Total War: WARHAMMER III

Total War: WARHAMMER III

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Heroes of Legend: Lords of Time Update
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File Size
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1.477 GB
9 Feb, 2023 @ 10:14pm
17 Jun @ 8:09pm
35 Change Notes ( view )

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Heroes of Legend: Lords of Time Update

Description
Overview
This mod adds 35 new characters to various factions and 11 playable factions (3 in IE and 8 in TOW). Most characters are recruited through landmarks added in my other mod, Landmarks of Legend, which is why it's a requirement (I will elaborate a bit more on this in the FAQ section). If you do encounter any bugs, please leave them in the comment section below and we will try to fix them as soon as we can!

These characters can also be recruited by the AI and it's implemented through a neat system scripted by scehr. The AI can recruit these characters under the following condition: the Player must play as a faction that CANNOT recruit the character in question. This means that, the AI will not be able to recruit the LL/LH (even if the landmark is built) when the Player is a faction that can recruit that specific character. However, If the Player isn't a faction that can recruit the LL/LH then, whichever AI faction constructs the landmarks first will recruit that character.


Features
List of Playable Factions, Mechanics, Characters and Units can be found here, along with how to recruit them.

Playable Factions:
- Principality of Luccini (led by Lorenzo Lupo) starts in control of Luccini and has access to unique and thematic mechanics including a custom tech tree, bribery, landmarks and characters. [REQUIRES CATAPH'S TEB TO PLAY]

- Broken Wheel (led by Sheerargetru) starts at the Black Rock in the Chaos Wastes with an event chain focusing on the downfall of the Empire through cults and schemes.

- Wardens of the Living Pools (led by Lord Xlotc) starts in control of the Sacred Pools and an elite force of warriors, ready to defend their holy site against the invaders.

- Clan Durazgrund (led by Prince Ulther Stonehammer) starts in the Kislev Foothills with its champion, Borri Forkbeard, and the Dragon Company, ready to seize Karak Ungor from the filthy Gobbos. (ONLY in TOW FOR NOW)

- High Realm of Arranoc (led by Amadri Ironbark) starts in Tal Esth with a mixed host of tree spirits and elves, defending against the expansionist and tyrannical Viscount Augustine de Chegney. (ONLY in TOW)

- High Realm of Atylwyth (led by Sceolan of the Hooked Blade) starts in Tal Amere with a legion of Eternal Guard cleansing the nearby mountains of Greenskins. (ONLY in TOW)

- Children of Doom (led by Be'la'krothrogor) starts at the Suiddock in Marienburg, eager to spread his cults influence over the feeble nation of men. (ONLY in TOW FOR NOW)

- Viscountcy de Chegney (led by Augustine de Chegney) starts in control of Chegney and the newly-acquired Imperial fort of Schloss Drakenburg. (ONLY in TOW)

- High Realm of Cavaroc (led by Edrael of Equos) starts in the Halls of Equos, eager to march against the greedy dukes that threaten Athel Loren. (ONLY in TOW)

- Spirits of Sussurrio (led by Elatior the Enchanter) starts far from Athel Loren after Elatior's exile from the Silvam Dale. (ONLY in TOW)

- Soulbane Witch-Cabal (led by Urak Soulbane) starts at the Twisted Pillars, fleeing from Zanbaijin with Tamurkhan in close pursuit. (ONLY in TOW)

Other Recruitable Characters:
LL: [Emperor Wilhelm I, Be'la'krothrogor, Matthias Volker, Crown-Prince Wolfgang Holswig-Abanauer, The New Emperor, Hothar the Fey]

LH: [Hermit Knight of Malmont, Simaergul, Bannaga, Helmut von Carstein, Gorgivich Krakvald, Gunther von Grecht, Viscount d'Alembençon, Agravain de Beau Quest, Balkrag Grimgorson, Brunner the Bounty Hunter, Shi-Hong, The Black Crowe, The Black Mask, Elasir, Anurion the Green, Urial the Forsaken, Sabine Flamius, Orsini Sardus]

OTHER FEATURES
- Custom settlement skins for: Luccini and the Sacred Pools
- Campaign map props/prefabs at the following regions: Luccini, Tralinia, Wydrioth, Salzenmund and Tobaro
- Faction-exclusive units, lords, heroes and landmarks


TO-DO
- Missions/Quests for some characters
- Add in Clan Durazgrund as a playable faction in IE
- Expand mechanics, tech tree and victory conditions for the Principality of Luccini

List of Planned Characters can be found here.

KNOWN ISSUES
- No campaign animations for Brunner when his other weapons are equipped
- Azhag's model can sometimes change to Ulther's model when using large modlists (will be fixed with an Ulther rework in the near future)


FAQ
Why is Landmarks of Legend required?
- Originally, these characters were going to be added to Landmarks of Legend, during the early period of both this mod and LoL, but I decided against it for two main reasons: 1) This is out of the scope of that mod 2) The whole packfile would be very messy, thus making it a hassle to update. So, I split this into its own submod and kept the mod dependent on LoL, as most landmarks/units required for these characters are already in that mod.

