Total War: WARHAMMER III

Total War: WARHAMMER III

The Hung – Lords of the Steppes
242 Comments
HZ00191 5 minutes ago 
Love the design.

Ironically, one WH3 bug hinders this faction hard: Heroes with multiple army abilities always revert to the first army ability. So the replenishment for seer will never be effective, unfortunately:(
Salty Old Fisherman  [author] 29 minutes ago 
@Grim Thank you!
Grim 38 minutes ago 
Thank you very much for this mod guys! This new faction is very well fleshed out, from the lore to the faction mechanics, everything feels great and interesting. It could easily be a canon (vanilla) faction, even one of the best. I'm having a blast so far!
Comrade Beefcake 1 hour ago 
Great idea for a faction. Lots of promise in Mongol-style raiders (lore accurate ones too.) Unfortunately right now, they just feel too weak to really get going, especially Ur-Khan up in the Naggaroth.
Han Swolo 4 hours ago 
Zao Korr's 3rd Trial (Bastion) is bugged. Changeling and the doom knights don't spawn in anymore. Tried a few times (taking points, not taking points) and nothing seemed to work. Worked a few days ago wierdly enough
The Geko 5 hours ago 
They feel really weak :s
*Vanka 12 hours ago 
Overall great mod, just wish the other mods that add new factions could also support multiplayer like this one, truly a winning factor
Numbercookie844 14 hours ago 
I love this mod!!! Hope u make more like this
danielfigaraujo 15 hours ago 
Great mod! Do you plan on making other minor hung factions, such as the Kuj or the Yusak, also part of the race? Or even kurgan ones? Maybe minor factions that can occupy settlements.
TdizzleGod 16 hours ago 
any known compatibility issues guys?
st56uv7 17 hours ago 
Maybe add Old World compatibility?
ghostmanjoe 18 hours ago 
is anyone else not able to do the quest battle with the guy that start at the basion
Joust 20 hours ago 
So yes, this is when I'm using other mods but this is causing a ton of instability when I have it active. I get constant mid-turn and end turn crashes, I can't get a campaign past turn 20 with this mod active before the save becomes irreparably corrupt.

So to anyone looking at this mod I would give it a wait for now. It has a really solid foundation and has potential to be one of the better fan-faction mods. But it has lots of bugs, balance issues and the above mentioned instability when combined with other mods. And for reference all I'm using is New Faction mods like OVN and SCM, New LLs, and more battle map mods like GCCM. Deactivating this specific mod turns my game completely stable.
Homuya 22 hours ago 
Cool idea but not the best balance. You can make like 5 camps but dont get enough plunder to even max out one by turn 63...
fankater 22 hours ago 
Hi, i know its a minor suggestion but it`ll be great to vary archers look a little bit, they all look very similar, hard to find differences without closer look. Other units look fine and have distinct appearance.
DarknessWrath 23 hours ago 
Just like most cavalry, it's made to charge, not to fight in melee for long period of time (unless it's archer like infantry), norscan marauder are pretty tough
*Vanka Aug 22 @ 8:29am 
The faction mechanic is awesome, but anyone here feel like the whole rooster is kind of weak somehow? My tier IV cavalry just lost to norsca tier II sword infantry?
Grozug gro-Zug Aug 22 @ 6:06am 
This isn't a bug, but while the above description only specifies Immortal Empires Expanded as a recommended mod, this mod appears to actually be IEE + The Hung; I don't even have IEE installed or enabled but it is still one of the campaign options I can choose from and play.

Really liking the mod so far, by the way. Even if I suck at using cavalry, I love the steppe getting some love.
Versal Aug 22 @ 5:37am 
With MCT mod enabled, the game crashes during new faction turns. Perhaps the "minor faction potential" setting is to blame
bear Aug 22 @ 4:33am 
Is there a way to give the Endless Steppes effect to a settlement of a vassalised faction? I tried subjugating a faction but their settlement didn't gain the effect
Empyrial Aug 22 @ 3:34am 
Does this mod conflict with SCM: Tribes of the North?
Ant1828 Aug 22 @ 2:13am 
Can't wait to watch MonsterAbound play this one
Noodliest Aug 22 @ 1:21am 
This looks amazing ! nice work. Shall be waiting for someone to make SFO submod.
CodyHamGoes509 Aug 21 @ 7:52pm 
have problem with set formation

