Total War: WARHAMMER III

Total War: WARHAMMER III

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Recruit Defeated Legendary Lords
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Tags: mod
File Size
Posted
Updated
2.456 MB
27 Aug, 2022 @ 10:53am
14 Dec, 2024 @ 8:23am
48 Change Notes ( view )

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Recruit Defeated Legendary Lords

Description
WH2's Recruit Defeated Legendary Lords ported to Total War: WARHAMMER III – Update 6.0.x



This mod transfers legendary/immortal lords and heroes of defeated factions to factions that are still in play. It works both for the player and the AI (though the player will be favored)!

Scenario 1
Has that foolish counterpart of a Vampire Count refused to confederate, be reasonable or flat out irked the grand, righteous ruler that you are? Are you left with no choice but to defeat him, yet fear for the consequences as you can’t have their legendary lord this way? Well no more!

That’s right, they will serve their rightful masters! You can now pummel your "like-minded", bovine-staring-face neighbor into the ground, destroy his useless empire, sack all his cities, plunder him to your heart's content and then recruit his legendary lord as a fresh, empty-headed recruit!

Scenario 2
You'd like to help the Last Defenders but as the Hexoatl you might as well be on another planet and confederating territories that far away might not be ideal.
Well, if he's ever defeated, you can now hire him, build up spanking shining new armies and lead him to retake his lost territories!

Current features
  • After factions are defeated their legendary/immortal lords and heroes will be made available to remaining factions (player as well as AI) of the same subculture/race - e.g. A defeated Lizardmen faction will only join other Lizardmen factions (basically confederation with a few extra steps).
  • Lords/heroes obtained this way will start off wounded.
  • Legendary Lords/Heroes recruited this way are the "original" ones (not copies like in previous versions of the mod). This means there won't be doppelganger, item quests will work and the lord/hero will retain their level, items, skills and traits.
  • This works with all legendary/immortal lords and heroes regardless whether they are modded or vanilla characters. No submods needed!
  • Event messages indicating newly available lords/heroes will appear for all base game & dlc lords.
  • Most factions, even if they are not able to confederate, benefits from this mechanic (e.g. Vampire Coast and Tomb Kings).
  • By default, defeated faction won't join AI led factions before turn 50 (for balance reasons).
  • By default, defeated factions prefer to join factions of the same race, they also prefer player over AI led faction, they furthermore prefer factions they already met, ones they had good relations with (before their demise) and they'd rather seek refuge with a playable (major) faction than a minor one.
  • When your faction is chosen as the preferred refuge, you'll get the refugee dilemma shown in the image above. You then either:
    Accept, to gain their immortal lords and heroes.
    Reject and another faction gets the dilemma.
    Kill them, so they can't join anyone (unless they manage to revive via rebellion).
    Delay your decision and decide again after 25 turn.
  • By default chaos factions (Warriors of Chaos, Mono-god, Daemon and Norscan factions) can join each other, even across "race-barriers" if all factions of a given race are defeated and only chaos factions of another race are available (players-led chaos factions are allowed to accept refugees from different chaos-races even if there are other factions of that race remain alive).
    There are mct-option to restrict this.

Planed
  • Fix MP desync issues.
  • Add a Legendary Heroes backup script to make sure legendary heroes, not yet recruited by the AI, stay in play in case their factions dies (Wulfhart's heroes, Ghoritch, Coeddil, Ariel etc).

Compatibility
Save to add at any point, but not save to remove! You can disable the mod via mct option.
Should play well with most other mods.
Works with Immortal Empires and the Return of Chaos campaign on singleplayer, but is disabled during The Lost God prologue campagn.

Not yet tested for Head-to-Head / Co-op. desync galore
...working on it.

Known issues
  • The mod transfers lords/heroes whether or not they are real legendary lords or just immortal lords. On the one hand this means you won’t miss out on legendary lords even if they were just recently added, e.g. by a mod update (you’d get the lord even if no event message appears) on the other hand you’ll get lords from minor factions you may not necessarily want. This may lead to a slightly more crowded recruitment pool (you can make us of the Execute (useless) Lords & Heroes mod to remedy this issue).
  • If you add the mod mid campaign and a lot of factions are already defeated by that point it may take a few turns for all characters to be assigned to their new factions. This was done deliberately to limit start turn lag.
  • If the player confederated recently then defeated characters will be transferred after the confederation penalty is expired.
  • Since the script uses confederation methods to transfer defeated characters, AI or player factions that take on defeated lords will have their original faction name changed to their "confederation name".
  • Faction that "were confederated" can't spawn endgame armies. In case you want the endgame events to be as scary as possible, I'd recommend setting the "AI Delay" (by default it's 50 turns) mct-option to a value greater than the maximum end turn number you set at campaign start.
  • Event messages are currently being revised and are thus blank for the time being.
  • Yes, the thumbnail is old and ugly. Send me a friend request on steam if you want to submit a replacement.