Is this compatible with SFO?
- Don't know, I don't use SFO.

Is this compatible with Cataph's Southern Realms and his version of Lorenzo Lupo?
- Yes. In IE, Cataph's Lorenzo will be disabled in the Plutocracy mechanic and, in his place, the Guild Assassin generic hero from this mod will be present for all TEB factions. In TOW/TOWC, Both mods' Lorenzo Lupo will be present and at war with each other. May the best Roman win!

Do I need to start a new game?
- Yes, you will need a new game for most characters/factions to work properly

Is this compatible with the map mods (IEE, TOW, TOWC etc.)?
- Yes

Can you make the TOW factions playable in IE?
- No, that would require new factions added to IE, whereas, TOW already has those factions which our characters are simply put in control of. Also, there is no lore-friendly location in IE for them to occupy given how condensed the map is. However, these characters can be recruited in IE through other means [check discussion threads]

Are these characters Lore-friendly?
- Yes, all characters currently in the mod are from the lore. If we do add any that are only loosely based on lore or our own creations, they will be marked as such and toggleable.


ADDITIONAL NOTES
- If Cataph's Southern Realms is not enabled, there will be an empty faction select slot for where Luccini should be (Doesn't actually cause any issues, only that visual bug on the faction select)



If you have any bug reports, suggestions, or balance changes, leave them in the comment section below.


Submods
SFO Submod by MESSIHAH

PL Translation by wojtekb

FR Translation by ShadDoUrden

RU Translation by FarLong

Credits
Team Credits

Additional Credits

Check out my other mods here.



If you want to support our work or drop a tip, go here for my BuymeaCoffee[www.buymeacoffee.com] or here for my PayPal[paypal.me].

Thank you for checking out the mod!
Popular Discussions View All (4)
74
1
4 Jun @ 3:08am
List of Planned Characters & Factions
The_Inquisitor
23
2
17 May @ 8:00am
List of Characters, Factions, Units and Mechanics
The_Inquisitor
1,150 Comments
GallantFool 22 minutes ago 
Howdy boss, I love your mod, but it seems that there might be a configuration issue with this and the faction names mod when it comes to the Southern Realms. When you confederate any characters (not just your luccini), it changes the factions name to "Principality of Luccini" when playing as anyone in TEB. The mod list does also include "Recruit defeated legendary lords" so that might also come into play, but it seems like from other folks on here that the issue is kind of faction-wide and not necessarily related?

I also wanted to say thank you for all your hard work, this is always a "must have" mod for me in my games and I deeply appreciate how much time and energy you put into the mod. All the best~!
Ītzpāpālōtl 2 hours ago 
lmao I was wondering why azhag had the model of a dwarf! so it was this mod, pretty funny
The_Inquisitor  [author] 4 hours ago 
@Kaldor with a Glock
Not sure why they're arent laying siege. In all the tests I've done for that in the past, they've been downright suicidal with their attacks but this might just be the AI being weird and playing it really safe. The only suggestion I can provide based on what you've described is to sack the city and leave an army near it as reinforcement so that the AI feel safe enough to attack and take the city.
Kaldor with a Glock 4 hours ago 
I am starting to get frustrated, why is the ai of the coup you can initiate with Lorenzo against Aranessa so brainless, no armies in the city, 13 garrison, they have several siege attackers, and they wouldn't for the life of me lay siege to it, if I take it, I can't trade them because trading settlements is so restricitng, trade settlement mod doesn't detect faction, how am i suppose to go that version of the Sartosan problem? It's just sabotaging me.
The_Inquisitor  [author] 11 hours ago 
@蜗牛
We are aware of that first issue and will be fixed in the next major update. The issue with the CTD, however, I cannot replicate on my end.

@COREEENAVIRUS
Some AI factions are intended to start with some of the characters (can be changed through MCT). The issue with two Viscounts being spawned for Louen will be fixed in the next major update.

@mike1mike2mike1
We'll get it fixed. Thanks for reporting!
蜗牛 13 hours ago 
After Hothar the Fey appears, the hero recruitment list will refresh, leaving only Hothar the Fey. Recruiting Hothar the Fey will restore the hero list to normal, but regardless of whether he is recruited or not, the game will crash when clicking the next round after Hothar the Fey appears
COREEENAVIRUS 11 Jul @ 1:07pm 
Vlad starts with Wilhelm and Louen starts with 2 of the viscount hero. Not sure if the ai is intended to start with the characters?
mike1mike2mike1 8 Jul @ 7:57pm 
Hello. Orsini Sardus is not immortal at the start and does not have immortality as a visible skill.
The_Inquisitor  [author] 6 Jul @ 7:26pm 
@FarLong
Done. Thanks for the translation!
FarLong 6 Jul @ 12:54pm 
Hello. I’ve created a new translation of your mod into Russian. Can you change the link in the submodes? Here's the link - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3518645356