Total War: WARHAMMER III

Total War: WARHAMMER III

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Cho's Improved Faction & Legendary Lord Flavor
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709.279 KB
Jan 9, 2024 @ 9:52am
Sep 5 @ 10:02am
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Cho's Improved Faction & Legendary Lord Flavor

Description
Updated to work for both live and 6.3 beta versions
* due to a temporary workaround any changes and additions involving spell mastery are currently disabled until 6.3 goes live.

This mod aims to improve Faction and Legendary Lord starting effects and traits to feel more flavorful.

The aim is to add a bit more unique feeling to each for more varied gameplay when picking a different faction of the same race.

Almost every faction has had some additions to either their Faction effect or the LL's trait or in some cases both, certain LL defeat traits has also been improved slightly for the ones that felt really boring or borderline useless.

For Legendary Lord defeat traits, one example that stands out would be Ghorts who know has got Isabella's old defeat trait baked into his(lackluster) trait of Poison attacks, so it will now be a more valuable trait since it grants Regeneration effect to the Lord who gets it.

Old existing LL and Faction effects has been slightly improved as well as brand new effects having been added.
Legendary Heroes also will be included in this mod for adjustments when needed, so far only the Green Knight(who finally has a starting trait when he spawns).
Other "special" heroes, such as Henri le Masif has had some improvements to their starting traits for those that has set ones.

A work in progress to implement adjustments to race specific mechanics such as Dark Elf "Names of Power" have had some of the traits they give improved in order to add more of a wortwhile variety rather then just a select few of the traineds gained having any meaningful gameplay and flavor impact.

The secondary goal has been to add more uniquness while not disturbing balance too much in order to still retain some of the vanilla feel with some improvements on top.
New effects have all been picked to try to play into the faction and LLs theme and/or lore in some way.

Some Rogue factions have got a bit of a look over, giving them access to more appropriate units and lead by better suitable lords and leaders.
A couple Rogue Pirate factions now also field more fitting starting units, for example such as the Bleak Coast Buccaneers(a Dwarf pirate rogue faction) now spawning with Slayer Pirates in their army.

Hopefully this should all contribute to some extra replayability within different factions in the same race besides just a different start location.

You can see some examples of the new and improved Faction and LL effects in the screenshots, but nearly every LL has recieved some touch ups.

For changes to innate traits for characters outside of LL's please check out my Rebalanced Basic Traits mod https://steamcommunity.com/sharedfiles/filedetails/?id=2809686435

_______To do_______

Add more preview images and update changed ones.


____Future plans____

Continue to balance and improve upon existing factions as well as any future faction/ll additions that may arrive in game updates and DLC.


____Known Issues____

Thorgrim's bonus capacity for Grudge Settler units in his army sometimes takes one turn to update on loading a previous save and on turn one for new campaign.

___________________

If you like my mods and like to support me then feel free to send a tip trough the link below.
[paypal.me]

71 Comments
Sad Frog Sep 4 @ 9:42am 
oh ok. i love the throgg additon you did he needs just bile trolls and common trolls and he be perfect :3 its my favourite race/faction beside ogres
Choyi  [author] Sep 4 @ 8:03am 
@Sad Frog it works fine for 6.3 without any update, a new update is however scheduled in next coming days for balance changes.
Sad Frog Sep 4 @ 2:43am 
this needs an update :3
Choyi  [author] Aug 28 @ 6:02am 
@Leonardo try unsub/resub to force steam to update to latest mod version.
Leonardo Aug 28 @ 6:00am 
Getting a crash with invalid database record

wh2_main_skill_innate_def_morathi1wh3_main_effect_spell_mastery in table character_skill_level_to_effect_junctions_tables
Leonardo Aug 28 @ 5:51am 
Ah, thanks for the fast update
Choyi  [author] Aug 28 @ 5:50am 
@Leonardo mod now works for both beta and live.
Made a workaround by temporarily removing the effects that are incompatable between version, the effects will be re-implemented once 6.3 is the live version.
Leonardo Aug 28 @ 5:34am 
I see, could you upload an old version for the time being? I'm sure there are a few people who are mid campaign that isn't willing to go onto the beta just yet
Choyi  [author] Aug 28 @ 5:31am 
@Leonardo yes, due to changes 6.3 is incompatable with earlier versions, I'm looking to find a solution that works for both Beta and live version.
Leonardo Aug 28 @ 5:30am 
for context I'm running a heavily modded game that won't function well after each patch. Trying to complete a campaign before the patch drop