Total War: WARHAMMER II

Total War: WARHAMMER II

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Clan Volkn - Faction Overhaul - Minor Clans Rising [S&F update *UNOFFICIAL*]
   
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Tags: mod, Units
File Size
Posted
Updated
52.424 MB
31 Jul, 2021 @ 7:58am
3 Aug, 2021 @ 1:29pm
4 Change Notes ( view )

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Clan Volkn - Faction Overhaul - Minor Clans Rising [S&F update *UNOFFICIAL*]

Description
This is an unofficial build of the Clan Volkn mod by Thom, updated to S&F. It requires that mod and Mixu's unlocker (to play the faction). There are a few things changed or added, and many MANY missing UI issues and bugs fixed.

Clan Volkn - Unoffical Update Notes

Gameplay:
  • Your old pal WHEEL-RAT is back. This named Warlock Master starts with a special doomwheel (it shoots fire bolts and has slightly better handling). He is in the recruitment pool at the start of a new game. He is NOT immortal.
  • Volkn Barracks, Volkn Weapons Team, and Engineering chains combined into just the Engineering chain. The Volkn specific weapons teams and artillery units are recruited from here.
  • The Volkn Engineering chain now has 4 levels and is much cheaper; keep in mind, you still need to build the regular buildings to unlock tech.
  • Volkn Clanrats/Stormvermin are recruited from normal barracks, and are not custom units anymore (just a uniform variant). The old units are still present in custom battle and repurposed as AOR for other factions (see below).
  • Removed the Stormvermin/shielded Clanrats from Volkn HQ. Build the barracks you lazy git!
  • Reconfigured AOR system: major clans that control the Volkn HQ landmark can recruit Volkn units (they are capped between 1-5). The major clans are Skyre, Mors, Pestilens, Eshin, Moulder, Rictus.
  • Major clans can now recruit Fire Sages from the Volkn HQ landmark.
  • Volkn can recruit Eshin Sorcerers (a lot of minor Skaven factions don't have access to this agent for some reason).
  • Volkn faction trait now grants 15% fire resistance to all units rather than enabling fire attacks (Moltskin already does this for his army).

Graphical:
  • Volkn Stormvermin use skaven halberds with new molten effects (they were using Chosen halberds before).
  • Clanrats are less uniform in appearance; there are fewer warpfire-imbued weapons and shields in the unit. Slightly over half the models will use regular weaponry/shields.
  • Added missing minspec (2D) portholes for Volkn units.
  • Retouched the HQ landmark to be the same color as other landmarks.

Frontend:
  • Added frames to Volkn starting units in the faction selection screen.
  • Added missing loc text for faction trait: Masters of Fire Mountain.
  • All bullet points now correctly appear when mousing over the faction trait, both in menu and campaign (fire resist, desert immunity, obsidian, special units).

Localization:
  • Added unique descriptions for the Volkn Engineering building chain.
  • Revised most text. Fixed typos, grammar problems in the loc files. Slightly rewrote some lines.

Scripting:
  • Removed some copy/pasted parts from Mixu/Wez Speshul scripts that were causing conflicts with those respective mods.

Bugs:
  • Fire Sages now correctly contribute to the concealment/detection modifier for discovering undercities.
  • Clan Volkn can now properly unlock/recruit ROR units.
  • Moltskin is no longer a "phantom" lore of fire wizard hero on the agent summary screen.
  • Fixed custom battle errors such as mounts causing Moltskin to lose his general status.
  • Disabled the unfinished units for now (Warpfire dragon, Ashen Guard ROR).
  • Added missing flag glow (caused the faction banner to occasionally have a white rectangle).
  • Added missing text for Fire Sage recruitment/cap on buildings.
  • Added a dummy effect and text for character skill Mount: Arachnorat Spider.

Mod Compatibility:
  • Adds support for Advice's Cut Content ROR (Volkn can recruit these units if that mod is enabled).
50 Comments
el jumbo 5 Dec, 2022 @ 1:10pm 
will have this clan in w3?
Samonasuke 30 May, 2022 @ 4:39pm 
If possible could you update to match that of the Original mod again? This mod stopped working once he updated that. I am just now experiencing his mod and would love for these changes/updates to his mod be functional (especially being able to recruit ROR)
Rachel L 14 Aug, 2021 @ 4:14pm 
original mod has been updated
Пончи... 6 Aug, 2021 @ 11:13am 
Hi! Thank you for update! Are you planning to update another clans mods?
NoOne 3 Aug, 2021 @ 11:25pm 
Thanks!
Mandras  [author] 3 Aug, 2021 @ 1:31pm 
Ok, I made Arachnorat Spiders recruitable from the max level of Volkn Engineering building in addition to level 3 Obsidian Mines
Mandras  [author] 3 Aug, 2021 @ 12:28pm 
*level 3 mines
Mandras  [author] 3 Aug, 2021 @ 12:28pm 
Arachnorat spider has always only been available from obidian mines level 4. So like Mt Arachnos south of the Mors start.

Minor clans don't get access to most of the rites, but I could change that.
NoOne 3 Aug, 2021 @ 12:13pm 
Hey, i just started a clan volk campaign but rites seems to be bugged. Only dominating scheme rite is appearing, rest of the tab is empty.
Also, i can't recruit arachnorat spider anywhere.
Mandras  [author] 2 Aug, 2021 @ 6:01pm 
I think I found out what happened... the AI-controlled Wheelrat I was watching suddenly lost his mount after 50 turns because I didnt set the ancillary as immortal. So it expires in 30-50 turns. I fixed this in the mod, but for a current game you can dismiss Wheelrat and use this mod to respawn him:

Console commands
https://steamproxy.net/sharedfiles/filedetails/?id=2094338970&searchtext=console

type this in the console and he will be back in the recruitment panel

to_pool general mnd_cha_volkn_wheelrat