Total War: WARHAMMER III

Total War: WARHAMMER III

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Lustria Rises - Lizardmen Overhaul (NOT YET 6.3 UPDATED)
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overhaul
Tags: mod
File Size
Posted
Updated
826.425 MB
Mar 1, 2023 @ 9:33am
Jul 30 @ 3:17am
74 Change Notes ( view )
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Lustria Rises - Lizardmen Overhaul (NOT YET 6.3 UPDATED)

Description
Lustria Rises is an overhaul and expansion for the Lizardmen race. New additions include 7 new units, 3 new hero types, a new lord type and a new faction. There are significant changes to Legendary Lord's skills, items and effects, buildings, units and mechanics, and the Technology tree has been completely replaced (so don't use a technology mod alongside this).

Now has Building Progression Icons support, make sure to use this submod if you don't want to crash with BPI: https://steamcommunity.com/sharedfiles/filedetails/?id=3011811672

F.A.Q:

Q: I don't like X or only want Y, will you make a new mod just to suit me?
A: No. What you see is what you get - it's all or nothing. Feel free to leave feedback on contentious issues down in the relevant discussions channel below though, if you make a decent enough case I might be persuaded to make changes - unless it's about giving the Skink Oracle magic again; no chance there.

Otherwise I will simply delete any requests posted asking for standalone content.

Q: Will this mod work with my favourite overhaul, such as SFO, Radious or whatever?
A: No. It is NOT intended for usage with any all-in-one overhauls, this mod is balanced for *VANILLA ONLY* - usage of this mod with a full overhaul WILL have issues. If people want to make a submod for an overhaul they can do it themselves. Do NOT ask about it here, I will delete any comments mentioning SFO or other overhauls.

Q: I am suffering from a crash while using this mod, what's the big deal?
A: Make sure your mod and its required mod are both up to date and both enabled - this may require unsubscribing and resubscribing. If they definitely are and you've triple checked, and you continue to crash with *ONLY* those two mods enabled, please leave pertinent information down below, such as what faction you are playing, when the crash is occurring etc.

If you are playing on a Mac, then my advice is to get a PC.

Q: Will this mod work in multiplayer?
A: I am informed that issues do arise when attempting multiplayer campaigns - being that I have absolutely zero interest in multiplayer and have been told that even in vanilla such problems aren't unheard of, I can't help you should you attempt to use it in such a fashion. Use at your own precaution.

Q: Will this mod work with the Old World map?
A: I am not subscribed to that particular mod so I don't know. Lizardmen are not particularly present in that area of the world, so I don't see why anyone would be interested in playing them there. There may be issues but I have zero interest in looking into the matter. Use at your own precaution.

Q: Will this mod conflict with other Legendary Lord mods?
A: I am unaware of any conflicts at present. Some Lizardmen content from other mods is altered by this mod, such as Mixu's Legendary Lords characters.

Q: Why do I need Mixu's Unlocker?
A: Mixu's Unlocker is an integral part of being able to recruit Kroxigor Elders, usage of certain Landmark buildings, being able to play as Lord Adohi-Tehga and will cause the game to crash if you do not have it enabled.

Q: I confederated a faction with the Geomantic Reservoir, now it doesn't work any more.
A: The reservoir is on cooldown.

Q: I'm taking attrition damage from somewhere but I have no idea why, what gives?
A: That's very probably due to a Tzeentch faction effect used on you, and not part of this mod.

Q: X Landmark is no longer there, and there's a new one instead - why did you delete the old one?
A: Certain Landmarks have been moved to different locations, but none have been removed entirely. Look around a bit.

Check out the discussions section to see the changes to Gor-Rok, Kroq-Gar, Mazdamundi, Nakai, Oxyotl, Tehenhauin and Tiktaq'to, or other characters and units. Be sure to leave bug reports or feedback in the relevant discussions section, not the comment section.

























And other information available in the discussions section that I can't be bothered to make more images to link to.


Big thanks to the contributions of Calm&normaltime, Ubermorgen, Drazhir, ChaosRobie, Partypus, Driblex, Milkbot and the frameworks of Phazer, Ole, Mixu and Drunkflamingo. Plus various others in Da Modding Den.


Offer up any feedback here.
Popular Discussions View All (19)
226
Aug 28 @ 3:30am
PINNED: Bugs, Incompatibilities and Issues
Conflagration
111
Jul 21 @ 5:15pm
PINNED: Balance and Feedback Suggestions
Conflagration
68
1
Aug 5 @ 3:15am
PINNED: New Units and Characters
Conflagration
1,034 Comments
DragonSlayer 6 hours ago 
Sounds super awesome! Looking forward to it!
Serious Lee 11 hours ago 
Perfect :) That was exactly what I was hoping for!!
Conflagration  [author] 12 hours ago 
I will replace CA's new tech tree with my own, but it'll be split up like CA's new tree (I originally wanted to do this instead of putting the second pyramid to the side), and also has a few more techs. Some of the effects are being replaced too.
Goldberg 15 hours ago 
Good luck working on fixing all of it. You've all my support and I cannot imagine the mess it might be.
Serious Lee 17 hours ago 
Take your time man its a lot of work. Will you keep the tech tree the way it was in your mod?
Conflagration  [author] 19 hours ago 
6.3's out but I am, sadly, still working on the update. Tech tree stuff's been a pain and there are so many little bits and pieces to root out and fit together. Not helped by CA's less-than-stellar patch notes. Can't say when it'll be ready, hopefully before too long.
Conflagration  [author] Sep 1 @ 12:54pm 
Good news, you'll get more ways to acquire Spawning Sequences, and if you get the Primordial Spawning Pool Unusual Location, you can get a -20% reduction to the Sequence cost of recruiting Blessed Spawns. So while you get less choice, you'll ultimately get more units.
DerJan Sep 1 @ 12:38pm 
Ah well, it's your mod and I'm sure you know what you're doing. I'll just have to consult the ancient plaques to deduce the Old Ones' change of plan and adapt accordingly. ;-)
Conflagration  [author] Aug 30 @ 5:54am 
Well, if you play Mazdamundi you'll get a better chance at Chotec units but by and large, yep, that's the way it is I'm afraid.
DerJan Aug 30 @ 5:50am 
"The new changes to Spawnings will be that when you recruit a Blessed Unit from the Blessed Spawns panel, it will automatically be replaced with a random Old One variant"

Haaang on now, as much as I appreciate your Old One variants (especially for the Temple Guard), losing the ability to semi-reliably get basic Blessed Saurus (Shields) would be a bummer. I love me some Perfect Vigor line infantry...

Will we not be able to spawn the 'vanilla' Blessed Units at all in the new version of the mod? Roll the dice and hope for Chotec every time?
Also, Sotek is fine and dandy for melee units, but I don't quite see the point of Frenzy on, say, Chameleon Skink Skirmishers.