Total War: WARHAMMER III

Total War: WARHAMMER III

Ready for War: Epic Overhaul
422 Comments
Shorewall  [author] Sep 26 @ 3:47am 
@Killerkana Wood Elves climate is unchained. To my understanding they don't have any climate restrictions in vanilla.
Killerkana Sep 25 @ 10:15am 
Is wood elves supposed to have no suitable climates? Tested with this as only mod. Every other race seems to work fine.
Shorewall  [author] Sep 22 @ 9:42am 
Imperial and Bretonnian hounds added "Loyal and fierce protectors, should their master come to danger these hounds spring upon the threat"

These doggos are great, short enough to shoot over with ease and have 'Guardian' ability. A welcome addition to any hunting expedition 🐶
Shorewall  [author] Sep 22 @ 8:25am 
@sarumanthecursed Great catches, updated and fixed! As always thanks for the reports! 🫡
sarumanthecursed Sep 16 @ 1:10pm 
khepra guard tk RoR says anti infantry when they are anti large
sarumanthecursed Sep 16 @ 12:09pm 
ork boar boys have no weapon
Shorewall  [author] Sep 5 @ 8:42am 
@SpooNNNeedle Gud catch, Averlorn Treeman now have normal Treeman health. Thanks!
Duke Leto Atreides Sep 4 @ 8:06pm 
Are the lizardmen supposed to sport a 10:1 kill ratio against Norsca (I was playing Nakai, early game)?
flecha Sep 3 @ 8:58pm 
Empire artillery is a little op for me
SpooNNNeedle Sep 2 @ 8:32pm 
Averlorn Treemen have a stupidly high health pool.
SpooNNNeedle Aug 26 @ 3:57am 
kind of an imba mess (some factions just completely outperform others) but honestly extremely fun lol. If you want to see maximum carnage on a battlefield, this mod can't be recommended enough
sarumanthecursed Aug 24 @ 6:57am 
Good, they were too unloreful to be in main mod
Shorewall  [author] Aug 24 @ 4:38am 
Liberated Skaven units have been parted out into their own separate mod, Rats of Order.
https://steamcommunity.com/sharedfiles/filedetails/?id=3555053188
Shorewall  [author] Aug 8 @ 10:10am 
@Pancakebrain325 I play with Human factions primarily and ravage all enemies/ dominate across many campaigns. Use tactics, arrows and swords with cut down the unarmored hounds and furies. Sword cav will obliterate them. Don't attempt to one v one with human characters. Use them as army support/ protect them.
Pancakebrain325 Aug 5 @ 9:19pm 
Warhounds and chaos furies are unrivaled in their ability to destroy everything, definitely need a nerf as they just slaughter any empire unit, even karl cant 1v1 them
Adonnis Jul 20 @ 5:07am 
Thank you for your work
Adonnis Jul 20 @ 5:07am 
I like your brutal great mod. But is it possible in a future for a version just adding the new units with vanilla stats?
CatWizard33 Jul 10 @ 12:38am 
Is it possible to have a lightweight version of this mod, with the changes to statistics and battle pacing without any added units? I would really appreciate
Masaj Madiqe Jun 29 @ 7:14am 
Is there a bug with the leadership? I have a lot of unbreakable no matter what units on both my side and the enemy side such as a basic archer unit with 4 models left at 25 leadership. Also watching my empire knights losing to basic archers breaks my soul lmao funny times
Shorewall  [author] Jun 18 @ 12:07am 
Updated for 6.2 😎
Ronin Jun 3 @ 2:08pm 
Yeah this great mod would benefit from partition - need to cut it in parts to make more the content more accessible and compatible
Šleser food reviews May 29 @ 6:50am 
Would this break if paired with SFO? (or would it break both mods?)
ThrobbingforMorbius May 19 @ 4:15am 
is it possible to have exactly this mod but no collision tweaks?
ThrobbingforMorbius May 19 @ 4:11am 
I love this mod, but im suspecting the collision attacks tweak is ♥♥♥♥♥♥♥ with the matched combat mod, which is a shame because i love seeing the sync kills
0utlaw May 13 @ 6:38am 
This looks amazing! Quick question is there a version sans the one turn recruitment for all?
Shorewall  [author] May 13 @ 2:58am 
@Rozarria Hi, attack rate and collision attacks are adjusted on a weapon per weapon basis. ie Empire sword, Minotaur greataxe etc. If other mod units include new weapons they won't be affected in this. You may ask the mod author to implement those features 👍

