Thirteen Bell Tolls (Additionnal Reinforcements for Skaven Factions Vanilla/SFO/Lucky/Radious)

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Author: Gwenolric

Last revision: 26 Apr, 2021 at 12:45 UTC

File size: 2.14 MB

On Steam Workshop

Description:
Compilation Link :

https://steamcommunity.com/sharedfiles/filedetails/?id=2015053443

Feature: Affect both Player and AI

This mod brings new abilities to all the Skaven factions during battle, similar to how Menace from Below is used for Skaven… In fact, I like that sentence, I will keep it, yes-yes. However, unlike Menace from Below or Raise Dead, the units don’t degrade over time and do not loose HP for just existing. Because of this, it heavily favour Skaven with up to 5 additional units that they can bring in a battle.

#1:### ALERT! ### Currently, summoned unit can’t summon something, Vermintide and The Dreaded Thirteenth Spell are disabled
Envoys of the Horned Rat :
After building the landmark in Skavenblight "The Shattered Tower", this skill will give all the forces (factionwide) a skill that can summon a Grey Seer (Plague) (Screaming Bell) in battles.

Pre-charge:13s
Number of charges : 1

#2:
Ruthless Obedience :
After building the landmark in Crookback Mountain "Rictus Great Clan-Hall", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon up to 2 units of Stormvermin (Sword & Shield) in battles. This skill is exclusively available for the currently own regions.

Pre-charge:120s
Number of charges : 2
Recharge time : 120s

#3:
End of Traitors :
After building the landmark in Flayed Rock "Den of Dread Deeds", this skill will give all the forces (factionwide) a skill that can summon an Assassin in battles.

Pre-charge:30s
Number of charges : 1

#4:
Expensive Dealings :
After unlocking the technology "Ingenious Plans" from the technology tree, this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon up to 2 units of Warpfire Throwers in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:150s
Number of charges : 2
Recharge time : 100s

#5:
Genius or Folly? :
After building the landmark in Hell Pit "Depths of the Pit", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon a Hell Pit Abomination in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected). This skill also allow to instantly execute a siege assault, without having a need to possess a unit with the attribute "Siege Attacker".

Pre-charge:250s
Number of charges : 1

#6:
Moving Plague :
After building the landmark in Oyxl "Corrupted Spawning Pool", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon a unit of Plague Monk Censer Bearers in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:100s
Number of charges : 1

Is this compatible with Radious/SFO/Lucky/My grandmother’s overhaul?
Yes … and maybe no (for the stats). This mod doesn’t create new units but instead use the original units of the game. Meaning that if it is like SFO or Radious, which modify the core stats of the units, it is compatible. However, at the same time, those units don’t get a single bonuses from the faction, from technology or Lord’s traits. They are the vanilla of the overhaul (or not overhaul).

So that means it works with everything? Right?
Hehe … no. I have only made sure to be compatible with the 3 major overhauls right above. I also made sure to abuse the official landmarks that are almost never removed. BUT as you can see on the description, I use a number of technologies and buildings. If some mods were to remove those buildings/technologies, the mod would not work and most likely will crash.
So, if you download a technology/building overhaul with only this mod (and I mean it, ONLY THIS MOD, which should be the last suspect) and it crashes, that means such building/technology has been removed and you should not use this mod.

Is it save compatible?
Yes. In reality, because it doesn’t add new units and just add abilities to buildings and technologies, it will not crash your game and you can delete it at any moment and keep playing without worrying about restarting a campaign.