Total War: WARHAMMER II

Total War: WARHAMMER II

Legendary Diversity (Wood Elves)
55 Comments
Hoshi 2 Apr, 2023 @ 5:45am 
hope this gets ported to WH3 when possible <3
Ineloquent 16 Dec, 2022 @ 4:22am 
Good works ,I enjoy this mod but find it very inconvenient that there is no Chinese version.May I ask for your permission to translate this mod into Chinese? I'm sure this will make more Chinese players find the joy of this mod.
tjimagineer 4 Dec, 2022 @ 4:53pm 
Whenever I turn on this mod my frame rate craters and the game is only minimally responsive.
Desponark 13 Feb, 2022 @ 6:10am 
Hi why does your mod give me access to malevolent dryads, treekin, treeman and spiders, wolves and hawks when I play as sisters of twilight? Would it be possible to remove those units? For me it feels like they don't fit the scope of this mod.
nettan 8 Dec, 2021 @ 5:14pm 
Any possibility of SFO version for wood elves?
Saber 22 Nov, 2021 @ 5:44pm 
Hey @WRLegion- I really love your work, I have your Lizardmen and now Wood Elf Diversity mods and they have made making my armies more diverse much easier and less punishing; thanks for putting in the work.

I do have a question for you- do you plan to make a submod or what not for the Lords that Mixu adds in with his Unlocker and Mods? If someone has I suck at looking for it cause I haven't found it yet, and if I do I'll just delete this part of the comment. Anyway I was curious if that was a plan or not, and if not it's fine, you're never obligated to. Thanks again for this mod!
benettonkkb 20 Sep, 2021 @ 7:18pm 
not sure what changed but I noticed I can't get drycha's specific units at level 30. Im playing as Torgovann. I'm going to try and reorder my modlist and see what happens if I play with one of the vanilla Wood elves factions
Dangerously Horny 11 Sep, 2021 @ 4:00pm 
Love your diversity mods. I mainly use SFO and they still work great in about 95% of cases. My only issue with this one is the previously mentioned changes to the Hawk Rider and Sisters projectiles.

