Total War: WARHAMMER II

Total War: WARHAMMER II

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Tomb Kings Campaign Improvements
   
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Tags: mod, Overhaul
File Size
Posted
Updated
615.219 KB
27 Jan, 2021 @ 4:42pm
10 Nov, 2021 @ 1:36pm
13 Change Notes ( view )

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Tomb Kings Campaign Improvements

Description
Ever felt like the Tomb Kings play too slow?

Sick of being poor and stuck with mid and low tier units for the bigger half of the game, while everyone else has those nice tier 5 units?

Lore of Nehekara? More like lore of old sand farts!





Look no further than this, because I got you.




The following changes are made:

Buildings:
• Increased unit capacity for most units
• The cavalry building starts now at T1 and ends at T3
• Increased income by 100 for every building
• Increased research rate from Settlements

Abilities/Traits:
• Rally heals now 700 hp and can revives
• The passive abilities of the Necrotect are now map wide and not just 30m
• The trustworthy trait now increases public order faction wide
• Fixed the treacherous trait for heros. (This is a vanilla bug that caused the trait not to work for heros)

Lore of Nehekara:
• All buff and debuff spells have range when you overcast them.

Research/Ritual:
• Researching a dynasty increases the Lord recruit rank by +1. Same goes for the hero research.
• It also increases growth factionwide by 15 and decreases building time by -10%
• Starting a new dynasty will now increase the hero capacity by +1 for each type.
• Added canoptic jars as a reward after battles.



I'm not a very experience modder, so please bear with me if you find a bug and write it in the comments so I can try to fix it.
15 Comments
Lunarist Screeching 19 Sep, 2024 @ 6:28pm 
Does this mod still work?
Stinky Beans  [author] 1 Nov, 2021 @ 2:04pm 
I'm not really sure if this is what you're looking for since I couldn't see what units are missing, but I made a quick adjustment so that the cavarly building goes up rank 4. Just drop this file into the Data folder: https://drive.google.com/file/d/1IAHn5ZU8B2fMzf3_a_3GztXDBOY7aYwx/view?usp=sharing
Barrain 31 Oct, 2021 @ 9:14pm 
Any chance for some tweaks or a submod to work better with Tomb Kings: Extended? (its higher level buildings cancel out the stuff gained earlier)
Stinky Beans  [author] 20 Sep, 2021 @ 6:07am 
My bad, I did some adjustments and forgot to change the discription. The passive is back to normal, it was just too op.
UphillBuffalo 19 Sep, 2021 @ 8:14am 
I cant tell if the mod doesn't work or the text just wasn't changed. The lore of Nekehara passive says it heals for only 50 something still. So not sure
Stinky Beans  [author] 20 Aug, 2021 @ 9:35am 
Thx :). As soon as I have new Ideas I will add them. I would like to turn down some of the numbers since the campain is over a bit to fast imo. I could finish my last campaign in under 100 turns. But I don't know if u guys would want that. Aside from that I try to find a way to make the jars farm a bit more pleasant.
카비레이크 19 Aug, 2021 @ 7:43pm 
thx for such a nice mod
hope you continue to update later on
co co da yo 15 Aug, 2021 @ 12:54am 
i live this,thank you
Stinky Beans  [author] 12 Aug, 2021 @ 10:28am 
Does something not work? I played with the latest TW version and everything works fine for me.
J&S 12 Aug, 2021 @ 5:35am 
any plans on updating?