Total War: WARHAMMER II

Total War: WARHAMMER II

The Bretonnian Crusades (Version 1.0.1) (Single-player Only)
 This topic has been pinned, so it's probably important
greyTiger  [developer] 23 Jan, 2022 @ 4:24am
FUTURE PLANS
This mod has been a long time coming and there were several times when I did not think I would complete it as I totally lost interest for weeks (if not months) at a time. Now that I have something released though, I'm feeling renewed drive to address the items I'm not happy with.

1. I would have preffered to have Crusade armies like the Greenskins have their Waaghs, but for whatever reason I could not get this to work reliably for me. Changing this to remove the current free Crusade army implementation to use something like the Waaghs will be a priority for the Warhammer 3 version.

2. Repanse missed out on her own mechanic in this version. I did have a mechanic in mind for her but it just didn't work very well (was better in my head). I'd love to give her a unique mechanic, and I have some new ideas which will hopefully make their way into version 1.1.0.

3. I'm happy with the mechanics for Louen and the Fay Enchantress, but I feel Alberic's is missing something. If I can figure out what that is and how to integrate it into his Divine Will mechanic I'd like to add it in a future version.

4. I know that the balancing in this mod is all over the place. Hopefully in the coming weeks (before Warhammer 3) I may be able to rectify that with your feedback.

5. The crusade targets may be a bit easy so I am considering several ways to boost their difficulty.

  • Only Province Capitals would be a valid target (though this means that Couronne would not be able to crusade against the Greenskins by Marienburg).
  • Calling a crusade against a faction has consequences with other factions from that race declaring war on you.
  • Making settlements worth a certain amount of 'Crusade Points'. The player could still crusade against minor settlements, but only those worth X points or more would give the banner reward.
  • Boosting the garrison of the target settlements when the crusade is called to make them more challenging.

Any one or combination of may be implemented.

Eventually this mod, along with my other mods will make their way into Warhammer 3 (assuming the same techniques for building and manipulating screens work). At that time I'll probably take a different approach where it will be one large mechanics overhaul mod including all my current mods and more.
Last edited by greyTiger; 5 Apr, 2022 @ 2:43pm
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Showing 1-8 of 8 comments
Mike Hellforger 23 Jan, 2022 @ 4:48am 
Idea for Alberic's Divine Will

Have a progression bar with tiers at the bottom of the screen.

Every few points unlock a new tier. Each tier gives Hero Capacity and recruit rank for a unique new Hero Type for Alberic: Manann's Maidens.

I imaging them being basically Damsels with a mix of Lore of Deeps and Heavens. And a couple of special skills with small factionwide bonuses to Manann Guard.
Mike Hellforger 23 Jan, 2022 @ 4:57am 
Idea for Repanse's mechanic:

The Champion of Peasantfolk

Every 5 or so turns a new map marker will appear near a settlement you own. They are basically special enccounters with the theme of Peasant population being oppressed by local nobles. (Think of Imrik's mechanic but with peasant's instead of dragons). When you approach the encounter it will trigger a dilemma with choices. One of the choice will be to aid the peasants in battle against Bret knights. If won, depending on how well the battle is won (either by type of victory i.e. close or heroic, etc) or how many casualties the allied peasants took you gain People's Favor points.

You then use this points to unlock bonuses and special skills to peasant, man at arms and questing knights units. Maybe add some milestone rewards like Ikit's Lab to unlock some unique peasant units.

Also would be nice to have bonuses to the Water Supplies mechanic duration for each tier milestone of the new mechanic.
Last edited by Mike Hellforger; 23 Jan, 2022 @ 4:59am
Massive Anorak 30 Jan, 2022 @ 4:30am 
I'm currently loving playing through Alberic campaign with this mod, a bit of suggestion (although I always preface it by saying thanks for the mod itself, it must be annoying at time everyone chipping in with "suggestions")

My idea - The Manaan divine technology, perhaps have this linked to the lore Order of the Lighthouse (who are in the warhammer RP) as modernisers are focused more on trade, industry buildings, peasant units perhaps with a more maritime/Tilean vibe?

Move across the majority of buffs to economy and ranged items to this side, (buffs to artillery and infantry) perhaps put at the end of the technology branches a couple of Manaanite units (maybe some Crossbow armed Men at arms, definitely agree with comrade Ill-Lich regards a lore of deeps Damsel, maybe some other artillery although I know that's a big ask)

The Lady divine technology, buffs to Knights and farming buildings, untainted buffs and growth etc. Move across any cavalry buffs to this side?I have always thought it would be nice to see different Battle pilgrim variants, so maybe some battle pilgrims wielding discarded / broken lances, maybe some dual wielding?
Maybe unlock a hermit knight hero and some special knight units? Montfort on foot etc etc.

That's probably too much work, but it'd be nice to get it a bit like kingdoms where you unlock special units when you follow the line, maybe have the number of unique units available depend on which side you spend points in? So if you put the majority in manaan you get all of them but no Lady of the Lake ones, vice versa and if you balance the point spend then you get some units from each side but not elite ones.

As always, it's a lot easier for someone like me who can't mod to suggest than for you to be able to do it!
greyTiger  [developer] 30 Jan, 2022 @ 5:16am 
Thanks for the ideas. While I won't be making changes that major now for Warhammer 2 dividing the bonuses as you suggest may make more sense in Warhammer 3.
Massive Anorak 30 Jan, 2022 @ 6:24am 
That makes sense, great mod!
Massive Anorak 9 Feb, 2022 @ 3:12pm 
OK 100 turns in, I recommend maybe make it so you can upgrade the campaign banners with Divine Will points, because I can't see the sense of spending chivalry, and because if you want to get the bonuses to one side of the tree for Alberic, you can run out of places to spend Divine Will.
Massive Anorak 9 Feb, 2022 @ 3:13pm 
Or even have to complete another crusade against the same faction to upgrade the banner, it makes fighting them for long wars more impactful
greyTiger  [developer] 9 Feb, 2022 @ 5:09pm 
I like the idea of using the Divine Will as the alternate for upgrading the banners for Alberic, Makes him stand apart and gives you something to spend the points on as you say if you are focusing on a single deity.

I'll look to make that change for the release alogside Repanse's mechanic.
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