Which lines would I need to remove to get rid of those specific changes? Appreciate the work!
Starraver 26 Aug, 2021 @ 3:58pm 
hey there first of all great mod here.
However, while everything is great in it the part that really interest me is the possibility to recruit Drycha unique units after confederation. Do you know about a mod that do that specificly or did you made such a mod.
Thx for your great work.
LimeUser 28 May, 2021 @ 11:40pm 
Sorry for any confusion
LimeUser 28 May, 2021 @ 11:40pm 
Nah it's just that i can't recruit the Drycha specific units when playing other wood elves. The effects seem to work as intended
WRLegion  [author] 28 May, 2021 @ 11:03pm 
@TorgueUser --- How does the unit capacity system mess with these effects? I am intrigued.
LimeUser 28 May, 2021 @ 9:50am 
Nvm the unit capacity thing that SFO uses does not like mods that are not made for SFO
LimeUser 28 May, 2021 @ 7:03am 
The only unbalanced thing in SFO that i've noticed so far is that the malevolent and wild spirit units that are added for other wood elf factions have different entity numbers when compared to the same unit as Drychas faction has and if this is fixed this mod would probably be 90% compatible with SFO when it comes to units. I know this isn't an SFO specific mod but i just wanted to inform you since the unit stats are oddly enough balanced for SFO but there's either more or less of them in each troop except for the tree man.
Egathentale 8 Apr, 2021 @ 10:46am 
Thank you, I'll try that.
WRLegion  [author] 6 Apr, 2021 @ 10:54am 
@litterarumsecunda --- You can disable the abilities by going to "effect_bonus_value_unit_set_unit_ability_junctions_tables" and remove rows with "legion_LD_enable_tree_form" from the table.
Egathentale 6 Apr, 2021 @ 12:40am 
I might be asking for too much, but can the Dryad's tree form ability be reworked, or even removed entirely?
My issue with it is that I'm using AI General, especially during mop-up after victory is certain, and when the Dryads are put under AI control, they just toggle the skill and don't do anything else for the remainder of the battle.
Sure, it's a small issue, but it is really affecting their usability in my games. In fact, I would even be fine with if you could tell me how to disable the ability myself with PackFileManager for a "personalized" version, if you will.
Rage Guard 26 Mar, 2021 @ 10:30am 
understood thanks!
WRLegion  [author] 26 Mar, 2021 @ 1:14am 
@Rage Guard --- If you are running SFO then probably yes, since vegetation ignore time cannot be changed with effects, I had to give them a new missile which is based on the vanilla stats. Since there are no SFO balance patch, I am afraid I can do nothing about this problem.
Rage Guard 25 Mar, 2021 @ 10:48pm 
@WRLegion seems to be an issue with sisters of twilight's upgraded projectiles for hawk riders. effectively thirds their missile damage and no longer allows access to the projectile options they have. not sure if its a clash with SFO?
WRLegion  [author] 22 Mar, 2021 @ 2:26pm 
@Ramayana --- Well, let's not get too far ahead of ourselves. I will keep these in mind for when I finally start making the empire mod, but as it stands I haven't even started with the Greenskins. It might take a while until we get there.
Ramayana 22 Mar, 2021 @ 7:06am 
Agreed Gelt should be purely damage, give him big bonuses to all artillery and handgunners. Markus should be Huntsmen and Halberdiers imo, he alrready has a trait to buff them, and it makes sense, he's in Lustria surrounder by monsters, he wants anti-large troops. As you said, Volkmar is easy, buff flagellants and luminarks. As for Franz, Reiksguard and Greatswords probably feels right, neither get much love late game right now so encouraging there use would be good.
WRLegion  [author] 20 Mar, 2021 @ 1:33am 
@Clonazepam® --- Thank you for your input, I think this is a good divide between LLs. However, with Gelt I probably will go all out Firepower for 2 reasons:
1. Halberdier + Arty + Handgunner is like the everyday late-game stack for me
2. This composition does not have a great cohesion since arty friendly fire end up doing a lot of damage to the halberdiers
So I think just foregoing the line holding aspect and focus on bringing enemies down before they can even reach your position could be a refreshing experience for the Empire players.
Clonazepam® 19 Mar, 2021 @ 4:07pm 
@WRLegion I love the order, don't change it! I just thought I could help with the empire.
I think Gelt should get spearmen/halberdiers and artillery (not tanks) and maybe handgunners
The reason being that he is an alchemist, which is the base of gunpowder in Warhammer, so most gunpowder units are good. The spearmen/halberdier primarily because it complements the playstyle of a missile-centric army (hold the line while they explode), but also because the special unit for soland is a spearman. Plus spear/halberdier are probably the best ones to gain extra armor which is one of Gelt's abilities.

Karl on the other hand should be more about reiksguard and greatswords, for a more hammer and anvil playstyle.

Anyways, keep up the good work!
WRLegion  [author] 18 Mar, 2021 @ 11:47am 
@TheGenericMC --- I don't think empire is coming soon because I simply don't know what units the LLs should be leading. I mean flagellants and Luminarks are clearly Volmar's units, but what should Gelt be leading? And only Huntsmen for Markus is not enough.

Bretonnia on the other side has a decent chance to be the one after Greenskins.
TheGenericMC 17 Mar, 2021 @ 7:04pm 
Human faction when?
WRLegion  [author] 15 Mar, 2021 @ 10:38am 
@ColdBlooded --- The plan is: Skaven update -> Dark Elf update -> Greenskins mod.
ColdBlooded 15 Mar, 2021 @ 2:36am 
amazing mod as usual man. which faction you doing next?
WRLegion  [author] 14 Mar, 2021 @ 6:34am 
@Nephetep --- Big Oof. Should be fixed now, thank you.

@Nostalgiac --- The problem is, I have never played SFO and have no idea what is a good missile weapon stat. So I would rather leave that to someone more experienced with SFO.

