About the mod:

The Last Kingdom challenges players to control 13 new factions, including the Vikings themselves, the Saxons, Scots, Irish, Welsh and Norman, and to embark on a campaign to dominate the British Isles. With a wealth of new historical heroes, players can lead a range of new units into battle - including Viking Berserkers, Saxon Huscarles and Fyrdmen - while conducting sieges and epic battles.
You can conduct the campaign on a new map focusing on North Europe, in the continent, in the Isle of England or Iceland or starting from the Norwegian peninsula.

Period:
Starting date: 865 / Finishing date: 1066
2 turn is one year
(... one year before the viking invasion of Northern England.)

Factions and Cultures:

Viking culture:

  • Kingdom of Denmark
  • Jarldom of Hordaland
  • Jarldom of Vestfold
  • Norman clans (early Norman - mixed Norse settlers, from 911)

Anglo-Saxon culture:

  • Kingdom of Wessex
  • Kingdom of Mercia
  • Kingdom of East Anglia
  • Kingdom of Northumbria

Gaelic culture:

  • Kingdom of Connacht
  • Kingdom of Munster

Celtic culture:

  • Kingdom of Gwynedd
  • Kingdom of Alba

Carolingian culture:

  • East Frankish Empire

Norman (late) culture:

  • Duchy of Normandy (late Norman - Late period, approx. 1000)

Viking rebel / Saxon rebel / Celtic rebel / Irish rebel / Fries Rebel

Main Features :

  • New campaign map
  • 13 new factions and 6 new cultures
  • A lot of new units, equipment, weapons and shields
  • New banners
  • New interface, UI and menus
  • New videos
  • New government system
  • New campaign scripts (Unification of Norway, etc)
  • New buildings and buildings tree
  • New cities organization on the battlefield maps

Links :

English: Twcenter.net
French: Mundusbellicus.fr

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Updated and fixed version of this mod v 3.9 uploaded today! - 2018-02-06.

A 3.9 patch!

Changelog:

- Menu symbol for the Vikings scripted faction in the diplomacy screen fixed by WarcraftHero.

- Strat-map sounds/voices for the three new factions of Gautland, Oneill and West Frankish Empire fixed by me.

- Invisible rebel stacks in the Oneill starting settlements removed, changing the mod totally for the Oneill faction - it will no longer just stand at it's starting location doing nothing if played by the AI, and if the player is in control it will no longer have trouble moving in it's own territory.

tlk main


Install in two ways if you have the CD-version:

1. Just extract the downloaded RAR-file using a program like WINRAR (it's free, just search for it on google and download it and install) and after that go inside of the downloaded folder and cut the folder inside of it (with the same name) out from that folder and just place it inside of your \SEGA\Medieval II Total War\mods-folder.

Start the mod by clicking the bat-file with the name "Execute.bat" - NOT the "pagan Normans" or "Baptized Normans"-ones. I don't know if they work with my additions. Use the executive to be safe!

2. The other option, and this is if your game is unstable - install TLK version 3.06 first, and then remove the folder from your mods-folder and place this one in instead. But i think the first option should work fine for most.

Version 3.9 changelog:

- Three new factions - West-Frankish Empire, Gautland and the Ui Néill.

- Two new rosters for old factions - Kingdom of Gwynedd & the Kingdom of Munster.

- New units for most factions - Denmark, Alba, the four Saxon factions.

- Updated old rosters, with changed composition of rosters for East-Frankish Empire, Vestfold and Hordaland.



- New portraits for many of the new units.

- New starting alliances and win-conditions for the Irish factions and Hordaland, for Vestfold and Alba and for the Gautland and Denmark factions.

- A few new songs for the Kingdom of Gwynedd on the strat-map - taken from the Arthurian Total war mod for Rome Total war.

- Balance for all the rosters, new and old - and the new units.

- Regional recruitment between the three Irish factions, the Viking factions with Gautland added as well as Denmark's new units and of course between the four saxons and the two Frankish Empire-factions.

- Plus additional fixes, improvements and additions.

PS: Never change the ownerships in descr_strat, or the cultures of the unused factions in the descr_SM_factions - that will mess up the system of custom settlements in the mod. The settlements are connected to the cultures, and the cultures are connected to the ownerships - so do not change those, otherwise the wrong settlements will show up.

Credits:

Version 3.9:

- Danova - For the base-mod of TLK.

- Absinthia - For the creation of new Saxon, Ui Néill and Gwynedd models - plus three of the new Albian models and four/five of the new Munster unit models.

- The War of the West-team - for the creation of the bigger part of the new Munster roster, based on their "Kingdom of the Isles"-roster - and for some basic units in use by the Albians and Saxons.

- Myself (Mr_Nygren) - For all the work on this submod, as i used the assets created by others but did all the work on updating the old TLK 3.06 into this version myself. - Coding, portraits, implementation of new units and factions, gameplay and everything else basically - such as the music-mod.

- WarcraftHero - For the Gautlandi new symbols, and for fixing a gamebreaking issue with diplomacy regarding the Gautland faction after it had been implemented.