Links
Previous Versions of the mod (e.g. to finish old campaigns)

Localisation submods:
Recruit Defeated Legendary Lords - Deutsch/German
Recruit Defeated Legendary Lords - TRADUCTION FR
Recruit Defeated LL for KR
Recruit Defeated Legendary Lords(汉化)
Traduccion, Recruit Defeated Lords EN ESPAÑOL
(Japanese translation) Recruit Defeated Legendary Lords (日本語翻訳)

Da Modding Den[discord.com], because it's awesome.



Credits
Scipion for his original concept of the mod.
Lord Militus[www.twitch.tv] for writing the events of the mod.

This is a beta version for a beta campaign! Immortal empires is huge and it's impossible to test everything by myself in a few days, so there is a high chance you'll encounter issues.
Please let us know when you run into such problems or think there is an aspect of the mod we should improve on!
Popular Discussions View All (42)
2
4 Jan @ 8:11pm
Ogre camps from defeated factions taking up camp slots, Unable to make new camps
Mayer
46
3 Dec, 2024 @ 6:12pm
Notification appears, but can't recruit any new Legendary Lords
Satori
16
25 Dec, 2024 @ 1:29pm
Don't have quest to get legendary item
🌊hi midnite 𝓭𝓻𝓲𝓿
2,886 Comments
cosmo10134 3 hours ago 
For anyone who might find this information useful: this mod works with the High Elf Units for High Elves Mod.

I am using it and I am able to recruit the special units of the defeated lords faction. Haven't had any issues thus far.

Here's the link to said mod: https://steamoss.com/sharedfiles/filedetails/?id=2853185162
Big Bad Wolf 5 hours ago 
Is there a fix for the Ogre Camp Tyrants from defeated factions taking up camp slots? My ogre campaign became completely unplayable because I could not put down any camps after my first one as it kept saying that I have hit the camp limits. Even though I had 1 camp active, the summonable camp tyrants from defeated factions took up the limit.
Arco 21 hours ago 
The mod is truly amazing, thanks a lot for developing it!

I can confirm 1mansqwad problem: With the Empire, when we accept refugees, it counts as if we have declared war agaisnt the elector count.
parkhongki 5 Jan @ 12:43am 
내가 보유하지 않은 dlc 영웅들은 나는 못쓰는데 적은 계속 나와서 잘못 적용하면 난이도가 정말 많이 올라감. 아쉽지만 선택할 시나리오에 따라서 쓰거나 말거나 해야됨
Judge Dread 4 Jan @ 11:37pm 
@the wrinkly darth It's not a bug. It's intentional. Chaos factions have the option to be recruited into the same defeat pool.There's an option to disable this if you want in the mod config options.
1mansqwad 4 Jan @ 7:38pm 
Been loving this mod, especially fun to use for the empire to save elector counts without having to jump through the hoops of reviving them and then raising their fealty all over again. But recently I noticed there's a bug where if you use the mod to confederate a dead elector count, you will lose -2 fealty with all living elector counts, as if you had declared war on an elector count, even when you didn't. I've been looking everywhere to try and just increase fealty for those counts with console commands but no such luck, please fix.
Three-legged Wolf 4 Jan @ 9:48am 
If u read the mod description, author mentions you can edit settings with mct mod. You can set one setting to "CA limitiation" and that makes it so N'kari/Kairos/Skarbrand can't be recruited for Warrior of chaos. You can also set it so Arkhan the Black can't be recruited by Settra aswell as other lore-friendly settings.
[DW] Rin 4 Jan @ 9:23am 
WHY the flying f**k Skulltaker does get for free Kairos and N'Kari? In Multiplayer camp. it BREAKS the balance. Khorne faction with Kairos wants me to uninstall this game!
the wrinkly darth 3 Jan @ 6:21pm 
so i am doing a skulltaker campaign with the randomize start postions and i killed n'kari and stuff but then i got the offer to have them in my recruit pull so i am confused af so i think its a bug
Baldwin IV 3 Jan @ 5:25am 
not always 1 turn ,sametime 2-3 turn