Total War: WARHAMMER II

Total War: WARHAMMER II

Landmarks of Legend
The_Inquisitor  [developer] 21 Jul, 2021 @ 7:55pm
Ideas and Suggestions Thread
Leave any suggestions for new buildings/units/effects or changes here
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Showing 1-15 of 157 comments
Bussling fungus 21 Jul, 2021 @ 8:41pm 
father i have a bunch ideas
Bussling fungus 21 Jul, 2021 @ 8:42pm 
remember that doc i sent you a bit ago , your free to use any of those for the scalie boys
The_Inquisitor  [developer] 21 Jul, 2021 @ 8:46pm 
@dead man who might rise up
thanks
Bussling fungus 21 Jul, 2021 @ 8:53pm 
No prob cheif I love your mods so far.
IronJack 22 Jul, 2021 @ 12:03am 
make it compatible with "(Mixu's Unlocker Support) Landmarks of the Old World"
The_Inquisitor  [developer] 22 Jul, 2021 @ 12:17am 
@xjullrich
It is already compatible
Holy Fool Sehrael 22 Jul, 2021 @ 5:52am 
I'm not sure if I just didn't encounter any, but I think, for a faction that seems very religious, the TKs and especially my favourite warrior queen Khalida miss some "Temple" landmarks. I have no idea about lore, but maybe a Temple of Asaph landmark, built to mock Nagash in Nagashizzar (North of Lahmia) as alternative and counterpart to that landmark would work well. For the bonuses, I don't know ^^
The_Inquisitor  [developer] 22 Jul, 2021 @ 6:32am 
@Sehrael
Will consider a landmark like this when I get around to the TKs. Thanks for the suggestion!
Warsmith Forrix 22 Jul, 2021 @ 10:54am 
More of a bug report than a suggestion, but the ethereal units in this mod lack the 70% physical resistance of ethereal units in the base game, and don't have the 50% reduced hitpoints that comes with being ethereal either. Also imo the Bearded Skull Miners unit should have it's 25% magic resist removed to put them in line with the ancestor heroes. Other than that great mod!
MrSoul 22 Jul, 2021 @ 11:38am 
Something for dark elves, maybe little different where they almost get some kind of levied units from other cultures for taking settlements? Lothern, sea guard, somehow get over to Dwarven capitol, some rifle dwarves, I dunno, general idea think be cool playing as them to take and build these landmarks/corrupted variants, etc then start levying populations Malekith has conquered like thralls.

Maybe even just other elven landmarks too? Leave it up to you but that's my two cents :D
Warsmith Forrix 22 Jul, 2021 @ 11:54am 
I have a few additional suggestions for the mod as well:
- A lot of these landmarks for minor settlements should gain the ability "adds walls to this settlement" so they can be used instead of the existing garrison building if desired, and several landmarks for major settlements should upgrade tower projectiles as well since they will also likely be used instead of the normal garrison building
- Several settlements belonging to the dwarves that give 1000 gold should probably be nerfed to 600 gold as they'll likely be used with the existing building that gives 400 gold, so that way they aren't too much more profitable to other settlements
- Desolation Hold in Karak Vlag should probably have the building cost reduction nerfed to 10% so it's slightly less strong, and the garrison it provides makes the garrison have over 20 units meaning some will be left out, so some units should be left out to make way for the units in the base settlement garrison
- Most buildings that give corruption (especially the ones that provide corruption in adjacent provinces) should be reduced so that the corruption is less overpowering to normal corruption buildings. Imo a 50% reduction should work fine for the really intense ones (Like Vanhaldenschlosse and Huatl), though it's up to you how much it should be reduced
- The Hellbeast of Seep-gore should have it's upkeep cost increased further to about 900 (double that of a normal hell pit abomination) as it is far stronger than a normal abomination
- Queekwell's generated money should probably be reduced to 1000 as it is only a small mining village and available at tier 2, and the Clan Skaar Headquaters should similarly be reduced to 600 or 700 gold so they aren't too overpowered in terms of how much money they generate
The_Inquisitor  [developer] 22 Jul, 2021 @ 3:49pm 
@Warsmith Forrix
Thanks! I will make a small update soon with these changes

@Mr.Soul
I like the idea, something like Asur thralls or Dawi thralls?
rossco437 23 Jul, 2021 @ 3:31am 
Hmmmm, if you are looking for landmarks for galleons graveyard, there are a few vessels in lore that were sunk by the Bloody Reaver

Beast o’ Blades - A pirate warship that was destroyed by The Bloody Reaver in 2522.

Velvet Coffyn - A pirate warship that was destroyed by The Bloody Reaver in 2522.

Unfortunately I don't know much else about them other than what it says on the warhammer wiki (which is not much), hope this helps.

Great job with the mod btw, I always like the landmark ones!
The_Inquisitor  [developer] 23 Jul, 2021 @ 3:35am 
@rossco437
Thanks! Will look at these when I get to the VCoast
Warsmith Forrix 23 Jul, 2021 @ 11:13am 
Found a small bug with the bearded skull miners where the update didn't change their stats to that of ethereal units (losing the magic resist, half hp, and gaining 75% physical resistance) for the dwarf version, though the vampire counts version did lose the magic resistance at least. Other than that the update was great, thank you!
Last edited by Warsmith Forrix; 23 Jul, 2021 @ 11:17am
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