Total War: WARHAMMER III

Total War: WARHAMMER III

Better Chaos Cults
315 Comments
Acephelos  [author] Aug 4 @ 4:44pm 
@glospey - I can make an announcement here when Tzeentch is ready for beta testing.
glospey Aug 4 @ 4:11pm 
Thanks for the update!

BTW: When the Tzeentch cults get to beta, will there be an announcement here for those who want to join or should I be looking elsewhere?
Rustic "Kalessin" Citrus Aug 4 @ 2:31pm 
Great work, thank you for this mod and all your had work! <3 :WH3_clasp:
Steve Kølle Aug 4 @ 10:31am 
Happy to help. :D
Acephelos  [author] Aug 4 @ 9:13am 
@Steve Kølle - I'm not sure if that's a bug or intentional design by CA, but it looks like that's an issue in vanilla too. Either way, I've updated the mod to fix that, along with some other improvements. Thanks for reporting it.
Steve Kølle Aug 4 @ 4:47am 
The Tally of Pestilence mechanic of Epidemius seem to count incorrectly after picking up this mod. Not sure what the root of the problem is, but i dont think it counts plagues made by the cults.
Otto Jul 21 @ 7:55pm 
Ty for the UI element on settlement for adjacent regions! :Wildfrost_Heart:
Acephelos  [author] Jul 11 @ 4:31pm 
@glospey - Yup. Tzeentch is next. I can't balance Slaanesh cults until after the DLC is released.
glospey Jul 11 @ 4:21pm 
Thanks for the update! Does this mean Tzeentch is next?
LOn3 Jul 11 @ 4:12pm 
@acephelos Alright just making sure thx :steamthumbsup:
Acephelos  [author] Jul 11 @ 4:11pm 
@LOn3 - You mean MCT? It should be fine. I was using it just today for testing.
LOn3 Jul 11 @ 4:09pm 
So the mod config mod hasn't been updated yet. Will that effect this mod in anyway?
Acephelos  [author] Jul 11 @ 3:41pm 
I've released the next major update which introduces the new Khorne cults. Existing Khorne and maybe Nurgle campaigns are likely incompatible with this update however. See the Change Notes for a full list of changes:

https://steamcommunity.com/sharedfiles/filedetails/changelog/2906399542
Egirl Seat Jun 6 @ 7:12am 
Thank you for the frame of reference, that's exactly what I was looking for. Please take your time and do whatever you feel necessary to feel satisfied with it, we appreciate all your great work :)
Acephelos  [author] Jun 5 @ 5:56pm 
@Egirl Seat - I think each god takes a couple months, but then I won't start on Slaanesh until the Slaanesh DLC releases and, depending on the state of the DLC, I might wait for the first hotfix for it too.

At the moment I don't see why the mod couldn't be completely finished by the end of this year. I'm eager to finish the mod, since I won't let myself play the game until all my mods are updated and complete.
Egirl Seat Jun 5 @ 2:17pm 
Is there any timeline on the "completion" of this mod? Just as in how long the work itself would take, obviously you have whatever else going on in life, just curious how expansive the remaining plans are
Acephelos  [author] Jun 3 @ 6:00am 
@SuDDi - The Khorne cults have been mostly done for months now, I just haven't had time to come back and finish them up. I'm working my way back to them though.
SuDDi Jun 3 @ 3:08am 
Great initiative!
Are you still working on this? Any chance of Khorne changes coming out of beta soon?
Acephelos  [author] Apr 19 @ 10:59am 
@Bjorn_Stormcrow - I plan to take a fresh look at Kairos before redesigning the cults anyway so I'll take a look at the economy aspect at that point.

I never used to have income issues with Kairos though, at least not after fending off Teclis and destroying the Slaaneshi faction to your east. I remember thinking that several of his buildings synergized well to makes lots of money, especially if you manipulate the Winds of Magic in those provinces to get the building bonuses.
glospey Apr 19 @ 7:47am 
I would have wholeheartedly agreed with you before the last patch BUT Kairos' economy feels A LOT better now. That said, the lack of a money cult building DOES feel weird so I do still agree, just not as enthusiastically.
Bjorn_Stormcrow Apr 19 @ 7:31am 
part 2
What i'd like to see for a rework, is something for minor cults that gives income based on tzeentch corruption in region.
40 discover-ability like other cult buildings.
so 50 at base, 100 at 25%, 150 at 50%, 200 at 75%, and 250 at 100%
Not a lot on their own, and requires you to intentionally pump tzeentch corruption to really take advantage of it. but could add up with the number of cults you can spread.

then for the magus cult, base magus cult should have something similar added, but increase the % of host settlements income according to curruption level. (would still encourage placing magus cults in high value locations)
then have an upgrade option, that would give a % increase to income from all other cults in the province.

