Total War: WARHAMMER III

Total War: WARHAMMER III

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Spirit of Grungni mechanic scaling adjustments
   
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May 3, 2024 @ 12:15am
May 28, 2024 @ 6:12pm
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Spirit of Grungni mechanic scaling adjustments

In 2 collections by Cerb
Cerb's Realism and Difficulty Collection Vanilla
61 items
SFO realism and depth collection
68 items
Description
An expansion and slight redesign of the Spirit of Grungni summon unit for Malakai's campaign.

Instead of starting with a ridiculously strong airship for a small amount of time (which just makes you wait before you fight, sleep time), you start with a permanent (until severely damaged) airship to summon with much weaker capabilities. As you upgrade your airship buildings, your ship will upgrade alongside them until it becomes the superpower it's supposed to be.

At t1 and 2, you get the prototype airship, without mounted cannons, bombs or an overchargable engine. It will still deal damage but not solo armies anymore, and is more of a support.

At t3 and 4 you get the foundation airship, with the basic features but not completely done, it has weaker cannons, can be upgraded to have bombs, and a basic overchargable engine.

At t5 you get the masterwork airship, the fully realised and finished design, with large cannons and a full compliment of crew.

Additional features:
The thunderbarge will now keep at range instead of trying to mount whatever you click to attack - its cannons are now its main weapon.

Passive bombs have been removed entirely, instead, once you upgrade your engineering workshop you will unlock bombing abilities similar to the current gyrobomber, and another one that is more reminiscent of a dreadquake mortar round!

Redesigned the overcharged engine, the longer you keep it on the more damage it will deal to you and the less the effects will be. Turning it off however has a 30 second cooldown, so there's a lot more depth to its usage instead of just having it on all the time as you likely do now.

Added a disengage for the airship, once its taken 75% damage, it will retreat from the battlefield for repair and rearm regardless of its morale.

Always open for feedback <3




Known bugs/to be fixed:
I havent worked out how to remove the cannon graphics yet for the prototype variant (the one you start with), so they will still swivel and fire at enemies, but no projectile will spawn so they wont deal damage.

The main attack for the different weapons comes out of the middle of the blimp, which you wont notice unless youre paying close attention but its there, it works just fine and is only one of many attacks so youll likely not realise unless youre staring at it.

Ty for balz for some inspiration on the -ld buff to disengage
55 Comments
Nukular Power Jan 29 @ 10:30pm 
would love an update
Daverin2112 Jan 6 @ 9:23am 
Hey Cerb, since this mod hasn’t been updated since the various balance passes on the barges, it accidentally unnerfs them. Would you be able to do a balance sweep, or do you feel the nerfs were in error and consider that part of the mod? If so, does this at least still have the fixed hitboxes from later patches? Thanks on advance!
Son Gohan Jul 13, 2024 @ 1:40pm 
Passive bombs sounds too good to be eliminated ((
Cerb  [author] Jun 12, 2024 @ 3:27pm 
All good buddy, glad its working for you :)
sigmars_disciple Jun 11, 2024 @ 10:58pm 
I did have another prob which must be related to Klissan's World Tour, the "Adventure!", Norse Dwarves and this one 2gether, but I'm 90% sure it's this Adventurer panel (not a fan of it) - any kind of secondary recruit/building panel, usually hordes + tons of otherwise compatible mods = still problem. Have been since 4.0. Grrrrr. Turned all Mala mods off except this for a new try.

Long story short: THIS MOD WORKS FINE! <3

If I don't come back with breathtaking news, thoroughly verified in a real test scenario, with steps for you to reproduce any potential issue w/ minimal time investment on your end, then consider both my issues resolved - file under "the usual mix of overconfident modlist and partial, THC-induced buffer underruns in user brain". Forgive me Sir, I am not worthy!
sigmars_disciple Jun 11, 2024 @ 10:58pm 
Bro, appreciate the reply... If it's due to my (admittedly pretty decked out) mod setup as seems to be the case, your mod is totally fine in either case :) More importantly, the cannon problem I had was REALLY hard to bear, and you said here there was an issue so I thought I am looking at the issue - but also false alarm.

My issue was bad. 2 or three beams of fire randomly just straight for 20 mins into nothingness. Battle unaffacted by it. So I turned your mod off and the issue was still there. Turned off everything shooting-related, couldn't figure out what was wrong...

Built off an early version of my modlist. Problem's disappeared, now with >250 mods. So whatever the bug or problem is your mod *might* be having is totally minor. Don't stress yourself. My bad, @Cerb! <3
Cerb  [author] Jun 6, 2024 @ 3:50pm 
Thanks mate, appreciate the feedback :)

In the base game you fight a small army of nurgle and then the garrison separately, which makes each fight quite easy, so i think thats on the other mods you're using sadly, is that fight difficult without this mod too?

I want to fix that cannon bug, but ive got so many other mods in the works/needing updating at the moment, and its such an unknown fix that i just havent brought myself to start on it, i really should though, would make it a lot nicer feeling.
sigmars_disciple Jun 6, 2024 @ 10:40am 
This is a 12 of 10 stars mod, but due to the sightly bumpy "onboarding experience" I will have to deduct a point - so it's only 11 out of 10 points and a platinum award this time for @Cerb. Sorry! <3
sigmars_disciple Jun 6, 2024 @ 10:38am 
Very cool, @Cerb. 2 things you'd consider to put in CAPS here so even the slightly reading-impaired mod users (not that these would exist!) will MAKE SURE TO READ THESE:

1.) This can make the fight on campaign start, which is usually easy-peasy, completely unwinnable manually. For me, it's vs. Maggoth Kin with LL & his army plus garrison reinforcement army). If my situation differs from what it should be for most players - I play on IEE with LCCP/TOTN - then ignore this. But for me, the only way to win here was setting both battle sliders to the easiest (with max debuff for AI) - and auto resolve for a Heroic victory :)

2.) The known cannon GFX issue is basically the 1st thing users will encounter after turning on the mod. I'd mention that all units perform exactly as they would otherwise (at least for the barge that's not clear). Keep in mind it does do around a tenth of its damage as it did before so it's easy to think there's a larger problem... Thanks for this! <3
=[NK]= Col. Jack O'Neil May 28, 2024 @ 8:54pm 
Sick 👌