Total War: WARHAMMER III
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Campaign Skills Automatically Awarded on Rank Up (granted free to lords & heroes after leveling)
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9 сен в 22:05
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Campaign Skills Automatically Awarded on Rank Up (granted free to lords & heroes after leveling)

Описание
Hello there!

Are you playing a campaign and the tedium of leveling up campaign skills (e.g. the "blue line") is starting to drive you up the wall? Are the "X additional skill points" and "X additional ranks/levels" mods not quite what you're looking for? If so, then here's the mod for you!

Similar to the base game's ability to automatically grant Mounts, Banners, and certain special Skills (like "Immortality") after gaining enough experience, now the entire set of Campaign Skills (blue line) is granted to ALL Lords & Heroes after certain rank ups, WITHOUT using up any skill points. This allows you more freedom to customize your Character much earlier.

The Campaign Skills for both Lords and Heroes tend to be either "mandatory" (or just plain not very fun), before you get to the good part of customizing for combat, army buffs, or powerful unique skills. With this mod, that decision automatically happens in the background without any further intervention on your part!

CHANGES:
  • ALL Campaign Skills for Lord & Hero Characters are granted AUTOMATICALLY after certain ranks. These do NOT take up a skill point, leaving you with a surplus of ~18-27 skill points per character to spend elsewhere.
  • Baseline Hero campaign skills (in general) are granted at ranks 2, 6, and 10 for each tier, and the "Specialist" skill is granted at 11, 15, and 20 for each tier (for multi-tier skills)
  • Baseline Lord campaign skills (in general) are granted at ranks 2, 3, 6, and 9 for the first subset (see above images) and 11, 15, 19, and 20 for the second subset. The "ultimate" skill at the end aligns with the same rank you'd normally be awarded the "Immortality" skill at rank 20.

Other bonuses to these changes:
  • This works for both the Player and the AI, balancing out your convenience with your enemy also receiving the same benefits.
  • I used this in tandem with the "Auto-assign skill points" button for late stage games to cut down on the tedium of ranking up double digit numbers of characters, and I didn't need to worry about the game assigning too many "wasted" points (since there were more leftover skill points + they couldn't be spent on the less useful campaign skills)
  • Want "Lightning Strike" for more tactical options but can't justify the points? Now you just need to get a Lord to rank 19 and it's off to the races!

Some skills intentionally skipped:
  • The Campaign skills "Corruptive" and "Dictatorial" for Skaven were not included since they can "backfire", as well as the fact that they are supposed to be mutually exclusive

Some skills intentionally delayed:
  • The Campaign skill "Scrolls of Destiny" (generate grimoires per turn) is available early for Kairos, and late for regular Tzeench Lords. It's been delayed for both (rank 11+) to match up, as well as delay the AI from starting the "Changing of the Ways" spamming when they are played by the AI.

TODO:
  • Still need to double check every single Lord and Hero, since all of this work had to be done individually for each individual skill - there's a very good chance I missed something (feel free to ping me if you notice a discrepancy and I'll do my best to resolve it)

COMPATIBILITY:
This mod should be relatively highly compatible, but it will not work for mods that add additional Campaign Skills. It is possible to be enabled in the middle of an existing campaign, HOWEVER it will only affect NEW Lords & Heroes, not ones that already have some Ranks/Levels.

It works 100% with the built-in "Reset all skill points" button (wound for 3 turns) for Lords/Heroes in vanilla Warhammer III, but I can make no such promises for other "Reset all skill points" mods that bypass the restriction!

Not a fan of Lightning Strike? Try combining this mod with one that intends to change or disable it outright, such as:

TESTING:
Tested mainly during patch 5.2 in the Immortal Empires Campaign.

SUPPORT:
If you like this mod, then please consider helping me out by:

Many thanks y'all, and have fun!
Комментариев: 25
Llamakazi  [создатель] 8 окт в 11:06 
@Mingau
Just pushed an update and fixed! Good catch :steamthumbsup: It should work for new Heroes now no problem.

Latest change note:
Added a missing campaign skill chain "Specialist" for Vampire Coast Fleet Captain Heroes
(wasn't included in the other "Specialist" DB values because of it's unique Pirate Cove exclusion)
Mingau 7 окт в 22:32 
The Specialist for the Vampire Fleet Captain hero of the Vampire Coast is not covered by this mod?
Llamakazi  [создатель] 17 сен в 17:42 
@Mingau
Definitely something worth taking up with Creative Assembly about! "Immortal", the mount skills, and other automatically awarded unique skills are definitely supposed to be free and require no intervention whatsoever :steamsad:

Could be your version of the game, or maybe a bug with a language pack or something?
Mingau 17 сен в 14:57 
Ok so I just tested it, its a vanila bug, verified the game integrit, no mods, put the xp to 48699 to just need 1 xp to lvl 20 to take the imortal perk, used the clan mechanic to lower leadeship on the first enemy army that spawn nearby to lvl up to 20, the slot opened for me to put a point, if I put I point in the auto lvl slot, this point is lost, even if I reset, the point will stay there indefinitelly, if I dont put points in the opened auto lvl slots then lvl him up by other means it returns to normal
Mingau 17 сен в 12:26 
All the tests was done in new games, when Im at home gonna do more tests with vanilla, because I think it's a vanila bug, just need to test if it happens with the vanilla autos
Llamakazi  [создатель] 17 сен в 11:09 
@Mingau
My only other suggestion based on your description is to start a new campaign to use this; it's possible there is residual data or game settings from other mods adversely affecting your game
Mingau 16 сен в 16:48 
Ok so after some tests and writing various comments, I dont know whats broken...
If I level up by fighting all works fine, the thing is the mechanic, if I gain a level that would reach the level to auto unlock the nodes, its just open to put points and dont auto unlock...
If I then gain another lvl by fighting all return to mod normal(auto unlocking)
the thing is, if i put a point in any skill that auto unlock, this point is lost when I reset.
example: I lvl up by the mechanic, the auto unlock nodes open for me to put points, I put a point in any of these(they remain open, only the one I put a point turn to auto in the lvl 6), I then lvl by fighting, all the opened nodes are granted automatically, then I put the point in the other not auto, if I reset the hero, only the point I put in the no auto returns...

did tests with only your mod active
sorry, english isnt my 1º language
Llamakazi  [создатель] 16 сен в 14:56 
@Mingau
Hmm not sure, looks like starting a new campaign with Snikch it works as expected... Did you start a new campaign with this mod or one already in progress? If the latter then it'll only apply to newly hired Lords & Heroes, not older ones
Mingau 16 сен в 14:20 
dont know if its by my side but im playing Snikch, when a character lvl up, it dont auto take the skills, they leave it to put points, I only have to pass the turn for it to take effect, dont know if it counts for the AI, maybe the AI can lose some points...
I think its related to leveling with the mechanics Shadowy Dealings
Llamakazi  [создатель] 16 сен в 13:03 
@kal_wilson
Good catch! I do believe I initially had missed those; so they've been added as of the latest update:

Added support for automatically awarding the Caravan Lord campaign skills "Cargo Capacity", "Better Scales", "Hidden Stores", "Way-Finders", and "Local Guides"

If there are any additional campaign skills that other mods are adding, it's highly likely they'll be excluded (given what I've seen of "caravans for all" mods though, they should utilize existing vanilla campaign skills)