@Joeyjoejoe17 --- I hope you enjoy your next campaign.
Joeyjoejoe17 14 Mar, 2021 @ 5:21am 
I really like playing as the Wood Elves and enjoy all the various mods for them. This one I'm gonna try out next, it looks really interesting.
Nostalgiac 14 Mar, 2021 @ 5:16am 
@WRLegion This series of mods make LLs much more interesting, for SFO my very shallow suggestion would be a quick edit to the missile stats, since the only big issue for compatibility would be the exchange of missile stats when certain lords gain these traits
Nephetep 14 Mar, 2021 @ 5:09am 
I think there is an issue with the "unyielding devotion" ability given by Drycha at lvl 30 as it's "Disabled if: Leadership is higher than 50%" instead of lower than 50%, instead of performing like journey to the end for the slayers, your dryads will lose a third of their entities and then become immortals for the rest of the battle unless they shatter. it may be the intended purpose but it seems a bit overpowered if it is
WRLegion  [author] 14 Mar, 2021 @ 4:26am 
@adsumarkus --- If I am quite honest, the sisters of twilight stack just obliterate enemies. Not sure if hiding is even required. But I am glad you like it.
adsumarkus 13 Mar, 2021 @ 2:18am 
This reads fine! I especially like that the flying eagleclaw now allows Hawkriders to hide, removing their biggest weakness.
WRLegion  [author] 13 Mar, 2021 @ 1:29am 
@Elitewrecker PT --- Thank you, very much appreciated.

@nick.georgiev1990 --- Thank you, but I haven't considered adding custom LLs. I will focus on bringing out Legendary Diversity for all races before start adding custom stuff. Even then there are also LLs from other mods to work with, since I am not quite familiar with the lore, sticking with those is probably better for me.

@Loafy --- Thank you.
Loafy 12 Mar, 2021 @ 5:10pm 
Love the mods! Can't wait to see the rest of your work!
Bionix 12 Mar, 2021 @ 4:10pm 
@WRLegion Absolutely love your mods. Have you considered creating custom legendary lords or heroes themed around certain units/playstyle? Maybe a HElf ranger captain lord who makes your ranger units much more expensive but also much stronger? Or a VC necromancer with endless armies of skeletons? Or a fimir or werewolf focused lord/hero?
Alex the Great 12 Mar, 2021 @ 2:11pm 
@WRLegion Hahaha, well hopefully its bretonnia! :D
Elitewrecker PT 12 Mar, 2021 @ 10:31am 
So a small suggestion for the third to last screenshot's event might be for it to be "one by one to the enemies", instead of "by the enemies", and then a full stop for that sentence.
The second to last screenshot has the typo in "ab(a)ndon"
Finally, in the last screenshot, personally I would write either "ceased" or "ceases" and, correspondingly, "became" or "becomes".
WRLegion  [author] 12 Mar, 2021 @ 10:10am 
@Lightning Bolt --- I am sorry to say this, but TK is really not high on my priority list. Their mechanic already prevents doomstacking and as such already forces player to use diverse stacks. They will still get one but probably not soon.

@Mortarch of Blood, @Calabrese --- Thank you for your kind words.

@Elitewrecker PT --- My apology, english is not my main language. Please point them out so I can fix them. (I will take a look myself, but I am pretty sure I won't find all of them xD).
WRLegion  [author] 12 Mar, 2021 @ 10:06am 
@Omikami --- I am sorry but these mods are supposed to make "weaker" units viable and not to make already great units even more powerful. As such it will probably not be buffing hero units. But the idea is really cool.

@Alex the Great --- I don't plan that much ahead xD. But I would say vampaire counts and bretonnia are the most likely ones (Don't quote me on this, really only depends on which campaign I want to play by that time)

@PoonPavillion --- Thank you for your kind words.
Elitewrecker PT 12 Mar, 2021 @ 3:15am 
Cool.
By the way, I noticed some typos and (imo) missing letters in the event text.
Farmed 12 Mar, 2021 @ 1:28am 
these mods are amazing, mate!
Ciaphas Cain 11 Mar, 2021 @ 2:39pm 
Wooop!! Thank you!!
Lightning Bolt 11 Mar, 2021 @ 2:25pm 
tomb king pls! great mod
Robinski 11 Mar, 2021 @ 12:46pm 
instant subscribe, love your work my guy!
Alex the Great 11 Mar, 2021 @ 12:44pm 
Nice! Will bretonnia be after the greenskins?
Omikami 11 Mar, 2021 @ 12:19pm 
I think you could add something to Ariel too. Like ability to summon tree spirit , grant more charge and "Forest Ritual"(name could be change) that grant her even higher wind of magic recovery and more cast range but will root her in place and lose ability to melee attack , no defenseless for short time.
WRLegion  [author] 11 Mar, 2021 @ 11:33am 
@DeerMunchingByATree --- Glad you like them.