Total War: WARHAMMER III

Total War: WARHAMMER III

Landmarks of Legend
1,733 Comments
Nokenny 5 hours ago 
@The_Inquisitor
"Desolation Hold Rebuild" is a 30% reduction in the cost of global construction.
"Bechafen Sawmills" is a 15% reduction in the cost of global construction.
Perhaps there are other similar attractions. The problem is that the basic technologies + the abilities of the legendary lords + the decree already provide a 40-50% reduction in the global cost of construction. Adding another 45-60% to this results in a free/almost free construction.
Alā ad-Dīn 10 hours ago 
bro, how about giving at least a small garrison of them in the next Blackguard updates? I think it would be quite lore
The_Inquisitor  [author] 17 hours ago 
@Nokenny
Which landmarks in particular are you referring to?
The_Inquisitor  [author] 17 hours ago 
@all
No changes needed to be made but updated the mod anyway.
Nokenny Jun 17 @ 12:11pm 
The buffs of the new attractions are too strong. I would at least cut buffs like -15% or -30% of the cost of global construction and similar buffs on the global map. Due to such buffs, by turn 50 on some factions, you can do all the buildings for free or about 0.
The_Inquisitor  [author] Jun 17 @ 8:38am 
@all
Not sure if anything is broken but I will update this and my other mods as soon as I can.
kakashisenseir Jun 17 @ 6:36am 
update please
Roland The Heavy Gunner May 20 @ 11:50pm 
great, thanks
The_Inquisitor  [author] May 20 @ 8:40pm 
@Roland The Heavy Gunner
Will fix the first two. The last two are only garrison so it doesn't affect recruitment.
Roland The Heavy Gunner May 20 @ 8:04pm 
twelve_arms_assassins
gutbusters_gutbusters
wh_dlc08_nor_inf_marauder_champions_0
garrison_cth_peasant_spearmen_1
The_Inquisitor  [author] May 20 @ 6:58pm 
@Roland The Heavy Gunner
Which units in particular? I can tell you whether it's intentional or not.


@Tyronis2054
Thanks, I must've missed that one. I'll update the description.
Roland The Heavy Gunner May 20 @ 6:02pm 
I was going through the mod, and i think i found that some units that base dark elves could recruit, but not DE Morathi. was this intentional?
Tyronis2054 May 4 @ 10:59pm 
ohh turns out I found a more updated version of an SFO sub compatch for Legends of Landmark, not sure if you would like to put it on main page as it was just updated today too by Gabesky.

https://steamcommunity.com/sharedfiles/filedetails/?id=3231024410
Tyronis2054 May 4 @ 8:16am 
thanks!, I'll keep asking around the SFO discord to see if maybe someone has tried it like that..
The_Inquisitor  [author] May 4 @ 7:23am 
@Tyronis2054
Not sure, but it would be best to not use that submod if it is outdated. The game might run fine wiht just this alone and SFO.

@The Gazpacho Police
I'll have a look, thanks for reporting!
Tyronis2054 May 4 @ 7:10am 
Question, I use SFO and OWC, very intrigued to use this mod, if I use this mod for my next game and disable all custom units that this adds through MCT, do I still need to use the SFO Sub Mod that's recommended on this page?

I ask because the author of that sub-mod hasn't updated it to the latest version of SFO and perhaps that author is taking a break from modding. At the same time I am really interested in this and would like to use it to really spice up the map with landmarks, but still maintain the other great mods I use which is just SFO and OWC.

thank you! and looking forward to more additions!
The Gazpacho Police Apr 29 @ 11:09pm 
I'm getting only the lead unit of the RoR units "The Exiled Squires" showing up when I play as Northern Provinces, the rest are invisible, but their green arrows show up. It's probably clashing with something else I use but I cannot for the life of me figure out what. I'll just disable them for now, but I really dislike having to. The one guy that shows looks like a Bretonnian knight on foot so I tested bretonnia as well, and everyone shows up just fine, so I am kind of perplexed.
Just throwing it out there, in case anyone else runs into it.
The_Inquisitor  [author] Apr 29 @ 1:53am 
@Alpav
They show up in your RoR pool.
Alpav Apr 29 @ 1:51am 
Quick question, how do you actually recruit the Gryphon legion after building the Kislevite embassy?
Cynn Apr 24 @ 11:33am 
The Imperial Dragon seems to one-shot every building it gets near, if it matters it's a battle vs greenskins holding an empire settlement. I don't think I've any other mods that would affect this.
BClamp Apr 23 @ 11:40am 
Is this compatible with Immortal Empires Expanded? or is there a sub-mod which makes them compatible?
NTR Samurai Mar 30 @ 9:16pm 
Is there anywhere else that I can find the previous version? I was near completing a campaign in the rolled back game version with this mod, but now it crashes every time I launch the game with the mod or every time I try to load a save without the mod, so I'm stumped.
dudi_freire Mar 30 @ 11:04am 
recent mod update made my dark elf campaign crash :( cant play
Krakenous Mar 30 @ 9:45am 
Always great work! I'd love exactly numbers break down of all the changes and what all the new abilities are...but I suppose that's the magic! I didn't even realise there was a queen best unit for empire haha, love it.
Маленький Принц Mar 30 @ 12:47am 
Чем больше интересных достопримечательностей - тем лучше, к сожалению, разработчики сами их не добавляют.
The_Inquisitor  [author] Mar 29 @ 9:52pm 
@all
New update is out!
Mostly fixes, landmark reworks and some new icons for old landmarks + a new landmark for the Vampire Counts, a new skill for Ulrika that buffs units from her castle and a bunch of new abilities for some of the older RoRs who felt a bit underwhelming compared to vanilla RoRs. Check the Change Notes for more details.
The_Inquisitor  [author] Mar 26 @ 7:25pm 
@atlan2007
The mod still works after the patch.
VictorWJ Mar 26 @ 6:53pm 
@atlan2007 no it still work。but if you are a landmark lover like me,you might need to re-subscribe landmark of eternity,then it will do
atlan2007 Mar 26 @ 5:43pm 
Does this need an update after the patch? I am trying to figure out which mods of the ones I am running won't let me load the game. Thanks
Wimwicket Mar 25 @ 10:04am 
@SOWA18 It works fine, just don't use MCT or you'll have lots of desync issues.
The_Inquisitor  [author] Mar 25 @ 5:51am 
@Knigga
Do you have Mixu's Unlocker enabled?


