Total War: WARHAMMER

Total War: WARHAMMER

92 ratings
Loreful Legendary Lords
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
12.329 KB
12 Dec, 2016 @ 3:58am
19 May, 2017 @ 3:35pm
17 Change Notes ( view )

Subscribe to download
Loreful Legendary Lords

In 1 collection by Meek
Lore mods
16 items
Description
~First off credit where credit is due~
I used the idea started by Wiids' Legendary Lord traits, thanks to him for the inspiration behind this mod.

I wanted to make an updated version for beastmen and coming soon woodelves, but I wanted to tweak down the values of the traits, yes I want the legendary lords to be strong but not overpowering, so the trats will be about the same as the normal lords if not a bit stronger, but they gain about 4 traits compaired the the other lords normal 1 or two, I wanted to base the buffs the lords get based on their lore or table top, I havent decided if ill keep an amalgamation of both or try to focus on one or the other and am still play testing a couple, like kemmler, a fun lil idea for the chaos happy necromancer but need to see how it works in game and off paper.

[Woodelves are out now!]

Wiids Affects: Legendary Lord Traits -> http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=731573529&searchtext=loreful+legendary+lords. [ This should have a more robust amount of buffs and wanted to link the person who gave me the ground work for this one. Should upvote his work ] xP
Popular Discussions View All (1)
0
18 Dec, 2016 @ 2:45am
Bugs or issues here
Meek
89 Comments
TotalWar 15 Oct, 2017 @ 6:42am 
don't understand why so many mods are abondaned on the comments for months. Does this still work? No indication if its outdated or not
JP 9 Sep, 2017 @ 9:21pm 
SFO Compatible?
Destroyosaur 19 Aug, 2017 @ 11:14am 
I really hope you choose to update this mod. my campaign feels weird without it
Meek  [author] 29 Jun, 2017 @ 8:00am 
Thanks again for all the support to the mod, I know its not perfect but Ill try and keep it compatible with patches as well as the next Xpac not sure how mods will work between them though.
Meek  [author] 29 Jun, 2017 @ 7:59am 
@sadge, yes the pictures are extremely out of date, I made them when I started making the mod. Atm their just an idea of how it looks. I changed Sigvald and Archaon, I wanted them to still be a bit diverse, I wanted Sigvald to feel more self obsessed and leader of the pack like his lore, while Archaon would feel more like a Champion blessed by the gods, his army frenzied by those qualities.
Sadge 16 Jun, 2017 @ 6:21pm 
I noticed Archaon has a leadership army buff and Sigvald had a speed army buff in the picture, but in game archaon has a speed army buff and Sigvald doesn't. Only a speed buff for himself.
Sadge 16 Jun, 2017 @ 3:51pm 
The reason you can't find Alberic's key code is because they didn't bother to make him one. They just slapped the Virtue of Discipline on him, which is

wh_main_skill_innate_str_brt_virtue_of_discipline

Still goes in the same table. Not sure how to remove it from the randomly generated generals, but you could buff it for him and just accept that occasionally people will get offered a regular lord with legendary traits.
Jotunheim 24 May, 2017 @ 3:33am 
@MgS1Ra1DeN
dont know if it is the case, but remember that dwarfs have a better defense vs magic in general. Of course is a bug if the problem persists also vs other factions
Meek  [author] 22 May, 2017 @ 3:25am 
@MgS1Ra1DeN ty for the input ill look into it and fix that sometime today
Churchill 21 May, 2017 @ 9:41am 
There is a bug i think. When i play with this mod on and get Wurzzag's ability to get Magical attacks for his army, theres another ability which makes the enemy stronger.