Total War: WARHAMMER

Total War: WARHAMMER

Faction Unlocker Submod - Bretonnia & Wood Elfs
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Update: 11 Dec, 2016 @ 2:46pm

Version 1.7
Provisional compatibility update for Realm of The Wood Elves (Game Update 5)

New Functions / Additions:
⚫ The Beastmen Mini Campaign is now available as a Multiplayer Campaign.
⚫ Split up the Norsca into their true 7 main tribes instead of only two major ones.
⚫ Reworked the Reikland starting situation by making it more of a rebellion in progress rather than one that covertly conquered 3/4th of the lands that Karl Franz was just touring. This should make for a more realistic starting situation and prevent the Secessionists from surviving well into turn 50+.
⚫ Removed Karak Hirn, Ostermark, Bloody Spearz, Crooked Moon Mutinous Gits and Red Fangs from Custom Battle to make space for the new Wood Elf factions and Morghur's Beastmen.


Fixed Bugs / Issues:
⚫ Legendary Lords can now trigger their Quests if they were confederated into another faction.
⚫ All Greenskin Waaaghs and Beastmen Brayherds now have proper siege vehicle access.

Update: 19 Nov, 2016 @ 9:27am

Version 1.6

New Functions / Additions:
⚫ Ungrim Ironfist now reigns supreme over the Great Slayer Hold of Karak Kadrin again.
⚫ Azhag the Slaughterer now leads the Red Eye Tribe against stunties, humies and other greenies.
⚫ Vlad von Carstein was raised from the dead in Schwartzhafen and subjugated it immediately.
⚫ Balthasar Gelt went to Wissenland to support them against Secessionists and Greenskins.

- Gnashrak of the Bloody Spearz took back his Lair in the Northern World's Edge Mountains, left his underling Grimfang Eyegouger there to guard it and also took Karaz Irkulaz while he was at it.
- The Empire Secessionists conquered Wissenburg, but their general died in the process and so they barricaded the city until reinforcements arrive.
- Moved Hans Zintler and his army to Eilhart to provide less of an immidiate threat to Karl Franz.
- Azhag and Balthasar received a position-appropriate starting unit makeover.
- The Skull-takerz received an extra unit of Savage Orc Boar Boy Big 'Uns, two units of Savage Orcs and one unit of Savage Orc Arrer Boyz to start with, to provide a proper threat to Wissenland.
- Karl Franz now starts with a unit of Greatswords instead of Halberdiers to ease the starting situation for the AI, which tended to be largely overwhelmed by Empire Secessionists at the start.
- Some wars were added and adjusted to better suit the new Legendary Lord positioning and the reduction of territory for the factions that they now command.
- The diplomacy sound files for the Red Eye Tribe and Mousillon were switched from Goblin Shaman and Vampire Lord to Orc Warboss and Necromancer to properly work alongside their new leaders.

⚫ Enabled Offices for all Empire subfactions.
⚫ Most Dwarf starting units were reworked and half of the factions now have a Hero to start out instead of a third higher tier unit.
- Karak Azul now has the legendary (immortal) Thorek Ironbrow to produce their runed gear.
- Karak Hirn now has a Thane that will lead the young hold into the future.
- Karak Ziflin now has a Thane to lead their melee-centric armies from the front.
- Kraka Drak now has a Runesmith to renew the corruption wardstones.
- Zhufbar now has one of their Master Engineers teaching their armies how to better use their tech.


Fixed Bugs / Issues:
⚫ Heinrich Kemmler is now a full-fledged faction leader of Mousillon.
⚫ He can now also recall his name again.
⚫ Fixed the Redhorn Tribe (Main Campaign) not having the Full Moon Cycle mechanic available.
⚫ Removed "King Lunn" from the randomly generated name list.