how you need fix this.
LikeABith Aug 21 @ 7:39pm 
Such a cool mod... too bad mounted archers are trash in this game compared to TW Rome
Gman9090 Aug 21 @ 6:54pm 
WAIT WAIT WAIT... A Faction inspired by the MONGOLS!!!! Sign me up, downloading this RN cannot wait to play this MOD! Thank you DEVs! Cheers! Y'all ROCK!
kenbob12 Aug 21 @ 6:23pm 
great mod!!!! is there any chance you'll add the war band upgrade system? I think it would go great thematically and balance out the economy a bit!
lwhのsama Aug 21 @ 6:09pm 
great:steamthumbsup::steamthumbsup:. Are these characters Lore-friendly
Ahab Aug 21 @ 5:56pm 
Coop partner cannot seem to recruit the mercenaries from the camps
玖祝 Aug 21 @ 3:36pm 
I haven’t fully confirmed my guess yet. At least, after placing this mod above MIXER, there have been no more crashes. I’ll try again after I get off work tonight.
玖祝 Aug 21 @ 3:31pm 
Moreover, this kind of crash isn't a sudden game crash; instead, it happens at a fixed point during the end-of-turn phase, specifically when it reaches a certain faction.
玖祝 Aug 21 @ 3:28pm 
I noticed that this mod seems to need to be placed before MIXER; otherwise, the game will crash. I don't think this is an issue with my operation, but rather an inherent problem. I'm wondering if it might be incompatible with the "Southern Kingdoms" mod?
golemm Aug 21 @ 12:43pm 
yes there are some crashes in early game, but just persist and reload the save and all is well.
Gabriel Shotlouf Aug 21 @ 11:28am 
mal opti bien buger
Vorax Aug 21 @ 9:32am 
@Fries Thank you
Amtomus Aug 21 @ 5:41am 
@Diamonikon The Hung do indeed exist within the lore but do share some similarities with the Kurgan.
Diamonikon Aug 21 @ 4:44am 
This mod looks fantastic but I gotta ask, is this an official faction in the lore? or is this an attempt at making Khugans better?
Siggy Aug 21 @ 2:44am 
Very nice mod, have a lot of good time. Thank you
Kaio615 Aug 21 @ 1:00am 
is it compatible with SFO?
gongoozler Aug 20 @ 8:07pm 
the chaos sorerer should have the passive aura altar skill like other chaos warlocks
Salty Old Fisherman  [author] Aug 20 @ 6:20pm 
Currently working on resolving various bugs that have been reported. Please be patient as we work to do so around irl responsibilities.

I'm also noticing many people struggling with the Khan's Hoard/Plunder dynamic and various other mechanics. Please refer to the F.A.Q. discussions thread to see if your question has already been answered there before reporting difficulties as "bugs."
Economic Terrorist Aug 20 @ 6:18pm 
I noticed the mechanic to hire mercs is there, but there are no mercs.
HighEffortLowQuality Aug 20 @ 5:46pm 
great mod, unfortunately the bug where the sfx for the rage ability plays constantly makes this somewhat unplayable. i hope ca fixes that one day
InfoManiac Aug 20 @ 5:24pm 
saving this for later. gonna wait til patches, fixes, and compatibility is made
Grand Poobah of Bees Aug 20 @ 4:21pm 
Hey sorry I look at the models and they weren't hung enough im going to only give you a 9/10,thank you and god bless
falx Aug 20 @ 3:01pm 
There are even some unique bugs in this wonderful mod. I first twice in a row the game crashed on 360 faction (while waiting for the end of the first turn). Then in another case I just froze the move on 21, and nothing crashed, saving was impossible and only the event buttons worked. But now everything works.
the rhumbus Aug 20 @ 2:33pm 
Optimized Attila
EmperorOfTheSun Aug 20 @ 1:12pm 
My game chrashes when playing with Ur-Khan when i end the first turn, it reaches to faction 290 and then the game freezes and chrashes after a minute.... I only have this mod on and mixus unlocker.
val.nyx Aug 20 @ 1:02pm 
the start for one of the lords the Ur khan is absolutely atrociously difficult it makes no sense
Fries Aug 20 @ 12:12pm 
@Vorax you can increase the treasury with your camps. On the left side you can traide plunder to increase the treasury