- Jurcek1987 - For fixing the Gwynedd General model i think, as it had some issues.

- Paleologos - For providing me with his backup of the Absinthia Romano-Britton roster, after i found an old thread at TWC where he had been sent those units by Absinthia himself.

- Call of Warhammer & it's teamleader - For the Norscan units that i retextured and edited to fit in Denmarks roster!

- Smoesville - For his Ui Néill faction submod containing the symbols, stratmodels, text and cap/gen battlemodels (- I added the new roster, as his submod used the same roster as for Connacht.)

- Gigantus - For providing support.

Version 3.8:

- I myself (Mr_Nygren) did all the implementation of the settlements.

- Rhaymo and DBM - for the creation of the custom settlements in use by all factions.

- Rhaymo allows the use of DBM assets in other mods - alas i have permission to use the custom settlements.

- The EoR-mod and Deutschland etc - for the new slavic textures applied to the custom settlements by Rhaymo - the Viking custom settlements have re-textures from EoR.

- I am also an official developer of EoR (East of Rome) and Deutschland himself approved of this - i've gotten Darius permission to use assets from"The Danube Limes" in WotN - and as the custom settlements are Rhaymo's and were free to use for everyone i'd say permission exists for the re-textures also.

Version 3.07:

I made this submod only by myself- but there are some people who deserves both credit and mentioning:

Danova & team - For the base TLK-MOD!

Absinthia - for the WotN-units such as the Franks, the Northumbrians and the new Vikings - also a thank you to Leif Ericsson for the Vigamenn - Absinthia and Horsa were fine with me using the units, as i am also a developer on WotN currenly - and they told me that Leif would probably be more upset than happy if i didn't include his unit (the Vigamenn) also. I guess i was fine with Absinthia giving thumbs up on that one. TLK and WotN were created by different teams around the same time period - and i know about Horsa and Danova having a sharing agreement which we are playing upon in WotN: Grand Campaign.

Thanks to Heathen Storm also if you have done anything on the units.

But mostly, this was all Absinthias work and he should have credit for the bigger part of the rosters.

Thanks to Darius - for allowing me to use parts of East of Rome: Danube Limes in Wrath of the Norsemen - as this is an "expansion" in the middle of the two WotN-releases - with a clear WotN-connection - i assume this was fine as well - because i got permission for the big one. And this is the same thing but set only in Britain and smaller parts of Europe. Thanks for allowing the use.

Then i wanna thank Wino - for his advice on using Total Commander to help me add his changes on-top of my own submod - thanks man! Would have been very hard without that program.

Thanks to crosscheck86 for his "Swedish Accents"-modification - which i added in with permission from him, and which adds Swedish voices to the Norsemen and Danes! There were no Danish nor Norwegian voices to be found. And it suits the Swedish rebels well.

And finally to Rhaymo, the creator of DBM - for using some of the music of his mod. Not that he ownes the music but it was still in use in his mod.

I wanna thank Derek Fiechter, an artist - for letting me use his song "Celtic Music Instrumental - Avalon" in the mod - on condition of mentioning him.

Some preview videos:


The Last Kingdom: WotN Expansion submod: NEW Kingdom of Gwynedd VS West Frankish Empire:


THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Northumbria VS the Kingdom of Wessex:


THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Mercia VS the Kingdom of East-Anglia (NEW):


THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Denmark (Updated) VS Jarldom of Gautland:


THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Munster (NEW) VS Hordaland (Updated):


THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Connacht (old) VS the Ui Néill (NEW):


THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Alba (Updated) VS Jarldom of Vestfold:


THE LAST KINGDOM: WotN EXPANSION SUBMOD: East Francia (Updated) & Normans VS Magyars:


The Last Kingdom: Wrath of the Norsemen Expansion V 3.8!

The Last Kingdom: Wrath of the Norsemen Expansion V 3.8!

News 6 comments

Updated july the 23, i suggest everyone to download this version when you read this - it adds the custom settlements to the mod, as i figured now that...

Installation Instructions for TLK

Installation Instructions for TLK

Feature 43 comments

Here you can find installation instructions for The Last Kingdom mod.

Unit equipment, shields, weapons, banners

Unit equipment, shields, weapons, banners

Feature

A little showcase of some of new unit equipments, shields, weapons, banners and so.

Factions, Map, Regions, Buildings

Factions, Map, Regions, Buildings

Feature 3 comments

This is some features of TLK, including a list of faction, a picture of the campaign map and a preview of a few buildings of the mod.

Add file RSS Files
THE LAST KINGDOM: WotN EXPANSION SUBMOD V 3.9!

THE LAST KINGDOM: WotN EXPANSION SUBMOD V 3.9!

Full Version 14 comments

Updated and fixed version of this mod v 3.9 uploaded today! - I suggest that everyone download this version, as it's a huge update adding three new factions...