Update: 1 Nov, 2016 @ 11:53am

Version 1.5

New Functions / Additions:
⚫ Heinrich Kemmler is now the military leader of the Mousillon faction.
⚫ Unlocked all Factions in the Beastmen Mini Campaign, which now work as normal with all Beastmen factions roaming around and causing carnage from the start of the campaign.
These changes are optimized to make all factions equally playable, so if you want to play the normal, highely scripted & event-based Khazrak campaign, better disable this mod.

- Diplomacy is now fully unlocked, so all normal options are available for all factions and I also added a few preset diplomacy states, so that Middenland is at war with every non-human faction and Human factions are at war with the Beastmen & Greenskin factions spawning close to their territory.
- All Beastmen factions spawn with three additional elite units to give them better survivability; Khazrak now starts with a full stack to show that he is the strongest Beastmen leader.
- Normal Greenskin factions get a factionwide -50% unit upkeep bonus, so that they can have two full armies (plus Waaaghs) while only owning their one fully upgraded starting settlement.
- Greenskins have a minimalistic technology tree, to make them able to get their unlockable units (now including Squigs) in a much shorter timeframe that better suits the campaign length.
- Human factions are not allied or at war with each other at the start, but are likely to unite against the Beastmen & Greenskin threats, including possible confederations.
- All factions now have Victory Conditions, to either destroy all Beastmen or Human factions.

⚫ The Skull-takerz (Grand Campaign) now start with a Giant, Trolls and Savage Orc Big 'Uns.
⚫ The Skull-takerz in the Beastmen Mini Campaign are now a fully playable savage orc horde faction, which starts being at war with all human factions.
Due to problems with the original script-based spawn trigger of this faction and the special way how the faction is handled, it starts without any units other than the general.

⚫ Skaeling and Varg are now able to declare war against each other.
⚫ Norsca factions no longer get degraded to vassals while player-controlled when Chaos spawns.

⚫ Hans Zintler and the Empire Secessionists are now properly unlocked like every other faction for Single-, Multiplayer and Custom / Multiplayer Battles. (Replaced the CB slot of the Bloody Spearz)
Their Custom Battle roster will contain everything the Empire has to offer, except Karl Franz, who would surely rather die than serve under a usurper.


Fixed Bugs / Issues:
⚫ Fixed a critical issue related to camera angles that was changed in the Chaos script with Update 4, which crashed all unlocked factions as soon as the Chaos invasion forces spawn.

⚫ Kislev, Middenland, Marienburg, Talabecland and the Southern Realms (Border Princes, Estalia, Tilea) now have custom copies of the default Empire technology tree, so that they can properly use the technologies that require a port or temple to unlock.
- Kislev now unlocks these technologies via the unique Erengrad port (Tier 2) and the Temple of Ursen. (Tier 2)
- Middenland now unlocks religious technologies via the Temple of Ulric. (T2)
- Marienburg now unlocks naval technologies via the unique Marienburg port. (T2)
- Talabecland now unlocks religious technologies via the Temple of Taal. (T2)
- The Southern Realms now unlock these technologies via the Estalian ports (T2) and the Temple of Myrmidia. (T2)

- The "Ecclesial Writ" technology for Kislev and the Southern Realms was modified, so that instead of the bonus for the unavailable Warrior Priests and Witch Hunters, it gives an increased hero action cost reduction bonus.
All of these custom technology trees are recolored in a color that reflects the faction flag.

⚫ Middenland and Talabecland can now recruit Witch Hunters from their respective temples.
⚫ Fixed an issue with Dwarf and Greenskin factions reverting to default (Empire) UI elements.


New Bugs / Issues:
⚫ Legendary Item quests currently do not work for Heinrich Kemmler.
⚫ Heinrich Kemmler's name does not show up properly anywhere.
⚫ The faction leader (and thus diplomacy contact) is still Vincent Mercier.
⚫ Vincent Mercier is available as a lord but currently not unlockable.

