Total War: WARHAMMER II

Total War: WARHAMMER II

You're a Wizard Garri-son
95 Comments
=[NK]= Col. Jack O'Neil 16 Aug, 2023 @ 1:57pm 
Thank you :) it will be a day that the angels sing ;)
John Austin  [author] 16 Aug, 2023 @ 11:26am 
Hey there. I'm glad that this mod has brought joy.
I'd like to recreate it at some point, but I haven't had the time or the energy to get into it. It may happen some day though.
=[NK]= Col. Jack O'Neil 15 Aug, 2023 @ 4:19pm 
Hey John! We were just reminiscing on this mod! Any updates thoughts about updating it?
Lycia Pintella 8 Oct, 2022 @ 1:43am 
Yeah that makes sense. Thanks for the reply! =)
John Austin  [author] 19 Sep, 2022 @ 10:09am 
Maybe, but need to wait for the Garrisons to be fixed first so that I'm not wasting my time
Lycia Pintella 12 Sep, 2022 @ 2:35pm 
Any chance of a release for this for WH3?
Jon 30 Aug, 2022 @ 1:05pm 
:steamthumbsup:
John Austin  [author] 30 Aug, 2022 @ 12:44pm 
I don't know if you'll get the full effects of the mod, because SFO might play around with garrisons a bit, but there wouldn't be any clashes I don't think
Jon 29 Aug, 2022 @ 12:09pm 
Hey mate please respond. Does it work with sfo the last kiss? I want to start a new campaign.
HughJanus69 27 Aug, 2022 @ 11:07am 
sfo compatible?
Gator 30 Jul, 2022 @ 8:10pm 
I love this mod.
Carnage for Khaine 20 Apr, 2022 @ 7:46am 
hi, will there be a wh3 version of it? thanks@John Austin
Shaabhekh 26 Dec, 2021 @ 10:55pm 
With regards to Warrior Priests getting their prayers; the biggest offender here is any Arch Lector that you get temporary command of for a 'Defend Settlement' event (assuming you paid the coin/prestige to participate)

Some battles are very hit and miss and would easily be pushed in your favour if the bloody Arch Lector had an ability or two, lol. Similar handicap with General/Huntsman just not having anything like Hold the Line to help out.
Jon 19 Dec, 2021 @ 1:26pm 
Compatible with everything even SFO The Last Kiss? Also, if it is, is it save compatible?
John Austin  [author] 17 Nov, 2021 @ 10:17am 
Not at the moment, but there's also no Warrior Priests in garrisons in the base game. I might add it so that other mods would be supported though.
randy 17 Nov, 2021 @ 7:28am 
Do warrior priests get their battle prayers?
Arker 16 Aug, 2021 @ 6:51am 
thank you sir
John Austin  [author] 15 Aug, 2021 @ 1:04pm 
Minot update so that Nakai's Vassal's garrison Skink Priest has some more spells when the temple of Xholanankha is chosen
John Austin  [author] 15 Aug, 2021 @ 10:16am 
This has now been updated for Silence & Fury.

The main changes are:
Beastmen Herdstones have a building that grants a Shaman with the Lore of the Wild - that shaman now has their passive, and the 2nd & third tiers of this building give that shaman ALL of the spells. This may seem powerful, but design certainly seems to be that Herdstones are well defended (and the lore says they're supremely magical).
Dwarf Runesmiths now get all their rune spells & two passives from various levels of their building. This won't actually happen in the base game, but if you're playing with a mod that adds them to a garrison it'll kick in.
kym821209 19 Jul, 2021 @ 3:43pm 
update plz~
Dragon32 21 Mar, 2021 @ 4:53pm 
@John Austin
Yeah, I get that. It's annoying, flagging like that based on a simple date check, but what's really twisting my schnizzle is how you updated the mod but Steam Workshop is showing this mod last updated in January. That's why I posted in the first place.
John Austin  [author] 21 Mar, 2021 @ 4:23pm 
Hah, it's a CA thing - whenever they make changes to the game they flag all mods as outdated. Some mods will be totally broken by the update & cause crashes etc. Most mods are usually fine, and just need to be reuploaded, but the emphasis is on the modder to check.
Dragon32 21 Mar, 2021 @ 1:08pm 
@John Austin
I give up trying to understand Steam then.
John Austin  [author] 21 Mar, 2021 @ 12:52pm 
Yeah, so the 'update' I did was just a re-upload of the same file (which is why I said 'no actual changes'), so nothing will have changed from your perspective, but it will mean that CA no longer says the mod is out of date, which was the goal.
Thanks for confirming :)
Dragon32 21 Mar, 2021 @ 11:08am 
@John Austin
Restarted Steam (as I've been finding its updating flaky). Still shows the same update date and time.
The local copy of the .pack (in its Workshop folder) has a Last Modified date of 12th January too.
Kaedrin's shows 12th January too, not sure if that's by Steam API or interrogating local files.
CA's own launcher shows a green tick (is that up to date? I don't use their launcher) for this mod.

