Total War: WARHAMMER II

Total War: WARHAMMER II

Perfect Vigour for Tomb Kings
15 Comments
piercebuster  [author] 29 Jul, 2021 @ 7:50pm 
No Flesh, No Fatigue is complete! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2560847667

I expect many of you will want to transition over to that mod. If you use custom Tomb King units, you'll want to also keep this one.

Or you can just stick around here because Tomb Kings are the best, duh. SETTRA DOES NOT SERVE!
piercebuster  [author] 28 Jul, 2021 @ 9:17pm 
New relevant mod of mine:
Better Fatigue Rules
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2560074931

Also coming soon...
"No Flesh, no Fatigue"
Lampros 21 Jul, 2021 @ 3:34pm 
Personally, it seems like every unit without a beating heart should not get tired ;)
piercebuster  [author] 21 Jul, 2021 @ 2:42pm 
@Dillinius
You know, I didn't reply to you before, but I think you're onto a good track. At first I was leaning towards those without flesh/muscles (which would exclude Zombies), but I like what you're getting at. I think now I'm leaning towards functionally "mindless" units on the low end, any ethereal unit, and the heroicly-imbued (for lack of a better term) units on the high end.

Either that, or almost all of them. But I like the function of the O.G. necromancers (Tomb Kings) being better at it - and it fits with the Tomb King legions narrative.

@Lampros
Tell me what you think of this list:
Zombies (not Coast zombies)
Skeleton Warriors/Spearmen
Wight King
Mourngul Haunter
+ all ethereal units
Lampros 21 Jul, 2021 @ 10:09am 
What about VC?
piercebuster  [author] 21 Jul, 2021 @ 9:49am 
"Updated" for Silence & Fury update. No changes.
Dillinius Sandar 21 Feb, 2021 @ 6:49pm 
Even a wight (grave guard) in lore is quite different than regular skeletons as they actually have their original souls implanted into their corpses and so would take much more magic to keep them animated and thus could be justified to not have perfect vigor.

To sum it- things not raised from the dead (pretty much what you are saying with the if it has muscles) shouldn't have PV as the magic is only used to control them. Things reanimated should be given PV if they can be shown to take minimal effort to reanimate.

Regardless what you choose, it'll be a cool mod to make.

(sorry I had to break this comment in half for word count)
Dillinius Sandar 21 Feb, 2021 @ 6:49pm 
I'm not to versed on the exact lore of how the necromantic energy works myself but I think it would also make sense to go with an idea of whatever takes the least amount of effort to raise, can probably be made to not tire. Because in my limited understanding, all raised undead i.e skeletons , zombies as opposed to non raised undead like vampires vargheist/varghulf and ghouls, are animated purely by magic from a necromancer. So if the magic it takes to animate a zombie (going off lore which consists of vampire armies with endless hordes of zombies) is far less than the magic it would take to animate say a terrorgheist, wouldn't it make sense that it would be far easier to use the excess magic to empower a zombie (or skeleton warrior) to become tireless?
piercebuster  [author] 21 Feb, 2021 @ 4:52pm 
Well I'm glad to hear there's more interest in it. :)
I would have to delve deeper into the lore to really decide. Balance might also need to be taken into account.
But off the top of my head, I'd lean towards this rule of thumb:
Does the entity have muscles? Then it keeps normal vigor.
Does the entity not have flesh and muscles? Perfect vigor.
Dillinius Sandar 21 Feb, 2021 @ 4:46pm 
What are you thinking for VC, like maybe only zombies, or only zombies and skeleton warriors should receive perfect vigor? Or maybe wolves too? obviously stuff like varghulfs and vargheists shouldn't have it, maybe grave guard too as they are raised dead but are also taking more effort to keep together since they are a form of wight. Do you think Coast zombies should receive the same perfect vigor as well if you were to make one for them? I'd like to hear your thoughts and would be interested in mods like this.
Lampros 11 Feb, 2021 @ 9:49am 
Thanks for the explanation and the reference, Piercebuster. I just checked the End Times mod, but that contains a lot of undesirable changes, and it will almost certainly conflict with CTT. So I guess I will just wait ;)
piercebuster  [author] 11 Feb, 2021 @ 9:10am 
Yes. I thought about excluding them, but decided to include them for simplicity. He's a powerful necromancer. He has enough magic to make it happen.
[OcUK] Silent 11 Feb, 2021 @ 8:55am 
Does this apply to Arkhan the Black's TK/VC units?
piercebuster  [author] 10 Feb, 2021 @ 5:53pm 
To be loreful, VC would have to be on a unit-by-unit basis since they shouldn't all have it. I'll think about it but I'm not in a rush to get it done since there are other mods I'm working on. If you'd like it sooner though, try the End Times by the Duke. He has an implementation of it in his overhaul mod.
Lampros 10 Feb, 2021 @ 12:24pm 
How about the same for VC?