Total War: WARHAMMER II

Total War: WARHAMMER II

Cataph and Vandy's: Return of the Lichemaster - SFO (not updated)
99 Comments
Mekal 13 Feb, 2023 @ 2:41am 
thank you for the response i would love to take up this mode unfortunately i am a retard with VERY little free time

thank you for all of your previous work it gave me 10s if not 100s of hours of enjoyment
Maal  [author] 10 Feb, 2023 @ 7:04pm 
@Mekal
Sorry, this mod was a pain in the ass to submod IIRC because of the stats tied to its custom mechanics. I will not reinstall WH2 and relearn how the hell did this mod work internally to fix it in these circumstances. : /


But do feel free to take it over and fix it. I moved on from WH2 and just hoped that nothing would break afterward...

(and the base mod authors know there's some internal flaws that can fuck up your game, but it's irregular and apparently a nightmare trying to find how and what break that they gave up on the whole mod)
Mekal 10 Feb, 2023 @ 4:58pm 
if possible please update used to love this mod its honestly the ONLY way to play kemmler the base mod works fine in vanilla but get ctd when using sfo + this one
Maal  [author] 6 Dec, 2021 @ 12:37am 
@Champion is NAVI's!
Are you sure? The mod still says "Updated 3 Jun @ 11:19pm"

Unless it is an update only found in discord?
GLORY 4 Dec, 2021 @ 9:32am 
Hi author has updated the original mod,update plz QAQ
UncleanlyMetal 14 Oct, 2021 @ 8:35am 
@Maal
Ah I gotcha, thank you for that. And yeah that does make a lot of sense, I just wanted to see if there was more to it then just a TBD. Thank you for the response regardless!
Maal  [author] 13 Oct, 2021 @ 9:46pm 
@UncleanlyMetal
"Cataph and Vandy's: Return of the Lichemaster 1.2 [update TBD]"
Updated 3 Jun @ 11:19pm

So it is not updated for Silent/Fury, people on discord report some issues and the author says to not use it. He probably closed the comments to not be bombarded with "update pls". There is no estimate for when it is going to be updated.

And of course I won't waste time updating the SFO patch for an outdated mod.
UncleanlyMetal 13 Oct, 2021 @ 7:43pm 
So do either one of these mods work currently? I was trying to find more information on the base mod but everything seems to be closed?
Blood 5 Oct, 2021 @ 9:57pm 
Yeh this was what made me ever play the lichemaster.... tbh. >.>
Maal  [author] 4 Oct, 2021 @ 5:19pm 
It's technically updated (what I can update anyways) but the main mod isn't updated so I am afraid to upload my update too.
Buffalo 4 Oct, 2021 @ 11:31am 
i miss this mod a lot :(
Maal  [author] 23 Aug, 2021 @ 6:36pm 
Apparently the base mod isn't even updated for the DLC? Might skip this one, no point in updating it if Kemmler new skills aren't properly patched in the base mod.
Maal  [author] 23 Aug, 2021 @ 2:24pm 
Everything will be slowly updated (busy week) in order of release (Population/Cost cap will be last due to requiring more work)
Nope 23 Aug, 2021 @ 5:15am 
Upgrade this please, the new SFO version a lot of unit stat have changed.
Sardorim 30 Jul, 2021 @ 6:17pm 
I played the mod without SFO and it ran fine. My mod list includes over 100+ mods and no conflicts so far.
Maal  [author] 30 Jul, 2021 @ 4:08pm 
@Sardorim
Probably need some small number tweak and table update. However SFO is only at 28% update, did you only test the units in custom battle or used an older game version?
Sardorim 30 Jul, 2021 @ 3:32pm 
New update didn't break it at all. Interesting.
Sardorim 30 Jul, 2021 @ 3:32pm 
Surprisingly, this still works.
Maal  [author] 25 Apr, 2021 @ 3:28pm 
@GravenMortuus
By both, you mean both this mod, its base mod AND sfo?
Wulfgart 25 Apr, 2021 @ 3:18pm 
could you update this please or provide guidance on how to update it ourselves ? the game crashes with both mods installed
Maal  [author] 23 Apr, 2021 @ 7:14pm 
Tiny tweaks unrelated to the sunderings.
haze 9 Feb, 2021 @ 5:00pm 
@Maal

