Total War: WARHAMMER III

Total War: WARHAMMER III

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Nanu's Bretonnia Overhaul
   
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98.774 MB
Mar 25 @ 12:55pm
Mar 26 @ 5:16pm
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Nanu's Bretonnia Overhaul

Description


The long awaited return of one of my most popular Warhammer II mods, Nanu's Bretonnia Overhaul is back for Warhammer III with shiny new coat of paint and a ton of new toys.

New Units

With 27 new units, a new generic hero, and reworked vanilla units Bretonnia goes from an ancient, sluggish, easily countered excuse for an army to a flexible and mobile force worthy of the Lady

New Men at Arms units with higher armor and leadership will hold the line even when their untrained peasant counterparts flee.

Brigands, Highwaymen, and Disgraced Knights fill the roster of those less noble lords who have forsaken their vows and chosen to rule unchivalrously.

The Sergeant at Arms hero will provide an anchor for your peasants, ensuring they hold even as the enemy pummels them.

Paladins can now enter battle on a mighty Hippogryph, and Damsels can ride a pegasus through the clouds over your lines.

Vows

Vows have been vastly improved. Some of the effects were utterly worthless (looking at you +5 ap damage). The Vows now provide the following benefits:

Knight's Vow
  • Upkeep reduction for Knights (unchanged)
  • Leadership aura +25% (unchanged)
  • Untainted +3 (unchanged)
  • Upkeep reduction for Squire units
  • Reduced recruitment cost for peasants: -15%
  • Experience for new peasant recruits +2
  • Leadership +5
Questing Vow
  • Upkeep reduction for Questing Knights (unchanged)
  • Campaign Movement Range +10% (unchanged)
  • AP damage +5 +50
  • Bonus vs Large +15 (+5 for Paladins)
  • Melee Attack +5 for Paladins
  • Immunity to Psychology
Grail Vow
  • Upkeep reduction for Grail Knights (unchanged)
  • Immortality (unchanged)
  • Wound recovery time -1 (unchanged)
  • Magical Attacks (unchanged)
  • Perfect Vigour (unchanged)
  • Spell Resistance +25%
  • Untainted +7

Troths

Troth of Protection
  • Upkeep reduction for Knights (unchanged)
  • Leadership Aura size +25% (unchanged)
  • Untainted +3 (unchanged)
  • Upkeep reduction for Squire units
  • Physical resistance +5% (Lord's Army)
  • Replenishment Rate +10% (Lord's Army)
Troth of Wisdom
  • Upkeep reduction for Questing Knights (unchanged)
  • Winds of Magic +10 (unchanged)
  • Campaign Movement Range +10% (unchanged)
  • Research Rate +10%
  • Character Passive: Healing Aura
Troth of Virtue
  • Upkeep reduction for Grail Knights (unchanged)
  • Immortality(unchanged)
  • Wound recovery time -1 (unchanged)
  • Perfect Vigour (unchanged)
  • Magic Resistance +25%
  • Spell Cooldown -15%
  • Bound Spell: Banishment for Prophetess
  • Bound Spell: Chain Lightning (Fay Enchantress only, replaces bound banishment)

New Mechanic: Blessings

Brand new skills have been added to the skill trees of Lords and Paladins, powerful buffs in the form of Blessings that turn your lords into fearsome warriors meant to face down daemons of chaos and vampiric blood knights

A fully fleshed out skill chain opens up once your character completes their Grail Vow.

New Mechanics

the Peasant Economy has been revamped. No longer does a tier 5 capital city provide the same amount of peasant as a tier one outpost in somewhere out in Norsca. You now receive one peasant for each level of your settlements. a level 5 city will net you 5 peasant slots, a level 1 hovel will only provide 1 peasant.

This new system will allow you to scale higher and extend beyond the vanilla peasant cap, at the cost of having lower peasant in the beginning. The new mercenary units can compensate, but will cost you Chivalry. Choose wisely.

Chivalry has also been reworked. You now start with 6000 Chivalry and can increase or decrease it based on your playstyle. Lower Chivalry levels make fielding Bretonnian knights harder, but grant you access to powerful new units and mercenaries.

