Loreful Lizards (Updated for H&B!)

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Author: |SDC| Vengefulnoob

Last revision: 20 Oct, 2019 at 10:17 UTC

File size: 79.28 MB

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Description:

Children of the Old Ones!

The world is in disarray. For too long, the Great Plan has eluded us, and the lizardmen factions have been lacking flavour and loreful depiction. This mod attempts to fill current and potential future gaps by perusing the sacred plaques of the 5th to 8th edition Army Books.

Update 03/04/19
Buffed the Dread Saurian and added Desert Attrition Immunity to new units. Pliodons and Sacred Spawnings of Tzunki are now also immune to attrition from Deep Sea and Reefs, as they are well adapted to aquatic conditions in lore.

Update 26/03/19
Changed Alliance mechanic to visibility mechanic (Largely a reworking of what was intended originally.)

Update 24/03/19
Just wanted to say a huge thank you to everyone who has been subscribing, favouriting, rating, commenting and adding this to collections. The response has really truly blown me away; I only started modding TW:W2 in November, and while this has been a real labour of love I never thought it would end up on the front page of the workshop! Thank you so much for all of your support, and hope to have more to show you guys soon!

Update 13/10/19
What a year! Two huge DLCs that really filled out the lizard roster, so there’s been some removals from the roster to fit the new additions. But as CA giveth and taketh away, so I’ve tried to add in some new things myself: Troglodons and Skink Horned Ones join the Roster of the Old Ones! These are cheaper, but still potent, additions to the roster for the faction, that might help make the early-mid game a little more diverse. I’ve removed the Southlands Skinks from the roster as these are already covered quite nicely by the reshade introduced with Tehenhuain: All Southlands-originating Factions share this colour scheme in order to bring home the differences between the two continents. The Cosmic Engine has had it’s Comet made an ability, a huge increase in reload time, but is now a much more substantial explosion. Feral beasts are not available for the moment, but will be coming in an update soon. The Great Plan now allows for the summoning of certain rare items only once, while others are repeatable, and a number of new additions have been made from the DLCs so that you can get even more skinks and equipment than ever before!

Campaign:

– All Lizardmen factions begin the game with the parts of the former Lizardmen dominion seen on the map. Major Temple cities, as well as particularly important foci of power, are permanently visible to other Major Temple Cities, with the exception being the Southlands, due to it being cut off from the rest of the Geomantic web. Kroq-Gar has a tentative connection with Mazdamundi, but has lost contact with the other parts of Lustria on his expedition. This means that you are liable to see more of the other lizardmen factions as Mazdamundi, whereas Kroq-Gar will need to establish a web in the Southlands and reconnect to Lustria.
– Added Mortuary Cults style "Great Plan" interface to allow player to summon skink attendants, rouse jungle monsters and bring forth Ancient artifacts of the Old Ones.
– Removed Feral Beasts from the Recruitable roster. These are wild animals, not inherently loyal to the Lizardmen any more than Horses are loyal to Bretonnia. They can still be recruited with the Rite of Primordial Glory, or the Jungle Muster rites in the Great Plan interface.
– Made Deserts unsuitable for Lizardmen factions, but not uninhabitable. Lore-wise, the Lizardmen HATE deserts, as both Skinks and Slann do not fare well in the heat, being Amphibian-Reptile hybrids. There’s a reason why all Lizardmen settlements in the Southlands tend to be in the jungle rather than further North.
– Completely reworked the Geomantic Nexus ability that you get from being in proximity to nexuses of the geomantic web. Rather than summoning a ghost skink (Something never touched in lore), Lizardmen get a considerable bonus to their winds of magic.

Battle:

– Added a Temple Bodyguard summon for Slann on Palanquins, representing their personal Temple Guard protectors.
– Horned Ones retextured to 5th Edition colours (Red and Black) to make them stand out from Cold Ones.

Units:

– Skink Bowmen, based on 5th Edition models with shortbows. Available in the skink building chain.
– Skink Horned One Riders, based on 5th Edition models, and the 6th Edition Southlands Army List, available from the skink building chain with the cold ones building. Something of a mid-point between saurus cold ones and horned ones.
– Dragon Isles savage units, based on Collecting Lizardmen (2005). *Not yet recruitable in Campaign.*
– Sacred Spawnings, based on Collecting Lizardmen (2005). Powerful mid-late tier infantry, available from special landmarks across Lustria.
– Pliodon, large crocodilian aquatic monster. *Requires Level 2 Port*
– Coatl, a feathered serpent with very good magical powers to make up for a lack of melee. *Requires Geomantic Nexus*
– Culchan, A flightless bird that is a fragile but heavy hitting monster. *Great Plan Rite*
– Cosmic Engine, a more powerful Engine of the Gods, based on the Prophet of Sotek Army Unit which was carried by an Arcanodon. Fires Comets at foes, can use the Shield of the Old Ones, and bolster your winds of magic. *Recruitable from Fallen Gates or Itza Vaults only*

Compatibility:

– Unlikely to be compatible with major overhauls like SFO.
– Does NOT work with Minotaur Delivery Service (Unfortunately)

– Suggested mods: Mixu’s Legendary Lords and faction unlocker, Mixed Slann lores, Sacrifices for the Sacrifice God should all be compatible with Loreful Lizards, and give quite a bit of extra pep to your campaigns!

Future Plans:

– A number of Legendary Slann, such as Quex, Adohi-Tenga and Tepec-Inzi, each with unqiue powers and lores of magic.
– Great Plan additions including powerful dilemma events which give the player notable bonuses and maluses based on their decisions, including armies and diplomatic outcomes.
– Additions to the Great Plan based on individual Old Ones. Venerate Chotec, Tzunki, Huanchi, Quetzl, Tlazcotl, Tepok and Sotek to unlock powerful rites and units.
– An overhaul of Lizardmen diplomacy so that confederation can only be achieved through debating your interpretation of the Great Plan. Notable outcomes for diplomacy with Elven races, Dwarfs and Men. A way to customise the Great Plan to your liking.
– A more in depth and loreful approach to Kroq-Gar and TiqTakTo’s expedition to the Southlands, including a way for them to return to Lustria if need be.

Credits:

– Tanit for getting me into TWW2 modding, and being an all around really helpful bloke. Check out his unit mods!
– Vandy and the rest of the C&C discord, for putting up with my whining, pointing out errors and helping with selecting tools.
– The crew from Lustria Online, the largest forum for all things Lizardmen, whose considerable lore collection and exploration give detail on the feeding habits, rituals, calendars, city layouts, caste roles, sewage systems and much more besides about this fantastic race that GW created.