Total War: WARHAMMER II

Total War: WARHAMMER II

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Learning Curve - Character XP Overhaul
   
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Tags: mod, Campaign
File Size
Posted
Updated
26.172 KB
20 Sep, 2019 @ 6:52am
6 Jun, 2021 @ 3:31am
6 Change Notes ( view )

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Learning Curve - Character XP Overhaul

Description
I made this mod to address two issues I have with the vanilla leveling system:
  1. The experience needed, for a character to gain a level, changes very little when at higher levels. It makes more sense to me that the more experienced a character is, the slower he advances.
  2. There is no difference in leveling between lords and heroes, despite the fact that lords have a lot more skills to potentially invest in.

Mod Features
  1. The base experience required to gain a level is lowered for Lords, resulting in much faster progress early in its career
  2. For lords, every level requires 4% more xp to reach compared to the previous level. This drastically slows down progression for high level characters.
  3. For heroes, every level requires 3.5% more xp.
  4. Lords can reach level 60.

You can see in the chart the differences in leveling speed. In vanila, it happens in a linear fashion.
With this mod, the characters take a bit longer than vanilla to get to lvl 40, but progress faster early on. Lords can get to level 60, but it takes them about two and a half times as long as it takes to get to lvl 40 in vanilla.


Some Notes
  • Compatible with NNOBBs - Never Obsolete AI Lords, as it does something entirely different.
  • Not in any way compatible with mods that add more skillpoints per level.
33 Comments
Flying Fox  [author] 1 Oct, 2024 @ 2:14am 
@VModBaddict:
It changes the same tables, so those mods are not compatible. But this already gives you more skillpoints than vanilla, for lords at least. A maximum of 60 instead of 40.
VModBAddict 30 Sep, 2024 @ 12:28pm 
Given it's been 4 years since the last comment this is probably a waste of time... But in the hope it's not: is this incompatible with mods that add skillpoints per level in the since that it won't work, or just that it would be OP?
Hakkusu 9 Sep, 2020 @ 12:48am 
Personally I think an even better solution to the base game's XP problems would be to overhaul it so that experience gain through combat is based on the amount of enemy balance of power you wipe out instead of simply being based on the generalized outcome of the battle itself (I.E: a decisive victory, a pyrrhic victory, a valiant defeat etc). Ultimately that's the whole reason you can farm rebellions, sack the same settlement over and over and other stupid cheeses as actual XP-farming strategies. Imagine playing an RPG where you could efficiently get to max level by farming level 1 trash all game. That's kind of how WH2 works, and it makes no sense whatsoever. Any sort of common sense would say that you should get a lot of XP for defeating big and strong enemy armies but next to nothing for cleaning up trash

If something like that could be added on top of an XP-curve that slows down like in your mod then I think that'd be a big improvement for the game
MorglumNecksnapper 16 Jun, 2020 @ 11:14am 
Great mod, thanks! Perfect for my Kholek grind, I always lose interest in the game when I hit level 40 too fast.
Echo 22 May, 2020 @ 4:17am 
Same :D
Flying Fox  [author] 22 May, 2020 @ 4:16am 
Sure, I'll look into the doability of it, then we'll talk.
Though feel free to look into it yourself, as I'll be busy playing the new dlc to death first
Echo 22 May, 2020 @ 4:14am 
No worries, I just thought your question deserved a full answer. Thanks for reading and looking into it.
If you think it's doable, I'd be willing to invest some time and effort into making it a reality (if you want help).
Flying Fox  [author] 22 May, 2020 @ 4:02am 
I'll have a look at your ideas, but don't expect anything soon.
Tweaking the experience curve is certainly possible, as is nerfing the recruit ranks. You're right that they are too easy to get, I've recruited units at full triple gold chevrons.

Simply putting a hard cap on it is probably not possible though. As for giving abilities based on chevrons, that might be possible given the fact that red line Lord skills give extra stat boosts based on chevrons. I might look into that.
Echo 22 May, 2020 @ 3:48am 
Wouldn't it be interesting if, for example, some units gained Unbreakable when they reach tier 9?
Or other traits, such as Strider, Encourage, etc. Formations for cavalry that's ranked up, Hawkeye for missile units, contact effects for artillery, the possibilities are endless.
I think what the veteran system needs is a more interesting way to differentiate between an elite unit that's been through many battles and fought a great variety of opponents, and freshly recruited troops right out of the gate.
Echo 22 May, 2020 @ 3:48am 
3) Currently, chevrons only modify a couple of base stats, and outside of reload reduction and accuracy, those generally don't make a large difference (especially for melee units, especially on higher difficulties where the AI gets a multiplier on their combat stats and you get maluses on leadership).
The way various mods tried to compensate for this was through boosting of said gains/stats.
While these changes somewhat succeed in making veterans more valuable, it doesn't change the issue that all ranked units are the same across races and factions.