Foot squires have been reworked into Foot Knights, and are affected by Questing Vow alongside Questing Knights and Cavaliers.

Mounted Squire units have increased upkeep until their lord takes the Knights Vow, for balancing reasons. It’s not nearly as outrageous as the knights, but is enough to encourage taking the Vow while still being able to afford decent cavalry and field an army that’s not entirely composed of peasants.

Mercenaries
When playing as Bretonnia, you now have access to provincial mercenaries. You can recruit these mercenaries instantly, bolstering your forces for a small price of gold. Some mercenaries however are criminals, oathbreakers, or even worse... gunpowder users.

These mercenaries will cost Chivalry to recruit, and recruiting too many can knock you into the lower chivalry levels, which make fielding the honorable knights of Bretonnia more expensive. However word will spread of your actions and mercenaries will flock to your lands seeking gold and glory.

Building Mercenary Camps and Brothels will attract even more Ne'er do wells to your lands. (And before anyone asks, yes I intend to expand this system into a standalone mod for other factions)


This mod is still somewhat a work in progress. I want to expand the Chivalry system and toy with new ways to play as an evil Bretonnian lord, but the mod is in a good enough state that I feel confident releasing it and getting it into you hands to play around with. No game breaking updates will be coming out any time soon.

Fully compatible with Dynamic Regiments of Renown with submod

MCT functionality is built in, but patch 6.1 broke MCT. Once Groove updates it this mod will automatically register when you add MCT and you can use the options at your leisure.

This mod also is fully compatible with Mixu's Legendary Lords and The Dukes of Bretonnia

My other mods:
Nanu's Dynamic Regiments of Renown
Nanu's Sartosa Overhaul
Nanu's Lizard Tweaks
Nanu's Empire Tweaks
Nanu's High Elf Tweaks
Nanu's Armored Giants
and TWW2 Mods

Want to support my mods? Here's my Paypal:
[www.paypal.me]

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Popular Discussions View All (1)
8
Apr 26 @ 7:20am
PINNED: Report any bugs here
Nanu
29 Comments
Axios2002 May 12 @ 10:14am 
Thank you for answering. It´s probably something of the latter.
Nanu  [author] May 5 @ 4:12am 
@Axios2002 sounds like youre over your peasant economy cap. That or you’re building in an unsuitable climate. You can see what effects are applied to your faction in the faction records screen. If you’re using the seasons mod that will do it too
Axios2002 May 4 @ 12:03pm 
Is there a reason why farms start out with a 50% debuff? I´m playing as Alberich in Immortal Empires Expanded.
Romulus Apr 27 @ 9:54am 
+1 for a crusade mechanic
Uyyeflash Apr 24 @ 9:38am 
is there any SFO submod? thanks before
Carabinado91 Apr 17 @ 7:17am 
This looks fantastic, and I was wondering, since you habilities as a modder as obviouslly better than mine, how hard would it be to add a "wagh!" mechanic as a "call errantry crusade!" to Bretonnia? Like, when you gain a certain amount of chivalry (instead of reputation), you can call a crusade at a certain city (you choose a target as with waghs) and you armies gain move speed, reduced upkeep or any other bonus seen fit (like the bonus you gain by choosing gork or mork) and when you complete the crusade you get rewards in money, xp and whatever, depending of targets faction strengh (just like wagh...). If you like the idea, you can absolutelly take it, again, even if possible, I have 0 capacity to make it myself.
Return of Bob Apr 13 @ 2:49pm 
any way you can add the Disgraced Knights to Mousslion?
Enjoying the mod so far, my Repanse campaign is going good. I do have a problem with mercenraries though, I built the tier 3 building, but there are no units under both recuit local mercenaries and hire mercenaries tabs.
Boshty Apr 5 @ 8:30am 
thehunterofcb, that sounds awesome. im going to use both at once too :D
thehunterofcb Apr 1 @ 7:39pm 
With the exception of the mercenaries, which work fine other than the fact that they don't have a chivalry cost.