The others like shield angle are "game rules" applied across the board, affecting all units 😎
Rozarria May 12 @ 1:14am 
Does this work with units added by other mods? Do the trample mechanics, faster attack rate, wider shield angle, etc affect other mods' units?
Winter-06 [1st CR] May 11 @ 3:34pm 
As @ThrobbingforMorbius asked, any chance to see another version of this mod without all of the new units?
Shorewall  [author] May 10 @ 9:32pm 
Fleeing foes your days are through! All units now have collision attacks allowing them to trample down combatants. Collision attacks occur from model impacts while charging or during attack animations (simply moving is not enough)

This solves the age olde problem of unkillable routing enemies that keep getting knocked over 👍😎
Shorewall  [author] Apr 29 @ 8:20am 
Demigryph Knights - Magnus, 16 count big flightless boys.
ThrobbingforMorbius Apr 29 @ 4:22am 
any chance of this mod without the new units, or having the new units as a standalone balanced for vanilla?
ThrobbingforMorbius Apr 26 @ 9:23pm 
not sure if its this mod but i cant seem to recruit flagellants anymore
RogalDorn Apr 16 @ 3:22pm 
@Shorewall Thanks! Keep up the good work!
Shorewall  [author] Apr 16 @ 6:02am 
Chaos Hellfires added, "Mortals imbued with warp flame, they rain down fire at range" (Undivided upgrade for Marauders)
Shorewall  [author] Apr 16 @ 6:01am 
@LILSAW That is correct, I balance the stats to fit in line with vanilla units but the attack speed of units outside this mod would need to be set to 1 second if they want to keep up the pace of battle 👍
Shorewall  [author] Apr 16 @ 5:36am 
@KennyKen11B hide in woods is still available for certain stealthy units but I thought it was bland to be a blanket ability for everything.
Shorewall  [author] Apr 16 @ 5:34am 
@Ace2643 It has it's own updated combat animations, but other than the my other mods are separate stand alones 👍
Shorewall  [author] Apr 16 @ 5:31am 
@sarumanthecursed I can take a look at the balancing on Bone Giants and see if they need to be tweaked or back to being single entity 👍
Ace2643 Apr 6 @ 6:08am 
does this mod incorporate your other mods?
sarumanthecursed Mar 27 @ 8:54am 
I feel like bone giants should be put back to being a single entity
KennyKen11B Mar 25 @ 9:44pm 
dang there every units ability to hide in the woods is gone.
sarumanthecursed Mar 25 @ 8:37am 
Have you considered making magic more treacherous?

Like having every version of the spell, have a miscast chance?

20% miscast chance for normal cast?
40% for over cast
sarumanthecursed Mar 25 @ 8:03am 
Very intrigued how you got the riders to attack autonomously?

I thought it was just model animation
RogalDorn Mar 24 @ 9:20am 
So if I wanted to make modded units more in line with this mod first thing to do would be to change their attack time to 1sec in the tables and then tweak along the way?
Shorewall  [author] Mar 24 @ 2:51am 
Corpse Carts and Black Coaches are now 4 unit count, their ability ranges have been increased from 35 to 55m. Corpse Cart Rider now whip attack autonomously causing "Disoriented" contact effect.

Mortis remains a single engine for now, but all riders attack autonomously with their various weapon types (swords, scythes, spears, lances)
Shorewall  [author] Mar 23 @ 12:01pm 
@LILSAW This won't effect the stats or weapons of new units (unless they are using vanilla weapons) The balance here in is design to be comparable to the default game, just more logically and consistently applied 👍
Shorewall  [author] Mar 23 @ 11:58am 
@sarumanthecursed Oh wow March 13th 2025 marks a year. I'm currently working on the MCT for unit choice but have made a separate stand alone mod the for Liberated Rat units that will be going live soon. I'll look into using landmarks for special unit recruimnet. That's a gud idea.

Are Corpse Carts and Mortis really only one single entity? I'll see about bolstering up their ranks for sure 👍
RogalDorn Mar 13 @ 3:22pm 
does this effect new units from mods?
Marilion Mar 12 @ 7:26pm 
Why does not work with radius?
sarumanthecursed Mar 12 @ 4:14pm 
mods anniversary tomorrow