Total War: WARHAMMER II

Total War: WARHAMMER II

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Legendary Diversity (Greenskins)
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Tags: mod, Campaign
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398.879 KB
22 Apr, 2021 @ 6:31am
14 Jul, 2021 @ 10:22am
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Legendary Diversity (Greenskins)

In 1 collection by WRLegion
Legendary Diversity
10 items
Description
Introduction
In my imagination, a greenskin invasion has always been an endless tide of goblins and orcs swarming their opponents, not 19 Giant Spiders ripping an entire empire army apart. The Greenskins’ Roster consists of more than 37 units, it would be a shame to only utilize 5 of them in the late game. This mod aims to solve this problem.

What does this mod do?
While there are already great mods out there that make people use different army compositions, most of them punishes or outright forbids player from spamming out certain units. This mod takes a different approach. Upon reaching level 10, 20 and 30, your LL will be given a trait that improves certain units in their army. This will hopefully encourage players to use thematic, but most importantly, unique armies for their LLs. The script runs for both player and AI, so confederated LLs will come with the correct stage of their trait unlocked and AI will benefit from it.

Anti-Grind Mechanic and MCT: Reborn Support
Leveling every single LL to level 30 is quite some grind, in order to help with that, an anti-grind mechanic has been added. Once ANY of the Greenskin LL (controlled by you or an AI) reaches a specified level, the final stage for ALL LLs will be unlocked.
This feature can be configured using Mod Configuration Tool: Reborn. You can choose to deactivate it or change the triggering level. The default value (if you do not use MCT) is: Anti-Grind activated and triggers at level 30.
I do not know what will happen if you change the setting in the middle of a campaign, a fresh start is recommended if you change the setting.

Oglok the ‘Orrible and Raknik Spiderclaw
Technically they are not Legendary Lords, but they are also given a unique trait each. However, there is a known issue: If the Anti-Grind Mechanic triggers before they are recruited, it won’t give them their trait properly. They will have to earn it themselves.

Champion of Gork (or possibly Mork)
This feature was suggested by @benettonkkb

After unlocking the final stage of their Trait. Grimgor and Skarsnik will receive a special dilemma to further customize their army. Where Gork's blessing allows you to brute force your way through even the best defenders, Mork's blessing will provide you with more utility.

Please note that they are allowed to be Champion of Gork (or Mork) at the same time. Because greenskins.... don't care.

Details
Follow the link below to find out what effect each stage of trait has along with the new abilities added in this mod, I strongly recommend reading it before playing with this mod:
Click Me[github.com]

About Balance
From my experience, Grimgor’s army is the only overpowered one because of the “Immortulz” ability. However, there is no other option even if I want to change the threshold and he is supposed to be "Da Best" after all. All other armies do not seem significantly more powerful than the usual Doomstack, and they do require more micro to fully utilize. Also, my testing is based on VH battle difficulty so they might be more powerful if you are playing on other difficulties.

Compatibility
This mod should be compatible with every other mod.
This mod is save-game compatible.
This mod cannot be removed from a campaign.

FAQ
Q: Will you make a mod for [Insert Race Name Here]?
A: Yes, I want to make one for every race.
Q: Is this mod compatible with SFO?
A: Yes, compatible if loaded after SFO (Which it does by default). However, keep in mind that it is not balanced for SFO. If you wish to make a balance patch but does not know how to, just leave me a message and I will help you.

Credit
Thank you @EvilVictor, @benettonkkb, @Valthejean for great ideas that improved the mod.

Thank you for reading and I hope you enjoy this mod
If you have any suggestions or feedback, just let me know. But please be polite and constructive.
Popular Discussions View All (1)
11
8 May, 2021 @ 10:24am
PINNED: Bretonnia Lineup and I am taking a small break from modding
WRLegion
70 Comments
UmKa ‡no fear‡ 11 Dec, 2022 @ 7:05am 
Hello, mods from this series are in TWW 3?
Linarkspain 4 Oct, 2022 @ 12:57pm 
For some reason, this won't apply to all units in the "unit tree". F.e: units from other mods that use the same tree as Black Orcs normally get all the buffs and passive abilities a lord/event/etc gives the "black orc" tree. This is the first mod ever I've seen it only works for super specific units, not whole unit trees. So, to put an exmaple, in SFO (using the SFO submod) you have "The Immortulz", a legendary unit of Black Orcs for Grimgor. Every single mod I've tried in this last 2 years affected them correctly, being it a SFO specific sub-mod or not. In this mod, they receive none of the lord buffs. Not sure how you made the buffs to work like this :_D
Omikami 10 Dec, 2021 @ 11:01am 
I think give Skarsnik's trait a armies ability to summon night goblin like menace below could be nice and fitting his theme.

And each tier unlock another type of unit for him.
Tier 1 : Night Goblin.
Tier 2 : Night Goblin and Night Goblin archer.
Tier 3 : Lock Squig Hopper, 2 charges.
To infinity and beyond 7 Dec, 2021 @ 12:59am 
NightGarv 2 Dec, 2021 @ 9:02am 
So i am not sure if i missed something but for grom the feast ability for the goblins is not restoring health however it is lowering the stats of the attack and defence
奥威尔·切瑞先生 27 Nov, 2021 @ 2:16pm 
note that they are allowed to be Champion of Gork (or Mork) How do you do this
Camalie 24 Oct, 2021 @ 12:26am 
Are arrer boyz intentionally not affected by Azhag's trait?
Inardesco 23 Oct, 2021 @ 3:54pm 
@Noir it is intended yes because Grom doesn't do Nightgobbos
Noir 30 Aug, 2021 @ 1:06pm 
Is it intended that Nightgoblin aren`t getting the boni from Groms trait?
WRLegion  [author] 14 Jul, 2021 @ 10:41am 
@Kleriker Solomon --- My pleasure.