It works very nicely. Thank you so much for the very nice feedback, so fast!
Maal  [author] 9 Feb, 2021 @ 3:05pm 
SEEMS to be fixed on my end (only saw the issue on the Tomb Stalker and Similacrum, so only touched those). Care to test on your end?
Maal  [author] 9 Feb, 2021 @ 2:25pm 
@JiN
Strange, I tested and mostly only the "Snake" and the "Greatsword" status seems to be affected, being twitchy in their attack animation. But the weapons are not in either mod, they use the tomb scorpion's and minotaur's weapon. Not custom one, so this mod didn't change that...

Will copy over the weapons and revert them to the vanilla values/speed, to see if that fixes it.
haze 9 Feb, 2021 @ 2:22pm 
First , thank for you making the great nice SFO's sub-mode.
But I found one problem.
When used in conjunction with the current original mode,
The battle animations of some units are unnatural.
(mainly monster units)

But except for this submode,
When you run it in the original mode,
The animation worked smoothly and normally.
(SFO, Lichemaster, Lichemaster - Tested in no other mode than SFO)

In the process of creating SFO's submode,
I think it's caused by the modification of the balance section.
probably a problem with the animation value of the attack motion,
because the attack speed scripts don't fit together.
I'd appreciate it if you could review it.

The recommended way To check the problem is simply conduct a combat animation test with "statue"monster units using through custom battle testing
Wildcat™ 20 Jan, 2021 @ 8:00pm 
@Maal , aha, I see you're the author of this mod as well. I just posted on the Sons Asuyan submod. When this mod, along with the Sons Asuyan and it's SFO counterpart run at the same time (with SFO of course), I get this really weird [Hidden] tag under the Binding Circle build chain for the Vampire Counts. Not sure how an error like this happens, but maybe you have a table conflict in the both the submods?
unilateralism 18 Jan, 2021 @ 5:36am 
Thanks for updating, Maal!
Maal  [author] 16 Jan, 2021 @ 5:06pm 
Mods will be updated in the order they are in my workshop list (oldest to newest). Mods which I am not the initial uploader will be updated once whoever can upload my file do.
Hoonter 16 Jan, 2021 @ 4:53pm 
any updates?
Maal  [author] 15 Oct, 2020 @ 10:20pm 
SFO regular skeletons:
wh_main_vmp_inf_skeleton_warriors_0 = 200 units * 85 hp = 17000 hp.

If your regular non-kemmler skelelons do not have 17000 hp like kemmler's (or at least the same HP if lower unit size), then you have something which conflict with SFO.
Avadon 14 Oct, 2020 @ 12:39am 
Requires...adjustments...17000 health...for skeletons?
Lord Alexander 6 Jul, 2020 @ 1:50am 
@Maal Alright, thanks buddy!
Maal  [author] 5 Jul, 2020 @ 7:09pm 
@[IF-SC] Count Alexander [DK]
Issue happens in vanilla, sending him a bug report.
Maal  [author] 5 Jul, 2020 @ 6:11pm 
@[IF-SC] Count Alexander [DK]
I'll check it out in both sfo and not just in case. WIth a cheat mod I can reach Tier 5 in a dozen turns, just the necropower will be in the way but since it also affect the Mortis fixing that one will fix the dragon too.
Lord Alexander 5 Jul, 2020 @ 6:49am 
I noticed, but I were at maximum Necromantic Power, which adds +2 to the cap of Zombie Dragons.
Thanks anyway. As mentioned, I don't know if it's the SFO submod or the main mod which causes the issue, as I only play with SFO if possible.
Maal  [author] 5 Jul, 2020 @ 5:30am 
@[IF-SC] Count Alexander [DK]
The horde's dragon is capped by your Necromantic Power (or whatever the name is), it can be seen at the top of your campaign screen. You need a lot of it before it allow you to recruit one. MIght be your issue?

