Total War: WARHAMMER III

Total War: WARHAMMER III

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Agemouk's TOMB KINGS: Extended
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Tags: mod
File Size
Posted
Updated
1.399 GB
Sep 2, 2023 @ 2:08pm
Jun 18 @ 12:45pm
44 Change Notes ( view )
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Agemouk's TOMB KINGS: Extended

Description
"In that dread desert, beneath the moon´s pale gaze, dead men walk. They haunt the shifting dunes of the breathless, windless night, brandish weapons of bronze in mocking challenge and bitter resentment of the life they no longer possess. And sometimes, in ghastly dry voices, like the rustling of sun-baked reeds, they whisper the one word they remember from life. The Name of the one who cursed them to their existence, more than death but less than life. They whisper the name, Nagash..."
—Extract from the Liber Necris, translated by Mannfred von Carstein.



This mod is the work and love of the great High Priest Agemouk (may he retire in peace in the sandy lands of western Europe), I'll try to care care of it as he's been doing so for the past 6 years, thanks Age <3
The day of awakening has come! This mod is a full overhaul mod of the Tomb Kings faction. It adds unique heroes, units, new caster generic lords, changes building lines, adds unit upgrades, technologies, skills lines, faction rites and two new custom factions (with Mixu's Unlocker) and much, much more. The mod creates more faction identity and expands a number of core features for Settra the Imperishable, High Queen Khalida, Arkhan the Black and Grand Hierophant Khatep's forces. You can find the full current mod description here on this here.[docs.google.com]

The suggested play settings when using this mod is Hard/Hard or Very Hard/Hard (which is what it has been tested on the most). If you normally play on Normal, I would recommend at least increasing this to Hard when using this mod and playing a Tomb Kings faction. The mod is fully compatible with Drunkflamingo's Table Top Caps mod which I highly recommend using with this mod for a unique playthrough experience.

Do not use this mod with Radious, SFO or any other major overhaul without a viable submod. Using other Tomb Kings reworks, Tomb Kings unit modifications or Tomb Kings reskin mods in addition to Tomb Kings: Extended is not advised and may cause conflicts, instabilities or serious imbalances.

Overview
To give a small sample of the many, many changes they include Legendary Hero, Apophas, The Cursed Scarab Prince:



On turn two you will acquire a quest to obtain Apophas to your faction. Each faction has a special bargain with Apophas giving him a unique factional skill bonus based on what your Faction Leader has promised may weigh the scales in Usirian's executioner's favour. Apophas himself is a deadly assassin, bringing to the Tomb Kings factions the same murderous single target elimination that he delivered on tabletop.

Or maybe instead you'll pursue adding Sehenesmet, Last Vizier of Quatar to your forces?



You can find the full current mod description here.[docs.google.com]

Contributors
Thanks to all collaborators! Agemouk of course, Obsidian, Elon, Blackoutsider - their enthusiasm and support for developing the mod in all highly skilled areas is the only reason why you have this mod.

Thanks to contributors! Akercrombie, Yogo Pogo, Lokibaal, Chaosrobie, Meuhoua, Drunkflamingo, Skørne, Empy, Catclops is not a fun guy, Ubermorgan, Hazard Maks, H3ro & The_Inquisitor - Your kindness in contributing to the mod is highly appreciated.

Many thanks to Prop Joe for being constantly so supportive and very generous with his time.

Thanks for the very kind permission of the extraordinarily talented artist Alejandro Pacheco, (please check out his Instagram here: https://www.instagram.com/alejandropachecoart/ ) for use of his Arkhan the Black picture for the Followers of Nagash loading screen.

FAQ & Known Issues
Follow the tracks in the sand....[docs.google.com]

Advice and Guides
A Rough Guide to Building Pyramids [docs.google.com]

Sub-Mods
Follow the tracks in the sand...[docs.google.com]

Credits
Very many thanks to any modder who kindly allowed me to use their mod assets within my own Tomb Kings mods there are many and various but include Xoudad, Shakyrivers, Chaosrobie, Deco, Aexrael Dex, Willemsen, lessisgood, Poljanan, LordOmlette, Tiktaq'TOK/Sieghard Rosenzweig, Volkmar the Grim and I'm sure a few I'm forgetting too. Thank you.