The Last Kingdom:WotN Expansion SUBMOD! V3.8

The Last Kingdom:WotN Expansion SUBMOD! V3.8

Full Version 55 comments

Updated july the 23, i suggest everyone to download this version when you read this - it adds the custom settlements to the mod, as i figured now that...

The Last Kingdom v3.06

The Last Kingdom v3.06

Full Version 25 comments

Latest version of The Last Kingdom mod. It requires Kingdoms expansion v1.05. You can find instructions for installation under "Features" here at Moddb.

Comments  (0 - 10 of 197)
Tingyun
Tingyun

Why do the Hordaland settlements start undefended? Seems like all fairhair has to do is march his troops in to conquor, the only armies hordaland has are in Ireland.

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Mr_Nygren
Mr_Nygren

Fairhair has his army in Scotland/Alba as well - let's just say the homeregions have been abandoned to raid elsewhere.

- But the Vestfold AI usually moves one of their two armies back to Scandinavia while Hordaland don't.

It makes for a bigger challenge playing as Hordaland.

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Tingyun
Tingyun

But it makes for a trivially easy game playing as Vestfold.

Just march your armies in and instantly conquer Hordaland, when in the Last Kingdom base mod it is a fun and worthy challenge to reunite Norway.

There are a lot of balancing issues like that. As another Vestfold example, you gave them such a large army in Scotland they can conquer all of Alba within several turns.

The normal Last Kingdom mod kept armies pretty reasonable, making for much more challenge.

I think your submod might be interesting if the player does not play Norse, and instead plays anglo-saxons or picts though.

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Mr_Nygren
Mr_Nygren

The army is the same size as in vanilla. It has just been moved to Scotlamd.

Hordaland had only one army and Vestfold two. Vestfold could loose in Alba as the AI.

You are supposed to first conquer Alba then Hordaland. I could add another Hordaland army.

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Mr_Nygren
Mr_Nygren

Updated and fixed version of this mod v 3.9 uploaded today! - 2018-02-06.

A 3.9 patch!

Changelog:

- Menu symbol for the Vikings scripted faction in the diplomacy screen fixed by WarcraftHero.

- Strat-map sounds/voices for the three new factions of Gautland, Oneill and West Frankish Empire fixed by me.

- Invisible rebel stacks in the Oneill starting settlements removed, changing the mod totally for the Oneill faction - it will no longer just stand at it's starting location doing nothing if played by the AI, and if the player is in control it will no longer have trouble moving in it's own territory.

Reply Good karma Bad karma+2 votes
KittCatt
KittCatt

Forgive me for asking, but will there be any future versions?

The unit roster your submod gives are diverse but also at the same time rather confusing to have 1 stack all with different units. Couple that with no *barracks* tier. Build a mustering hall and that gives you all the troops that you need!

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Mr_Nygren
Mr_Nygren

First of it may get a new version after TGC is released - as that mod has even more suitable units with the WotN style.

- Factions such as the Normans, the Magyars and probably Francs would get improvements.

Second, i have never added a building tree from scratch and the old TLK-team didn't use a barrack system - they used a religious system. I didn't like that system and removed it, otherwise you could only recruit basic peasants until you had enough religious level in a settlement - it took forever.

I agree it's easy now to get a lot of troops, but there were no Barrack-system.

Also, when you upgrade settlements that will unlock new troops for certain factions such as Gwynedd, the Norse, Denmark and probably more. Most of the old rosters don't get new ones though.

So no, you don't get all their troops when building a barrack.

Give critique to the old team if you are not happy about the barrack-system missing.

- I don't like the religious one..

I wanted to keep TLK-units out of respect for the old team. Feel free to remove old units yourself. I am not doing any mod for anyone else - i do it for me.

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Vargur
Vargur

Hello, on Windows XP the battle crashes again and again.
Help please...

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Mr_Nygren
Mr_Nygren

No idea why it does for you. Try re-install or change computer.

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Carl_Wilson
Carl_Wilson

Found the oddest glitch in the most recent version. When playing as the Ui Neil, you can't move out of your capital (Donnegal) without it registering that you are running into an enemies zone of control. There aren't any enemies near the city to speak of. What's up with that/ XD

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Mr_Nygren
Mr_Nygren

I know of this glitch, it reminds me of it as i had forgotten - there are a rebel army spawning there and that's why the cities are rebel-held but it doesn't look like it.

- When i played hotseat as rebels and the Irish among others i to my surprise found two hidden rebel stacks in those cities. I don't know why as i removed the stacks from the descr_strat - i will look up the file again and the scripts and fix that in the next patch.

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Carl_Wilson
Carl_Wilson

Awesome. Still a great game.

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Carl_Wilson
Carl_Wilson

Edit: It happens with BOTH of the Ui Neil cities at the start. Starting to wonder if it affects all nations.

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Medieval II: Total War: Kingdoms
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Highest Rated (4 agree) 10/10

This mod is epic! Dark age Europe and the Viking invasions are the most intresting parts of history (I think so anyway) so I'm glad their is a mod set in this time period!

Sep 1 2013 by GordonTheCat

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