But that shouldn't be the case for the mortis engine, I'll take a look later today.
Lord Alexander 5 Jul, 2020 @ 2:18am 
@ Maal My apologies. It's the horde units, from this mod (or the main to be more specific). As mentioned I already have the required buildings, but in the recruitment list they're greyed out and telling me I haven't got the required building. But when I go to the building list (the middle one with the window with all the buildings available to the horde), they're with a green outline, which would normally be red if the requirements are not met to recruit them.

I hope this clears my earlier comment up.
Maal  [author] 4 Jul, 2020 @ 4:22pm 
@[IF-SC] Count Alexander [DK]
I'll need you to be more specific. As both mods have zombie dragons. Do you mean the one in the horde, or city one? They're different units.

By being unable, you mean that they aren't in the recruitment list? Are but grayed out? Are but "chain locked" ?
Lord Alexander 4 Jul, 2020 @ 1:55pm 
I'm not sure if I should post it here or the original mod page, but I'm unable to recruit both the Zombie Dragon and Mortis Engine, even though I have both the required buildings (Necrarch Experiments for Zombie Dragon and No Stone Unturned for Mortis Engine)
toron 28 Jun, 2020 @ 2:38am 
Thank you! :)
Maal  [author] 27 Jun, 2020 @ 7:07pm 
Updated
Maal  [author] 19 Jun, 2020 @ 5:48pm 
@jahdoell2017
This should probably be posted on the actual mod page, and not on the page of the patch that make it compatible with SFO which doesn't touch the concept.
jahdoell2017 19 Jun, 2020 @ 7:45am 
I am sorry to say, though I love the concept of this mod, and the clear effort that went into its making, it remains completely unplayable in terms of any meaningful victories. No sooner do you raze a city, an almost comical seen of fist pumping-city-building armies get into a line to rebuild it. This removes any ability to progress in conquering the Mortal Empires map. I found after I had razed all the cities of more than half the empire (all of which they rebuilt either the following turn or the turn after, or were inhabited and rebuilt by another faction), I had achieved nothing. To make this mod playable in terms of any lasting victory, the A.I. needs a serious increase of cost to rebuild/recolonise ruins, or that each ruin becomes fortified by an army of the dead. Until something like this happens, you will play a torturous-macabre game of HGTV vs Warhammer. This is, by the way, the same problem the Chaos "End Times" faces in progression.
Maal  [author] 21 Apr, 2020 @ 4:31pm 
There hasn't been a new update, as it was reversed right away. Unsub-Resub and tell me if your saves are still broken. It SHOULD be the same as it was, but mod download can be finicky if done too close to each others.
me llamo sk 21 Apr, 2020 @ 1:45pm 
my game saves have been crashing since new update
pjadtron 19 Apr, 2020 @ 11:52am 
Alright good to know man.
Maal  [author] 19 Apr, 2020 @ 11:12am 
@Silos
Ahh, pfew. Good.

Talked this over with Vandy and Cataph and they'll lock this horde buildings to this faction, so it'll work fine with Strigoi without my imput. But that'll will only be when the next DLC release as it'll break saves.
silos.mxjesc 19 Apr, 2020 @ 10:35am 
Just to be clear, it works fine with the reverted update, it was only on the new update that it crashed. Ty for your work.
Invincible under the Heavens 19 Apr, 2020 @ 5:24am 
ty for the update
pjadtron 19 Apr, 2020 @ 3:57am 
t's a shame the units can't be a completely different mod since they are awesome, the living statues are just an epic master piece. However yeah the crashing is pretty annoying and I've done plenty of tests my man.

I'll give it another shot later.