Old World update: Lords, weapons and captives
The purpose of this mod is to try and improve the experience of playing factions from game 1 by improving the power of the lord’s available in areas that seem to have been neglected in the games development.
Examples of this are legendary weapons from DLC and from game 2 having better stats than the oldest factions, game 1 factions not having an execute captives option that provides experience, mounts not improving character damage and skill sets of game 2 featuring generally more options to improve the characters weapon strength.
Customise Lords with a choice between venerating one from two (or more) Deities for Greenskins and Vampire counts, providing unique bonuses to the Lord and their army.
See "required mods" to acquire this for Bretonnia, Empire and Dwarf factions
Somewhere along the way from game 1 to game 2, the old world Legendary Lords fell behind in their hitting power.
– Old World Legendary Lord’ quest weapons now give 10% weapon strength in addition to their old effects, in line with game2 and dlc content.
– Old World Lord monstrous mounts (demigryph, hyppogryphs) now provide some extra melee attack just like dragons, dinosaurs and so on do (very small increase, still very much weaker than carnosaurs, dragons etc)
– New and changed skill points providing better combat prowess, mostly focusing on weapon strength. Game 1 lords are still not the beasts that game 2 lords are, but the gap is narrowed.
– Bigger buffs to chaos lord weapon strength.
– Runesmith’s and Runelord’s ‘battle rune’ effects doubled, making the rune choices less redundant. Skill tree split up so not forced to take them to get rune of negation.
– Arch Lector and Battle priests Skill point +% weapon strength, making them a bit less pants.
THE REQUIRED MODS ARE NOT TECHNICALLY REQUIRED TO USE THIS MOD BUT IN COMBINATION WITH THE TWO, YOU WILL GET A MORE COMPLETE OVERHAUL OF GAME 1 LORDS.
The mod is save game compatable but because some skill points have moved around, it is best to make a new campaign. This is particularly true for Runelords and Runesmiths.
Compatability with other mods: Please do not ask if it is compatable and test it for yourself. However, it should work with most mods
Suggestions are welcome but I am unlikely to make major changes or additions until the foundation patch comes out.
Full list of changes:
New skills:
Morks best: Improves campaign effects and casting prowess
Gorks best: Improvements to army battle effects
Morrslieb: Improvements to defense and skeleton types.
Mannslieb: Improvements to wolves and beasts, movement speed.
SIgmars strength / lady’s chosen / Unholy power / Waagh! : Minor strength improvements and an additional effect.
Runelords and smiths:
Tweaks to spell tree: Negation and wrath and ruin unlockable seperately from the battle runes.
Mounts:
Hypogryph, Beaquis, Alberics mount, Deathclaw and demigryphs provide about 30 more damage when used.
Weapons:
Legendary weapons like Ghal Moraz, Axe of Dargo etcetera now give weapon strength just like all the other weapons for other lords do.
Ungrim: Some extra weapon strength added into slayer skillpoints
https://www.patreon.com/bePatron?c=1315089
Required items:
Click the title to search on this site.
JR's Old World Skill Overhaul — Steam Workshop
Mixu's God's of the Empire — Steam Workshop