Update: 24 Oct, 2016 @ 7:07am

Version 1.4

New Functions / Additions:
⚫ Modified starting units for each Dwarf faction to be unique according to their lore background


Fixed Bugs / Issues:
⚫ Fixed Faction Selection Maps

Update: 22 Oct, 2016 @ 3:27pm

Version 1.3
Update for The King & The Warlord

Fixed Bugs / Issues:
⚫ Added Icons to Bretonnian Edicts
⚫ Added Icons to the Settlement conquering dialog
⚫ Added Abilities & Items to Norsca Lords / Heroes in Custom Battle
⚫ Added various small bug fixes, missing content & improvements from my Norsca Overhaul

Update: 16 Sep, 2016 @ 5:58am

Version 1.2.1

Rollback to version 1.2.1 due to issues for people who don't own the Beastmen DLC

Update: 15 Sep, 2016 @ 2:52pm

Update: 9 Sep, 2016 @ 1:08pm

Version 1.2.1

Fixed Bugs / Issues:
⚫ Improved compatibility with other mods.

Update: 8 Sep, 2016 @ 1:42am

Version 1.2
Update for The Grim & The Grave (Game Update 3)

All new functions, such as the new Legendary Lords and the Regiments of Renown are now available and work as intended.


New Functions / Additions:
⚫ Added Regiments of Renown to all empire factions (Except Kislev, Border Princes, Estalia, Tilea), but they currently do not have unlocking restrictions in place, so use them carefully to not break game balance.
(Recommended: Do not use the RoR version of a unit until you can build the base unit)
⚫ All "An Eye For An Eye" Beastman DLC Mini Campaign factions (except Skull-takerz, as they do not spawn upon campaign start) have been unlocked and the default diplomacy settings have been changed so that all empire factions are at war with everyone, as only the Khazrak Horde and the Greenskin factions have proper diplomacy options, other factions couldn't even declare war on each other.

This was done to enable proper and interesting gameplay as alternative factions, especially as NPC Beastmen Hordes seem to have rather underwhelming AI and die too fast if everyone wants to kill mainly them.

If you want to play the normal campaign as the main Beastman / Khazrak faction, I recommend doing so without this mod active, as it contains scripted events that I cannot replicate and will not properly occur when playing another faction.

⚫ Most main campaign factions were enabled for multiplayer battles / custom battles; exceptions had to be made for a few minor factions so all others fit properly on the selection screen at a resolution of 1920 x 1080.
Not available are: Black Venom, Broken Nose, Empire Secessionists, Necksnappers, Scabby Eye, Skullsmasherz, Teef Snatchaz

Boris Todbringer can be unlocked by completing the mini campaign and should then be available for the main Empire faction as well as for Middenland.

⚫ Added starting territory maps to the faction selection screens


Fixed Bugs / Issues:
⚫ The new Legendary Lords Volkmar the Grim, Vlad von Carstein and Helman Ghorst now work as intended within their respective main factions.
⚫ All Regiments of Renown are now available.
⚫ Victory conditions for the main factions work now while this mod is active, alternative factions have none yet but Creative Assembly apparently made it easier to include victory conditions for other factions so I will look into that in the future.


New Bugs / Issues:
⚫ Greenskins have a broken building tree in the Mini Campaign, which will crash if you attempt to look at the Building Browser or look at military buildings that have not been already built.
⚫ Empire and Greenskin factions currently do not have a technology tree during the "An Eye For An Eye" Mini Campaign. Due to this, Greenskins lack access to the unlockable Arachnarok and Doom Diver units.
⚫ No Beastman factions other than the main one in both the main and mini campaign currently have a Moon Cycle.
⚫ Currently no faction in the mini campaign can conquer or colonize any settlements.


Known bugs that are unrelated to mods:
⚫ Boris Todbringer has no available mounts when player-controlled but can use mounts when under AI control.

Update: 2 Sep, 2016 @ 6:52pm

Version 1.1.1
Provisional compatibility update for The Grim & The Grave (Game Update 3)