Total War: WARHAMMER III

Total War: WARHAMMER III

Cowardly Counts
12 Comments
SpleenSplonsin  [author] May 28 @ 8:08am 
@Soran np
Soran May 28 @ 2:53am 
thank you!
SpleenSplonsin  [author] May 27 @ 10:20pm 
@Soran update complete! enjoy.
SpleenSplonsin  [author] May 27 @ 8:35am 
@Soran Thanks for telling me! I will update soon. just busy right now.
Soran May 27 @ 12:56am 
from description the vargulf is missing.
Also thank you! Vampire counts are my favorite faction and this has bin a problem in my head from the start, especially sense demons work pretty much the same but get to have mixed armies.
shame that it will mess up some spells that it shouldn’t
SpleenSplonsin  [author] Jan 5 @ 7:41pm 
@Thrakerzod update complete. I decided to keep wights and wild animals undead because
I feel the animals probably died from starvation from being controlled for too long and are only alive due to the necromancer magic, and if they broke free of it, they would die.
and from the sources that I looked up, krell and most of the other wights are in fact controlled. but the source could be wrong.
SpleenSplonsin  [author] Jan 5 @ 6:48pm 
@[PuB] Axlegolas that is true, it wont work anymore.
SpleenSplonsin  [author] Jan 5 @ 6:01pm 
@Thrakerzod Thank you for the suggestions! for the tomb kings though, I might make a mod for them in the future, but not for now.
Thrakerzod Jan 5 @ 5:45pm 
Wights (Grave Guard and Black Knights), especially Wight Kings (like Krell), also tend to have independence, and can awaken on their own without needing the involvement of Necromancers.

also, it doesn't quite make sense for all of the wildlife they use to be considered undead, the Vampires are supposed to be perfectly capable of manipulating living beasts.

and don't even get me started on the Tomb Kings' entire roster. if it's not a construct it's an independant undead, and even the constructs have souls stuffed into them (so that's just independant undead with extra steps)
Thrakerzod Jan 5 @ 5:45pm 
Mournguls could also debatably get the vampire treatment since it's not any kind of binding that keeps them active, they're independant undead that only fight alongside undead armies because, much like Crypt Ghouls/Horrors, they are attracted to high concentrations of dark magic, at which point that magic can be used to dominate them. if this "binding" was weakened it would sooner cause the Mourngul to regain its independence and flee rather than causing it to suddenly die.

following the same logic as including Cylostra you should probably also include Banshees, Cairn Wraiths, Hexwraiths, and Sirens, because ghosts generally exist on their own and do their own thing instead of needing a Necromancer.
Thrakerzod Jan 5 @ 5:44pm 
following the lore Crypt Horrors should also be treated as alive like Crypt Ghouls (lorewise they're just Ghouls that have drunk the blood of a Vampire)

also, Corpse Carts should get the same exception of Necromancers
[PuB] Axlegolas Jan 5 @ 5:20pm 
but when they are alive, they can't be healed with spells how necromancy works in TW, or can they?