Total War: WARHAMMER III

Total War: WARHAMMER III

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Cho's Daemon Prince Improved Arsenal
   
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Tags: mod
File Size
Posted
Updated
667.659 KB
May 9, 2022 @ 9:03pm
Mar 25 @ 12:06pm
29 Change Notes ( view )

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Cho's Daemon Prince Improved Arsenal

Description
This mod aims to make the weapons(and shields) that the Daemon Prince can obtain from Daemonic Glory rewards feel much more unique.
The goal is to add variety while still keeping it fairly close to vanilla while still giving a better feeling of progression as you unlock more powerful and interesting choices.

The new weapons stats are inspired by both their names as well as which respective god they are unlocked from:

Tzeentch weapons mostly focus on magic, barriers, bound spells and summons, while having overall lower damage.
Khorne weapons mostly focus on raw damage output and has the highest damage weapons.
Slaanesh weapons mostly focus on speed, buffs and enemy debuffs, overall having medium to high damage.
Nurgle weapons focus on enemy debuffs and defensive stats, having overall high damage but slower.
Undivided weapons are more balanced between all four and offer a little bit of everything.

Some weapons may have imbued contact effects, abilities or bound spells, but most weapons with stronger effect or other utilites will have lower weapon strenght compared to weapons without them of the same tier.

Later tier weapons now also is increased in power a slight bit more compared to vanilla ones, with the last weapons unlocked in each path being on par with most Legendary Lord weapons.


Will probably not be compatible with most mods that edit the Daemon Prince armory.

Should be save game compatible and safe to turn on or off mid campaign.


Please refer to the change notes for update details.


Known issues:

There is a tooltip error on "Great Axe of Fury", the "Bonus vs Large: 0" is not supposed to display, the weapon itself and its stats works as intended.


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If you like my mods and like to support me then feel free to send a tip trough the link below.
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21 Comments
Hagosha Aug 27, 2024 @ 11:46am 
Awesome, thanks Choyi
Choyi  [author] Aug 25, 2024 @ 2:07pm 
@Hagosha this mod still works without any update for 5.2
Hagosha Aug 25, 2024 @ 12:45pm 
Does anyone know if this still works with 5.2?
Juicebox May 27, 2024 @ 7:56am 
Hey is this mod still usable and balanced to you're opinion?
:)
Hagosha Jan 9, 2024 @ 8:28pm 
I noticed when in battles, some of the weapons appeared invisible when installed mid-campaign. Haven't started a new one to try yet, but yeah. Thought i'd mention that. Not sure if it's because of the end of year update or not.
Choyi  [author] Apr 14, 2023 @ 4:36am 
The newly added bodyparts awarded from MoM will be adjusted accordingly in the coming mod update.
Choyi  [author] Nov 2, 2022 @ 11:34am 
@Riley028 I've considered adding some spell cost reduction, but not sure if it would fit better on actual body part or the set bonuses rather then the weapons.

I've planned to re-adjust some of the magical weapons in a future update and will see what will be done with them then.
Riley Nov 1, 2022 @ 2:07pm 
I'd love to see this mod add winds of magic cost reduction to his spells, since he doesn't get any reductions through his skill tree
Choyi  [author] Oct 14, 2022 @ 9:01am 
@Asztar Sure, no problem.
Asztar Oct 14, 2022 @ 6:09am 
Hey! Can I use weapons you modded as an example for feedback on how CA should differentiate items? Your mod is fairly balanced and plays on words/lore so well that it feels like it belongs to the base game and slightly buffs our weak Daniel.