@SOWA18
Not sure. It might work.
Kniggar Mar 25 @ 4:15am 
Bonestash, Queekwell, Clan Skaar, Clan Grictus landmarks all missing from Skaven
SOWA18 Mar 24 @ 8:53am 
this mod works in multiplayer campaning?
Toast Mar 17 @ 7:49pm 
Anyone have a 3x size mod by chance?
. Mar 17 @ 9:14am 
Thanks for the investigation. After double-checking on my end, I discovered that the issue was caused by the Heroes of Legend Chinese localization mod '幡沫汉化合集'. Once I disabled it, everything worked normally.
The_Inquisitor  [author] Mar 13 @ 2:35am 
@.
Can't replicate it on my end so its probably some other issue or a random crash.


@The Red Prince
You can already disable the units if you have MCT enabled.


@Lurivar
Maybe? It's been so long since I made those units so I don't remember, but I do agree they are underwhelming compared to something like the Longbeards. I will try and give em something in a future update.
. Mar 10 @ 10:41pm 
My game crashed after building the Annulli Mountains Tower in Lysean, Eataine, while using the Heroes of Legend mod.
The Red Prince Mar 7 @ 2:41pm 
Or a version just with the regiments or renown?
The Red Prince Mar 7 @ 2:40pm 
Any chance of a versions without the units?
Lurivar Mar 3 @ 12:23pm 
Are the Donarkhun Rune Guard supposed to have a special ability ? They have the "runic magic" attribute but I don't see any corresponding ability in their sheet nor in battle. They're also unaffected by technology so Longbeards quickly become better statewise than them, while also being cheaper which is kinda weird.
The_Inquisitor  [author] Mar 1 @ 6:16pm 
@Obsdiangolem
Yes.


@Spazards
It doesn't seem to crash on my end but I will release a small update because I seem to have forgotten to make the modded Nurgle units available for Tamurkhan.


@[DD] Kaisustrin ↓↓
No plans for anything like that atm.


@Alexandros Megas
Thanks for suggestions, I'll try to get to these at some point. I would recommend you move this to the Ideas and Suggestions Thread so it doesn't get buried here.
Does this mod add landmarks to the Realm of Chaos campaign as well?
Spazards Feb 28 @ 7:53pm 
I have to report either a bug or a conflict, which would be the first time I get a crash from a landmark. As Tamurkhan, the Ruin's End (Mouth of Ruin) landmark crashes the game during the end turn previous of it being constructed. As I said, it's the first time a landmark crashes my game, so I don't know where the conflict is. I've noticed the landmark is not providing the troll unit, but I don't have any specific Nurgle unit mods that could conflict with that, so I'm at a loss.
[DD] Kaisustrin ↓↓ Feb 21 @ 7:17pm 
Hello there. Just wondering, have you given any thought to releasing a landmarks variant that is no specific lord restrictions, like how Landmarks of Eternity has one? I think it'd be cool for landmark hunters, just a suggestion!
Alexandros Megas Feb 20 @ 2:29pm 
A suggestion for new Landmarks from the 4th Edition RP for the Reikland:

Memorial to the Fallen of the Battle of Auerswald: A memorial to remember an ill fated charge against the goblin hordes of Grom the Paunch, a small addition by the stonemason hints at a deeper purpose.

Von Plotzkanal’s Horological Tower: Though Imperial Engineer Gerd von Plotzkanal’s crowning achievement eventually drove him mad, the people of Kemperbad remain proud of this particularly changeable timepiece.

The Hawk of Mackenstein: It’s origins lost to history, the Hawk of Mackenstein is beloved as a good luck charm, while sleeping beneath it is said to bring one a long and restful slumber.

The Paranoth Column: Overlooking the River Schilder, the column is said to be a monument to a former Supreme Patriarch from the Jade Order.

I'd love to see this on the other non Altdorf cities.
The_Inquisitor  [author] Feb 19 @ 4:51pm 
@Nukular Power
Already works in TOW.


@Krakenous
I've thought about it and maybe I will do a few here and there, but that'd probably not be in this mod since Unusual Locations work separately to landmarks.
Nukular Power Feb 14 @ 1:18pm 
Any chancce of a port to Old World? :D
Krakenous Feb 10 @ 2:39am 
The_Inquisitor, are you curious or interested in making new "unusual locations" options/events? I really love the mechanic and would to see it expanded with more of them, more often and to other races especially
The Dark Ranger Feb 9 @ 3:58pm 
They are great on autoresolve, are you being stupid and sending them headfirst against elite spear infantry?
Rreojs Feb 9 @ 4:16am 
The brother bears of kislev are very weak. Die almost immediately and cant 1v1.