So 'kinda' similar to the changeling, but not as strong.
Bjorn_Stormcrow Apr 19 @ 7:31am 
part 1
once you get to working on tzeentch (hopefully soon) something i'd really like to see is some form of income building in the regular cults.
Kairos has always had a fairly weak income. and with the new focus on cults, it seems weird there isn't a way to turn that into income. only the magnus building has an income building, and that only gives a whopping 50 gold + percentage of settlement income (which can be very hit or miss)

Which really isn't much, considering it takes 11 turns to recruit a magus, and nearly 7k gold (500 for original building, 3000 for magus tier, and 300 per turn in upkeep while recruiting for an extra 3300)
glospey Apr 2 @ 9:24pm 
Thank you! :)
Acephelos  [author] Apr 2 @ 5:36pm 
@Aster - I think those might be for Changeling cults only, but I'll find out when I get to Tzeentch. Or maybe they're for all cults and I just haven't payed enough attention. Either way, I can't make any promises unfortunately.

@glospey - I've brought those notifications back.
glospey Apr 2 @ 11:37am 
Not sure if this is something you plan on looking into but my cults (vanilla until you finish this mod) don't get the notifications that a cult was discovered or destroyed like Skaven undercities do. It would be great to get those notifications instead of hoping I remember where there used to be a cult :P
Aster Apr 2 @ 10:26am 
When you work on Tzeentch, can I suggest removing the gold sparkles on cmapaign map around the cult icon? I like to play as the Changeling, but when you "expand", TWW3 looks more like candy crush. Imagine 50 magic sparkles :/ Haha
Sly Apr 1 @ 12:57pm 
this mpd slaps. great work
Acephelos  [author] Mar 31 @ 4:48pm 
@Otto - Something to be aware of though, is that Nurgle's main mechanic/theme is the crafting plagues so there wasn't a lot to work with there beyond that. Khorne is shaping up to be all about watching the world burn (I like where I'm taking it), but I ran into the same issue there too initially - Khorne is all about killing and rage, there's not much more to it than that.

The hero interaction is optional and not required, I would actually ignore it most of the time myself if I were to play (I don't have time to play, lol). It was meant as a way to give players a means by which to help a struggling cult network or speed things along, as well as a thematic reason to have cultists hanging around your cults.
Acephelos  [author] Mar 31 @ 4:48pm 
@Otto - Thanks for the feedback. I agree that identifying adjacent regions is a pain point, and I've been experimenting with ways to make that clearer in the UI, so look forward to that.

The idea of dedicating cults to a specific function is neat, but I'm not sure how I would implement that beyond what they already have, as they have a bit of this already. I'll keep it in mind though.
Otto Mar 31 @ 3:30pm 
Overall, I would like each Cult to have a specific function and one or two requirements to improve that function (like Sporulation).
The "Hero present" requirement makes you do a lot of management, and the cults are already enough management.
Having all the blessed symptoms has been really fun but tedious. I think it would be better to simplify the rituals and use provinces instead of adjacent regions as a requirement to keep them active.
Lastly, with Epidemius, Ku'gath, and Festus (scientists and researchers), the ability to increase research capacity became my favorite thing about the Vanilla cults. I would love for you to consider this.
I insist that this mod will always be one of my favorites, even if you prefer to leave it as it is. Thanks for your ideas and your work. :er_heart:
Otto Mar 31 @ 3:29pm 
Hello. This is the mod I've spent the most time tinkering with. I like it, and I will keep using it, but there are several things that make me a bit sad.
I think the cults do too many small things. They're not very intuitive, and you have to read through things over and over, even after playing for many hours.
There are several cults that increase corruption, improve plagues, cause infections, or generate income depending on different requirements, but they end up being a bit the same, ignoring more relevant effects like generating plagues or the effects of active rituals.
Rituals are a headache because the map is not very clear; there are hills, rivers, forests, islands...
In many areas, it’s hard to tell if a settlement is adjacent to another, and when you manage to set one up, you need heroes everywhere to make sure they don’t fall apart.
Acephelos  [author] Mar 31 @ 7:49am 
@Ooh-la-la, It's GAGA!! - The Magus cults have passive expansion. At the moment I don't plan on allowing the basic cults to expand passively; I think the current cult gameplay loop this mod provides is good as-is.
Ooh-la-la, It's GAGA!! Mar 31 @ 5:57am 
Pls make Regular cults expansion passive, im sure that most ppl only want that, since CA removed it.
No matter how well you can rework cults, its much easier to just take enemy settlements rather thn cult them up, and im too lazy to manually expand cults on the other side of the world.
Insomninja Mar 26 @ 6:18pm 
Awesome looking forward to all your updates!
Acephelos  [author] Mar 26 @ 5:38pm 
@Insomninja - I was thinking about that as well. It's a bit complicated, but possible to do. I've already come up with some ideas on how to go about it, but I think I'll wait until all the cults are finished first.
Insomninja Mar 26 @ 5:32pm 
Thanks for the cult improvements! This important mechanic has a lot of potential, thank you for making it more interesting. Is it possible to add effects to cults so that the cult owner can get some benefits after occupying a city where their cult is located? I believe this will help make cities and cults more synergistic.