A special thank you to the amazing Hazard, Aider Alvin, iAboLo6fa, 𝓚ℒ𝔅 & Dungeon Master for sharing some of their brilliant screenshots and letting me use them.

Special thanks also goes for the latest Pyramids update to Grackul for all his TWUI and scripting help, and Rhox for his scripting support - thanks so much guys!



If you want to share your ideas, lore discussions or just see what we are up to, join us on

Discord [discord.gg]
Popular Discussions View All (8)
47
Aug 20 @ 11:08pm
Feedback and suggestions
NoSkill
3
Aug 4 @ 9:25am
New Bugs Thread
Agemouk
0
Jun 24 @ 11:49am
Next Update Change Log -
Agemouk
972 Comments
Agemouk  [author] Aug 24 @ 10:21pm 
FAQ 1.2
Kharn the Betrayer Aug 24 @ 5:33pm 
Howdy, first off awesome mod, love what it does to supplement Tomb Kings and change up the experience, did encounter an odd issue though when trying to play co-op with someone as also Tomb Kings.
When trying to play with a buddy who wanted to try Army of the Golden Scarab, playing as any of the other factions that were given a choice to move spawn location would result in one of two things happening, either my buddy would chose to move to his actual spawn next to Skarbrand which would result in my choice being picked and his not happening, or if I picked first he was unable to click his one option and would effectively soft lock the campaign immediately.
I really hope this is unintended and just a weird quirk of some background code that can be ironed out, if not then it's alright but it's odd that it even happens.
Big Bad Wolf Aug 22 @ 8:27pm 
The time has come Great Pharoh Agemouk! The Tomb Kings shall rise and all the world shall tremble as it gets trampled under the chariots of the Gods!
I'm looking forwards to the update, though to be honest, both the Tomb Kings and Lizardmen update seem like pale imitations of mods made by the community. From the screenshots on the Blog, I am the only one who thinks 250 canopic jars to start a dynastic research is punishingly absurd? Idk how they balanced the Jars rewards from battles, but that means for a few turns you cannot research anything at all and then it will take 10 turns to get the 1st research completed. Its shit. Army research rate drops as usual, you think that you can use the jars to get bonus research rate, but the cost for many techs is 250-500 jars so idk how that will work out.
So I'm more interested your mods new iteration in the new patch. Hope there is a SFO sub-mod for your updated mod.
Wandering_Tumbleweed Aug 22 @ 12:49pm 
I gotcha man I can't wait for the update! Hope you have a great day!
Agemouk  [author] Aug 21 @ 9:01pm 
It will be updated, though the timeline on that will be extended - as it's very important that I do a number of vanilla playthroughs first to judge the new baseline correctly and then adjust TK:E accordingly. Just off the top of my head - every tech tree will need to be adjusted, most buildings, entire mechanics such as Settra's Dominate mechanic etc. And much, much more.

TBH, I'm unimpressed with many of CA's changes - but we are where we are. I'd suggest enjoying 6.2 while you can, it's possibly peak WH3 Tomb King-ing, with 6.3 onwards just a real mess.
Wandering_Tumbleweed Aug 21 @ 12:41pm 
Hey man I love your mod! Do you plan on updating this mod when the tomb king update hits next week?
Lilrobinboy Aug 19 @ 8:05am 
Hey so I have been looking and I cant find it anywhere how does one do the quest clease the taint it has no location no specific requirement I cant seem to find anything on it
Agemouk  [author] Aug 17 @ 7:56pm 
Is there something wrong with using the feedback and suggestions discussion thread? Please use that, and keep your feedback as a single coherent entry, rather than cluttering the comments section and burying other people’s issues beneath a cascade of one liners.

Good high quality feedback is always appreciated- but there are ways and means to be clear and be heard without crowding out others.
SpiralRazor Aug 17 @ 5:23pm 
The Mortuary Cult stuff needs a pass as far as cost to performance...for instance comparing the banner that gives + flaming attacks and 8% WStr to everything in 35 meters to the banner that gives one unit flaming and +15% WStr against certain factions.. Why would I ever spend double the cost for the 2nd one?
SpiralRazor Aug 15 @ 10:36pm 
Sand Snakes sandstorm effect must be bugged..its way too loud and shouldnt repeat. The ability itself also takes way to long to build up. Last battle they had killed 1231 units and it still was only at 3%