Total War: WARHAMMER II

Total War: WARHAMMER II

Arkhan the Black: Expanded (Vanilla: Beastmen)
Stephen  [developer] 7 Sep, 2018 @ 3:08am
Future Plans
Garrisons

I’ve had to change the way I originally wanted to have two separate Garrisons. What I’ve now done is removed the old Garrison and Walls, and replaced them with my own versions, making use of my new units.

The Awakened Battlefield can be built in any settlement at Tier 3 and provides some Vampiric Corruption and a small garrison of new units.

I have also replaced all three of the economy buildings and they now have the same stats as vanilla but with Vampiric Corruption.

Skeleton Swordsmen and Spearmen

The new skeleton Spearmen and Swordsmen I have added now use the same mesh as the Vampire Counts with exactly the same stats and bonuses from effects and technology. This is to allow anyone to switch out to these units once they have built the Cemetery building chain to give Arkhan a more Vampiric Themed army. There are currently on these units.

Arkhan

I haven’t added the Hexwraith model to Arkhan’s chariot yet as I haven’t had time, but in the next update, it’ll be changed. Arkhan’s unique skills also grant Vampiric Corruption and his Legions skill gives the Fell Bats a small amount of armour and poison attacks, to make them somewhat useful late game.

Banners

The banners that can be researched from the Tomb King tech tree should also apply the effects to my new units but let me know if they do not and I can easily fix it.

TDLR;

New Units

Zombie Halberdiers – Tier 1 (gains bonuses from Skeleton Tech and Skills)
Skeleton Spearmen - Tier 1 (gains bonuses from Skeleton Tech and Skills)
Skeleton Swordsmen – Tier 1 (gains bonuses from Skeleton Tech and Skills)
Mournguls – Tier 3 (gains bonuses from Ushabti Tech and Skills)
Crypt Horrors – Tier 3 (gains bonuses from Ushabti Tech and Skills)
Cairn Wraiths – Tier 3 (gains bonuses from Skeleton Tech)
Black Knights – Tier 2 (gains bonuses from Skeleton Horsemen Tech and Skills)
Black Coach – Tier 4 (gains bonuses from Chariot Tech and Skills)
Corpse Cart – Tier 3
Terrorgheist – Tier 5 (gains bonuses from Hierotitan Tech and Skills)


New Buildings

Awakened Battlefield – Tier 3
Vampiric Corruption
Attrition + 25%
2 x Grave Guard Swords, 1 x Mourngul
Unlocks recruitment of 1 Mourngul.

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Minor Garrison Tier 2
Vampiric Corruption
3 x Skeleton Spearmen, 1 x Carrion, 2 x Skeleton Archers

Minor Garrison Tier 3
2 x Skeleton Spearmen, 1 x Carrion, 1 x Crypt Horror, 2 x Skeleton Archers

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Major Garrison Tier 2
Vampiric Corruption
3 x Skeleton Spearmen, 2 x Skeleton Archers
Legionary Barrage

Major Garrison Tier 3
Vampiric Corruption
3 x Skeleton Spearmen, 1 x Crypt Ghouls, 1 x Crypt Horror, 2 x Skeleton Archers
Legionary Barrage

Major Garrison Tier 4
Vampiric Corruption
2 x Skeleton Spearmen, 2 x Grave Guard Swords, 1 x Crypt Horror, 2 x Skeleton Archers, 1 x Terrorgheist
Legionary Barrage

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Fell Tree Tier 1
Vampiric Corruption
Unlocks recruitment of Fell bats

Fell Tree Tier 3
Vampiric Corruption
Unlocks recruitment of 1 Vargheists and Crypt Horror

Fell Tree Tier 5
Vampiric Corruption
Unlocks recruitment of 1 Terrorgheist and adds an extra capacity for the Vargheist and Crypt Horror

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Cemetery Tier 1
Vampiric Corruption
Unlocks recruitment of Zombies Swords & Halberdiers and Skeleton Spearmen & Swordsmen

Cemetery Tier 2
Vampiric Corruption
Unlocks recruitment of 2 Black Knight

Cemetery Tier 3
Vampiric Corruption
Unlocks recruitment of 2 Grave Guard

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Spirit Well Tier 2
Vampiric Corruption
Unlocks recruitment of 1 Cairn Wraith

Spirit Well Tier 3
Vampiric Corruption
Unlocks recruitment of Hexwraiths and adds extra capacity for Cairn Wraiths

Spirit Well Tier 4
Vampiric Corruption
Unlocks recruitment of Black Coach

Future Updates

The next update will add the Wraith Lord to lead the armies of the Nighthaunt, and they will provide some unique buffs to Hexwraiths, Cairnwraiths and the Black Coach. I’ve also been looking at the Age of Sigmar manual for Nagash, and I’ll be adding in Spirit Hosts as a basic infantry unit.

Vampire Lords and their associated Vampire units will also be coming. I’ll also add more to this as time continues. I’ll probably add some new building chains if needed as well.

These updates will come after my Averlorn mod which will add Treemen Lords to Alarielle’s faction, in addition to some Wood Elf units. I’ve been putting this mod off for such a long time!

Last edited by Stephen; 21 Feb, 2019 @ 9:45am
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Showing 1-15 of 22 comments
Sylindr 27 Dec, 2018 @ 6:38am 
Sounds really cool! Guess I'll hold off on starting my new Arkhan run until the update drops.
Stephen  [developer] 27 Dec, 2018 @ 7:34am 
Thanks! I'll most likely have to refine this a little, depending on what I can make work. :)
ArtyAhmad 27 Dec, 2018 @ 11:58am 
Would love to see the update drop. With the current mod, units are unaffected by the red skill tree to improve stats an plans to adress that?