I assume you meant "mod" when you said "the game is out of date". But the .exe is 1.11.0.0, which I assume is incremented with each patch...
John Austin  [author] 21 Mar, 2021 @ 8:01am 
Ah OK - is the game launcher saying that the game is out of date?
Dragon32 21 Mar, 2021 @ 6:32am 
@John Austin
Not sure if that update actually happened. It's still showing "Updated 12 Jan @ 6:04pm" in the top right for me.
John Austin  [author] 21 Mar, 2021 @ 2:46am 
I've just pushed an update - no actual changes, but should have removed the out-of-date notice. Let me know if you have any trouble.
Vollhov 14 Jan, 2021 @ 11:28am 
Thx
John Austin  [author] 14 Jan, 2021 @ 11:19am 
No, only that one and Oh Captain My Captain
Vollhov 14 Jan, 2021 @ 10:21am 
Are the rest of your mods there ?
John Austin  [author] 14 Jan, 2021 @ 10:16am 
Yes - I worked on that mod, and it includes this mod.
Vollhov 14 Jan, 2021 @ 8:53am 
John Austin  [author] 8 Jan, 2021 @ 2:01pm 
Just pushed a minor update to make the Bretonnian Damsel shine a little more - she now appears at T4 & gets better spells at T5. Plus some changes to priority.
John Austin  [author] 8 Jan, 2021 @ 1:53pm 
Neither does anybody before they start! If you want to learn, come to Da Modding Den Discord.
cybvep 8 Jan, 2021 @ 1:29pm 
I don't really know how to mod ;). I like to provide ideas for the modders, though.
John Austin  [author] 8 Jan, 2021 @ 1:16pm 
Hey Cybvep, that's a nice idea, thanks. If you want, I could help you built it!
cybvep 8 Jan, 2021 @ 12:13pm 
I really like your garrison-focused mods and I have an idea which may interest you. How about giving some fun army abilities for garrisons defending faction capitals and some unique important settlements? For example, Karaz-a-Karak may get a bombardment ability to represent their artillery supremacy and the Gyrocopter landmark would also provide Gyrocopter/Gyrobomber reinforcements during battle. Drakenhof could get various summons (zombies, skeletons, spirit host?) and Invocation of Nekhek. Hexoatl could get Shield of the Old Ones, while its landmark would also give Burning Alignment. Things like that.
fireball900 6 Jan, 2021 @ 9:51am 
Thanks
John Austin  [author] 5 Jan, 2021 @ 12:30am 
Ah, gate wizards currently aren’t included. I’ll change that, thanks for the heads-up. I’m pushing an update soon.
fireball900 4 Jan, 2021 @ 11:46pm 
My High Wizard in a High Elf Gate chokepoint doesn't have spells.
John Austin  [author] 28 Dec, 2020 @ 10:43am 
If you like this mod, you'll love my latest - 'Oh Captain My Captain' gives the garrison heroes all their non-spell abilities - Doomrockets, Tombstrike & so on.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2339241590
John Austin  [author] 28 Dec, 2020 @ 3:35am 
I've pushed a small update that attaches a caster to the Tower of Hoeth for the High Elves, so they can actually make use of the extra spells. There's also a minor change to the Tower of Ghrond so that all spells should be available to the caster, not just the top ones.
John Austin  [author] 26 Dec, 2020 @ 4:00am 
Oh right, good point, I hadn't noticed. In Altdorf you can build both the regular & the special wizard's tower, but it's clearly different for the High Elves, and they must have decided Swordsmasters of Hoeth were a better fit.
So yes, the benefit that building is giving is a bit pointless, I'll remove it.
Empiro 25 Dec, 2020 @ 3:54pm 
I'm not sure honestly. I had assumed so since your description talks about Hoeth in particular. You can't build a regular wizard tower at Hoeth, so there's no way to get a wizard there otherwise.
John Austin  [author] 25 Dec, 2020 @ 11:40am 
Hi Empiro, does it usually?
I don't think I ever changed the garrison for that one, just that if you build it then the regular garrison mage gets the real top-end spells.
Empiro 22 Dec, 2020 @ 12:44am 
I noticed that the White Tower of Hoeth doesn't seem to provide a wizard in the garrison as of the latest version.
John Austin  [author] 13 Dec, 2020 @ 10:48am 
Hey all, if you like this mod, you may enjoy my new mod - High Five! It's basically this but on a smaller scale - just for the Ubersreik Heroes. It gives them their full set of abilities & spells. Please take a look :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2319670792
John Austin  [author] 8 Dec, 2020 @ 4:47pm 
Minor update pushed:
Drycha previously had two potential Lore of Beasts Malevolent Branchwraiths in her garrisons, so I've replaced the one from the Spellsinger's building with a Lore of Shadows instead.
I've also extended the buildings granting extra spells to include the unique landmarks in Athel Loren.
John Austin  [author] 8 Dec, 2020 @ 4:45pm 
Not sure, sorry, Chaos is not my forte!