author] 6 Sep, 2022 @ 11:26am 
No worries homie, it is coming to TWW3. Not sure exactly when I'll be done, I'm improving a LOT of stuff rather than just porting 1:1.
crabsmack 6 Sep, 2022 @ 8:38am 
Just want to say that I love this mod and I'm looking forward to it in WH3. I miss my Lokhir corsair armies
Cryswar  [author] 6 Sep, 2022 @ 12:58am 
Yeah, I don't know. I'll just have to think about it some more for him. Ran into similar issues with Skarsnik; wolf/spider riders are amazing in multiplayer, but in singleplayer... I'd honestly rather just have a unit of basic goblins. Gonna have to think real hard about those.

On the bright side, *most* faction traits updated, and partway through Bretonnia's I lost my shit at how FUCKING UNSALVAGEABLY TERRIBLE most of the Prophetess traits were. So... I ended up adding about 30 new traits, across Prophetesses, Lords, and Empire Generals so far. There's a few that are kinda just the same thing across factions but flavored differently, but most of them are actually pretty unique.

The Prophetess ones I'm especially proud of, super flavorful lore text and a lot of weird/interesting effects to make them actually worth considering now. Mists of Avalon, Chill of Camlann, and Land Decimator just SOUND cool.
Arthrex 3 Sep, 2022 @ 3:59pm 
Ungrim has the issue of being a Slayer and Slayers being... Well, not good. They are incredible in Multiplayer, but outside of it they just lack. Yes, they can work, even on legendary and as a 'doomstack', but it hardly is worth the effort.

A good way to make him more diverse is to allow him to buff other units as well with something simple, but at the same time it needs to stay in line with what a Slayer is. This makes it really hard. Truth be told, I can't come up with anything that's lore-friendly.
Cryswar  [author] 3 Sep, 2022 @ 1:36am 
Man. I didn't realize HOW strong Grombrindal's lord unique skill tree was. I knew about his busted blueline, but that other line... honestly feels a little like a cheat mod reading it. Haha yeah, why not give the entire army perfect vigor, +35% speed, 33% ammo, and everything else too?

Anyways, got mostly through the Dwarfs today. Thorgrim needed a bit of love, and got his copter-boosting skill back as well as a new one. Gromby is brokenly overpowered without my help lmao, just rearranged some stuff. Belegar... I'm not sure what to do with him. I might add 1 skill or bonus from this mod's ranger bonuses, and buff one of his shitty skills, but otherwise he's in a good place too. Thorek seems good.

Ungrim... he has some weird skills, and some good ones, and a really weird setup that I don't like but I also don't wanna mess with too much. Gonna have to sleep on that.