Total War: WARHAMMER III

Total War: WARHAMMER III

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Legendary Coast of Vampire - Vampire Coast 6.0
   
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File Size
Posted
Updated
3.202 MB
Jan 10 @ 8:05am
Apr 26 @ 7:13am
20 Change Notes ( view )

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Legendary Coast of Vampire - Vampire Coast 6.0

Description
Sometimes, even in the Dead Sea, a living legend rises again.

This mod is designed to revive the Vampire Coast as a powerful naval faction that can compete with the power inflation introduced in the third game, shaking up the familiar campaign dynamics and making the game more exciting to play.

Now, the rulers of the ocean emerge from their long silence to threaten every coast.

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Features

1) Complete rework of all Vampire Coast faction buildings and ship cabins.
2) Restored a building effects for major settlements income, which were originally provided in game second.

3) Coastal Raid Markers activated for all settlements with a port. (for players only)
- Vampire Coast players can now raid settlements directly from the ocean and return to their ships without delay.

4) added "Deck Droppers (Bloated Corpse)" unit. (Its very shocking, so I couldn’t stop laughing every time)
5) added "Deck Gunners (Dead Man Singing)" unit. ( A "mini-gun" version of the Deck Gunners, based on data that existed in the game but was scrapped)
6) added "Pirated Hellhammer Cannon" (A regular version of the "Queen Bess")

7) Pirate Cove Enhanced
-Pirate Coves now have two building slots.
-Instead, as a penalty, each slot can only contain one building chain.

8) Ocean’s Tailstream (for players only)
-Added faction leader trait effects for the four major Vampire Coast Playable.
-All armies that remain at sea for more than two turns will receive a small movement bonus.
-Armies in storm zones immediately receive the highest level of movement bonuses.
-All effects disappear once armies land onshore.

9) "Richest Harbor" News and "Follower of the Pirate Cove" event (for players only)
-Every 5 turns, rumors will spread about the richest port settlements in the campaign.
-A Pirate Fleet Captain will now be recruited near one of the richest port settlements every 10 levels of your faction leader.

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Attention

-It is strongly recommended to start a new campaign.
-While not incompatible with existing saves, you may need to demolish and rebuild buildings for proper functionality.


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Compatibility

-Incompatible with any Vampire Coast campaign mod.
-Compatible with mods that do not affect campaigns, buildings, or units (e.g., unit graphics).
-Not compatible with the "Building Progress Icon III" mod due to cultural building conflicts.

-Compatibility with Tabletop Caps and Warband Upgrade mods will be added in a future update.


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Future of this mod

At some point, or perhaps very soon, the Vampire Coast factions will receive an official rework.
Until then, we hope you enjoy this mod.
36 Comments
ANIMEmus Apr 15 @ 1:04pm 
Sad that this mod is not compatible with Building Progress Icon III
Backmechuisa  [author] Apr 11 @ 9:05pm 
@ProJH
mod has been updated to improve stability.
however, since I am unable to test it in a multiplayer environment, I cannot be completely certain that the issue has been fully resolved.
thank you for reporting it.
ProJH Apr 11 @ 4:53pm 
Harbor attack causes de-sync in co-op campaign.
Backmechuisa  [author] Apr 1 @ 3:18am 
New update
1) added "Follower of the Pirate Cove" event

-A Pirate Fleet Captain will now be recruited near one of the richest port settlements every 10 levels of your faction leader.
Backmechuisa  [author] Apr 1 @ 3:17am 
@Jey [FR]
fixed an issue. if a similar error occurs again, please report it anytime.
Jey [FR] Mar 31 @ 3:02pm 
There's an issue with other vamprie coast AI, sometimes they will not do their turn and the game get stuck, happened two times around turn 45. Campaign is dead after that because nothing I could do made them pass their turn.
Fibrewarrior Feb 11 @ 8:11am 
Would it be possible to have the coastal raid markers as a standalone mod ?
Krakenous Jan 25 @ 3:31am 
I'm not asking for that, or for you to make sweeping changes. I'm just letting you know this mod makes sweeping changes and what are known as "hard edits" to the games buildings and mechanics, that doesn't play nice with mods that JUST add units, on a basic level. That's all.

It's unfortunate but it just means I can't use this mod. If by chance, you decide to just make a units only mod of this mod then, I'd love to support it.
Backmechuisa  [author] Jan 25 @ 1:35am 
@
Thank you for loving this mod.
However, to ensure compatibility between two different mods, several essential conditions must be met.
Most importantly, I need access to the data from other author mod.
I cannot incorporate another mod's data into my mod's database without the original mod creator's permission. Moreover, I have no intention of modifying the original data to assign units to buildings or make skill points apply their effects.

I fully allow individual users to modify and use my mod's data as needed for personal use.
However, I do not plan to create or distribute additional compatibility packs for other mods, as maintaining mod data requires ongoing updates with every game patch.

Thank you.
Otto Jan 24 @ 1:03pm 
@krakenous
The last update was on January 22nd. I wouldn’t say the author is inactive at all.
Still, I’m also waiting to see if they can fix the compatibility issues, really looking forward to it!