Total War: WARHAMMER III

Total War: WARHAMMER III

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Athel Loren
   
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1.118 MB
Nov 26, 2024 @ 1:10pm
Dec 2, 2024 @ 6:21am
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Athel Loren

Description
Athel loren

This mod was a personal project of mine to bring WE in-line with their lore and table top play style. But since i posted this mod it has become a lot more i have tried to keep balance in mind when creating and being as lore friendly as possible

Features

-Brand new lore of magic (Athel loren )

-New abilities and skills

-Rewarding playstyle (Skirmishing) Favouring forestry fights

-Reworks on Asari units showing their prowess with bows and spears through accuracy and speed rather than range and long distance shooting . This is done for a unique and fun playstyle (Lore/table top)

-Brand new passives

-New faction traits (Favourable Terrain-3 Variants)

With more to come


General

All Asari range infantry have had their range nerfed to 160. But had a huge increase in accuracy. They all so have a new passive “Favourable Terrain”
10% range and 10% movement speed in forestry- Asari arrows ignore tree’s

This will help keep them a skirmish faction who hit hard through accuracy and reload rather than out ranging everything

Orion
Orion has been completely reworked to match hes tabletop / Lore he now hits hard moves fast but does not like to be bogged down in combat

Tree spirits
All tree spirits have the passive “Favourable Terrain-Forest spirit” this increases movement by 10% and mele by 10% when in forestry

Wardancers / Wildwood Rangers

“FavourableTerrain-Forest Ambush “ Increases movement speed by 10% inside and 10 second after leaving a forest


New abilities

Silent sentinel -Waystalker

Waystalkers are meant to be the best of the best elite waywatchers to me they were lackluster so i have given the a ability that will allow more accuracy and reload speed when inside forestry

Lie in wait - Waystalkers / Waywatchers / Deepwood scouts

This ability turns the units pretty much invisible; an enemy unit will need to get super close to spot them - can only use it once per battle and its tied to forest areas you need to be in woodlands to use it . if you leave it will remove it

World Roots - Durthu

Durthu can use the worldroots in battle and summon friendly units

The idea behind the new passives and abilities is to have you play like a WE either pull enemies near a woodland or fight within it. Adds to flavour and lore keeping the skirmish/ Ambush play style of the Asari. You are able to pull of incredible ambush actions if you think ahead

Still to come
Araloth - changing the skills in campaign to remove the OP range - lots more

16 Comments
HobbySooner Apr 22 @ 9:43am 
I just found this mod today, I only found it because I was searching for Araloth. You have mispelled Asrai (you have it as Asari) in every instance that you use it in your description which likely is making it difficult for people to search and find this mod. You should also add "Wood Elves" to the description so people searching for that can find it.

Now to my main question... how do you recruit Araloth? I don't see anything mentioning how he shows up. I'm only on turn 8 with Sisters of Twilight but so far nothing has given me an indication on what I need to do in order to get Araloth.
Topneo Dec 2, 2024 @ 9:01am 
Thanks for your time and work mate :)
Athel Loren  [author] Dec 2, 2024 @ 6:23am 
@topneo fixed . sorry i left something in that was not finished yet
Athel Loren  [author] Dec 2, 2024 @ 6:19am 
@topneo will fix it
Topneo Dec 2, 2024 @ 5:19am 
the update broke my game D: "the first invalid database record is in table"
Athel Loren  [author] Dec 2, 2024 @ 1:35am 
** UPDATE **

Revisited the skill “Forest blend” it now has a timer as it felt over powerful when playing in woodlands

Given orion more damage to better fit his play style with campaign buffs he becomes more orion like within the lore and table top

More movement range given in “Masterfull ambush” stance for orion this makes complete sense as to how the wood elves fight “Ambush/skirmish faction “ 25% may make this active while the wild hunt is not sure

Revisited the accuracy base stats i had given to archers and removed some as they got to skillful to quickly
树叶 Nov 30, 2024 @ 4:36am 
so cool
Athel Loren  [author] Nov 28, 2024 @ 11:57am 
@Neil no buddy i did not do that :)
Athel Loren  [author] Nov 28, 2024 @ 7:30am 
@UltraStrategyMan This actually sounds like a awesome idea but it would take a lot of time , i will eventually come up with something but got to get other stuff done first hears the plan

Rework all campaign skills to reduce the amount of OP range the wood elves get it kills there flavour turns them into a super range faction
Add seasons and seasonal affects
And add new units (Lore friendly) was thinking new glade guard with moon fire shot , instead change it in game to be anti large only for glade guard or it be op on units that can skirmish !


Feel free to add me as a friend drop ideas and test things :)
UltraStrategyMan Nov 28, 2024 @ 6:41am 
I actually had some idea for Araloth. What if instead of LH he would be LL with semi horde mechanic? Like, he is Ariel champion, it would make sense for him to travel all across the world and kill enemies and transfer settlments to another WE factions.
But it's just suggestion, if you don't like it/or prepare something interesting for Araloth already then just ignore.