Total War: WARHAMMER II

Total War: WARHAMMER II

Learning Curve - Character XP Overhaul
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.
Echo 22 May, 2020 @ 3:48am 
I'm not sure to what extent the veteran system is tweakable, it's been a while since I peeked through those tables.

I think there are 3 main issues with the veteran system:
1) It's too easy to get bonus ranks using skills and agent bonuses
2) Even without bonus ranks, the experience needed to rank up is quite low
The above 2 compound on each other to make veterans more common than actual untrained troops, and disbanding and re-recruiting units more efficient.

In my opinion, it would be interesting if they followed a similar experience curve as lords do, and instead of completely negating the effect of +rank skills like XP Overhaul does, I would just severely limit them, either to a total cap (for example: for a cap of 3, even if your bonuses exceed that, the units will be recruited at the 3rd rank), or by severely nerfing the +rank bonuses.
Flying Fox  [author] 22 May, 2020 @ 3:23am 
You want to see changes to how they gain xp, or also changes to the effect of the chevrons?
Echo 22 May, 2020 @ 3:20am 
I'll give it a shot. What do you think about this same concept, but applied to units, and not just lords and heroes? I've tried various mods that try to improve on the veteran aspect, but they either overbuff or break campaign features, such as bonus ranks.
Flying Fox  [author] 22 May, 2020 @ 3:09am 
I don't think I've ever had that bug.
Echo 22 May, 2020 @ 3:03am 
I get that with other xp mods and it's driving me crazy.
Echo 22 May, 2020 @ 3:02am 
Does this mod trigger the UI bug with lvl 61 lords or something that's above the max level?
Flying Fox  [author] 21 May, 2020 @ 7:59am 
Updated the graphs to reflect the new situation.

@Happy Faith: this should somewhat address your concerns about too fast leveling at the start.
Flying Fox  [author] 21 May, 2020 @ 7:51am 
Quick update, as this is the ideal moment. Experience gain is a bit less fast. You will take a little longer than in vanilla to get to level 40, but can still reach level 60. You will still gain experience faster at lower levels, but not as fast as it used to be.
BigBangChaos 12 Apr, 2020 @ 3:09pm 
Hello and thank you for your mod.
I have been looking for a long time for a mod that slows the leveling up of lords and heroes.
So I was delighted to discover your mod.
But when using it, I was a little disappointed.
Taking as much experience from the start is not what I was looking for.
I would have liked to always take only one experience point even from the start of the game and gradually increase the value allowing to get the next one.
This will give your curve presented on the image but without exceeding at the start up to level 40 for the lord and 35 for the heroes.
In my opinion (but it's personal) this will give more importance to our choices and therefore our way of playing and also avoid ending up on round 20 with over-vitamin lords.
I raise my thumb for your work and your good idea.
Le Pheel 19 Jan, 2020 @ 2:06pm 
@Flying Fox I believe I was only seeing it when using this or other EXP mods
Flying Fox  [author] 31 Dec, 2019 @ 4:35pm 
@Le Pheel
Yeah, I'm annoyed by that too. But is it only when using this mod, or in vanilla as well?
Le Pheel 31 Dec, 2019 @ 12:44pm 
Is there a way to exclude the Green Knight from leveling? I am getting skill points for him, which is annoying since I can't actually spend them
Flying Fox  [author] 13 Dec, 2019 @ 9:25am 
Updated, no changes were needed.
Flying Fox  [author] 24 Sep, 2019 @ 6:11am 
It shouldn't crash or anything, but it won't affect previous progression of lords. So a lvl 10 lord will still be lvl 10 after activating this mod. The progression from then on should follow my mod.
danlscarlos 23 Sep, 2019 @ 4:03pm 
Is it alright to activate this mod in the middle of a game or do I have to start a new campaign?
MasterOfGrey 23 Sep, 2019 @ 6:56am 
Fantastic! I'm gonna start running this instead of the level 50 lords mod I've been using.
Flying Fox  [author] 23 Sep, 2019 @ 6:55am 
Yup, everything in working order.
MasterOfGrey 23 Sep, 2019 @ 6:50am 
So this is all up and running and gives skillpoints up to level 60?
Flying Fox  [author] 21 Sep, 2019 @ 3:10am 
That's probably because the values were all muddled up. In the fixed version, the threshold should be higher.
Cpecific 21 Sep, 2019 @ 3:02am 
I am talking about lvl 38, in modded value is lower, but in chart it is higher + "With this mod, the heroes take a bit longer than vanilla to get to lvl 40".
Flying Fox  [author] 21 Sep, 2019 @ 3:00am 
However, Im not sure what you mean about the modded threshold for heroes. It is stated in the description that they initially level faster than vanilla.
Flying Fox  [author] 21 Sep, 2019 @ 2:56am 
@Cpecific
I am an idiot. I sorted by skill rank nicely for the champion, but forgot to do that for other hero types. Should be fixed now. I also forgot to grant skill points for higher level lords. Also fixed.

Thank you!
Cpecific 20 Sep, 2019 @ 7:34pm 
You have errors in heroes data, as you didn't sort by skill rank. In runesmith example: (vanilla:) lvl
38 - 60730, lvl 3 - 4200; (modded:) lvl 38 - 44924, lvl 3 - 48293
And from this data it is clear, that modded threshold for heroes is actually lower than vanilla (but in description stated otherwise)