Also I know you wont agree to this since it changes the startpos file but, Lets have Arkhan start at home in Black Tower of Arkhan and make it his Faction Capital. I really improves the early game of going against bretonians that rout from fear 3 seconds into the fight
Stephen  [developer] 27 Dec, 2018 @ 12:11pm 
Hopefully it won't take too much longer, but work always gets in the way. Yeah, any red skills that do not work, I'll make sure all of those are fixed.

I could possibly do a submod or something, but a starpos isn't something I've done before, so I'll have to see what I can do.
Invictus_Solari 29 Dec, 2018 @ 3:30pm 
I found your mod looking for something to improve a new Arkhan campaign, but it looks like I'll have to hold off for a while - those planned updates sound great! Arkhan will definitely have a much more unique campaign with your mod. Keep up the good work :)
Stephen  [developer] 29 Dec, 2018 @ 5:00pm 
Thanks very much @invictus_solari :) Progress is coming along nicely.
Hobo Baggins 29 Jan, 2019 @ 11:44pm 
Hey mate do you have a rough ETA on when you think the update will be ready? This is exactly what I've been looking for without having to download an entire overhaul such as SFO, but with these big changes coming I've been wanting to hold off on an Arkhan campaign
Stephen  [developer] 30 Jan, 2019 @ 5:45am 
It shouldn't bee too much longer. I've mostly had to wait for festag to go live, which it has now. I just need to iron out some bugs, but hopefully the next couple of weeks, hopefully sooner!
Rotter 10 Feb, 2019 @ 11:47am 
Thanks for your work ! It made me use Arkhan as he was meant to be.I noticed you mentioned new lords in your mod description.Does this mean we'll be getting Female Vamp lords ? Necromancers ? Reskinned Tomb Kings ? Just curious!
Stephen  [developer] 10 Feb, 2019 @ 11:00pm 
You're very welcome! So far I've added in the Strigoi Ghoul King, but when time permits, I'll be adding in a Wraith Lord for the ethereal units.
Hyragon 2 Apr, 2019 @ 9:02pm 
Great mod, and the fell bat poison fix is really appreciated!
I would just like to know how the progress is on vampire lords? I think it would be really cool to be able to recruit some Bloodline Vampires. Specifically, lore-wise ones; Necrarchs, Lahmians, and the bloodline version of Strigoi. I think it would be interesting to have them available with the capture of their respective sites, eg. Galbaraz, Lahmia, and one of the Necrarch brotherhood settlements. I don't think it would be necessary to include Von Carsteins and Blood Dragons, for lore reasons, but it would make sense if you get them with conquering Sylvania. Anyways, sorry for mega message,
Really enjoy your mod! Thanks so much, take care of your self as well!
Stephen  [developer] 3 Apr, 2019 @ 7:22am 
Thanks @Hyragon! I've currently been working on the Necromancer, but I don't want it to be a copy and paste of the VC one, so I want to play with the variant meshes and make something a little more unique. I have thought about a Necrarch, and I really want to enable recruitment from certain settlements, because I don't feel it'll be right to have all of the new lords available from the start.

I'll keep you updated though and thanks again!
Stephen  [developer] 11 Mar, 2020 @ 11:04am 
Planned for the next update:

Completed:
- Halberdier now uses the Zombie voiceover
- Morkhain Ruins now grants 15% physical res to Ghouls
- Rotting Leviathans now benefit from red skills
- Arkhan's Bound Spell now once again summons Zombies and they now crumble like all summons
- Legions of Nagash now also grants +5 Public Order
- Grave Guard now only take 1 turn to recruit (same as their Tomb Guard counterparts)
- Arkhan's Tomb Blade now also grants flaming attacks
- Fell Bats now gain bonuses from Red Skills (Skeleton Cav)
- Garrisons now use Vampire Projectiles
- Garrisons adjusted to more reflect their vanilla counterparts
- Varghulf now has regen
- Cairnwraiths also gain Strider and Stalk from tech
- Ancient Battlefield now provides a new garrison of 2x Cairnwraiths and a Hexwraith
- Varghulf's now have their own building under Constructs
- New building chain that allows recruitment of Zombies - Grave Guards - Black Knights
- Wight King Lord once the Black Tower of Arkhan landmark has been built
- Cairnwraiths have now been moved to the Ancient Battlefield building
- adjustments to the bonuses Arkhan's tech gives to units

- Vampire Coast Diplomacy Tech now grants +1 army cap and is no longer tied to Legions of Nagash - I wanted to allow Arkhan to still focus on his new tech while also being able to still recruit new armies

To do:
- New Empowered tech and updated bonuses
- New technology to allow recruitment of an extra Tomb Prince/Necrotect & Liche Priest
- New building to allow recruitment of Mortis Engines

There will be other bits I haven't added, but I'll update this as and when. Happy to receive feedback on the above!
Stephen  [developer] 10 Jul, 2020 @ 8:28am 
Next update:

- Updates to Bloodline Traits
- New research that kind of mimics some of the Books of Nagash to unlock powers and army summons
- updates to additional Landmarks
- updates to Tomb King Lords
Smoking Cat 28 Oct, 2020 @ 12:37am 
cool mod, can you maybe add a skill dumb for the vampiric hereos and lords too? the skill dumb mods dont work your hereos and lords. this will be great :D
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