Now occupying a city with a owned cult may have more negative effects than occupying a normal city because destorying the cult, especially if it is a small city that is easy to occupy. This could give players negative feedback and even prevent them from expanding. From a flavor perspective, it would also make sense for the cult's growth to help a little bit with the overall growth or city growth. I found a similar idea in a mod that improves Undercity, I think this might be feasible?
Acephelos  [author] Mar 26 @ 2:37pm 
The latest update fixes an issue that prevented the game from starting as of game update 6.1.

Also, sorry for the delay on this. I got sucked into helping with the Khuresh teaser mod and that's taken a lot longer than we wanted. It's almost done though, it should be pretty neat.
Malykriss Mar 12 @ 3:50pm 
I just tried 15 turns and changed the setting for the first cult to pop up after turn 6. Not using IEE atm.

I'm still not getting any cults, so it's probably a script break with another mod....If I find the culprit I'll let you know.
Acephelos  [author] Mar 12 @ 5:51am 
@Brother Penguinious - I'm not sure. I think it should. The mod doesn't rely on any map-specific elements. It's something I can look into.
Malykriss Mar 12 @ 4:50am 
sorry if this has already been asked, but does the mod work in IEE? I've gone 20 turns and I have yet to see a cult pop up.
Nukular Power Mar 4 @ 7:01pm 
greatly looking forward to the rest of these, amazing ideas
glospey Feb 19 @ 8:05pm 
I'll be interested in helping with Tzeentch but I don't play the other demons so I'm not sure I'd be the best judge of balance there.
Acephelos  [author] Feb 19 @ 5:29pm 
FYI - The Khorne beta is now ongoing, in case anyone is itching to play with that and help hunt for bugs and balance issues. See the mod description above for how to get involved.
Rustic Clover Feb 10 @ 2:56pm 
You're doing the work of the Gods, Acephelos.
Acephelos  [author] Jan 30 @ 5:58am 
@Otto - You can turn on logging and look at the log file, it'll tell you. I'm still looking for a way to make that easier on people.
Otto Jan 29 @ 5:20pm 
Hello, is there any way, trick, or mod to know which region is adjacent to another? I'm trying to make the rituals work and I'm going a little crazy tracing the lines on the map. Ty :mhwgood:
Psycosick Jan 25 @ 8:13am 
sorry i deleted the save file it when i started a new campain yesterday
Acephelos  [author] Jan 25 @ 6:34am 
@Psycosick - Really strange. I'd need the save file to be able to test things out and see what makes that happen. We played over 300 turns in our beta test and that never happened. If you want to share the save you can message me on Discord.
Psycosick Jan 25 @ 6:02am 
it happened with the free cult that popped up in ultuan, i used it to create a magus and make a magus cult in the gate next to it, and every 5 ish turns it would create a new cult in the same settlement as the free cult, i could still build everything as normal but at the end i think i was at 12 or so build slot, it was just weird hahah
Acephelos  [author] Jan 24 @ 2:47pm 
@Psycosick - Interesting. So it went from 1 cult in a region to 2? Or from 0 to 2 in a single turn? Did you end up with a total of 4 building slots then? Considering it's the first time it's happened it seems like a really rare and inconsistent issue, but I'll look into it.