Total War: WARHAMMER III

Total War: WARHAMMER III

Lustria Rises - Lizardmen Overhaul
 This topic has been pinned, so it's probably important
Conflagration  [developer] Mar 1, 2023 @ 9:45am
Generic Character and Unit changes
Ancient Razordons and Razordon Hunting Packs are now capable of Bracing and Skirmishing.

Ancient Salamanders and Salamander Hunting Packs are now capable of Skirmishing.

Bastiladon units now have their base Armour increased to 160, now have 35% Shield block, their base Melee defence increased to 46, their Mass increased to 4500, their hit points increased by 1,000 and their base Speed reduced to 34.

Blessed Bastiladon (Solar Engine) units now have +5 Speed.

Blessed Chameleon Skinks units now have the "Snipe" Attribute.

Blessed Kroxigor units now have +10% Missile Resistance.

Blessed Saurus Cold One Spear-Riders units now have -7 Armour and +8 Bonus vs Large.

Blessed Saurus Horned Ones units now have the "Frenzy" Passive ability.

Blessed Saurus Spears (Shields) units now have -7 Armour, +10% Physical Resistance & the "Strider" Attribute.

Blessed Saurus Warriors (Shields) now have -7 Armour Piercing.

Blessed Skink Skirmishers units now have the "Conalxa's Vision" Passive ability.

Blessed Temple Guards units now have +11 Armour, the "Immune to Psychology" Attribute & the "Encourages" Attribute.

Cohort of Sotek (Skink Braves)'s "Refuse to Die" Ability has been renamed to "Serpentine Fervour".

Cold One Riders, Cold One Spear-Riders and Horned Ones have been renamed to Saurus Cold One Riders, Saurus Cold One Spear-Riders and Saurus Horned One Riders.

Chameleon Stalkers have been renamed to Chameleon Skink Stalkers.

Chameleon Skink Sentinels, Kroxigor Ancients, Saurus Oldbloods and Red Crested Apostles now have access to Sacred Spawning traits that cost Sacrifices to recruit.

Feral Dread Saurian and Dread Saurian units now have 55% Missile block chance and the "360° Missile block" Attribute... but also the "Dread Hunger" Passive ability that grants the "Rampage" Attribute when within 200m of an enemy unit.

Feral Dread Saurian and Dread Saurian units now have access to the Panoply of Ages; five separate, powerful unit upgrades purchasable with Sacrifices. Due to CA faction locking this mechanic with Omens of Destruction, you will currently need to use the Scrap Upgrade UI Unlock mod to access them.

Kroxigor now have increased turning speed.

Kroxigor Ancients now have the "Kroxigor" Attribute and the "Spawn-Kin" Passive ability.

Razordon Hunting Pack units now have the "Instinctive Defence" Passive ability.

Razordon Hunting Pack units now have their base Missile resistance increased to 10%.

Red Crested Skink Chiefs have been renamed to Skink Warchiefs and no longer have the "Frenzy" Passive ability or the Immune to Contact Effects Attribute, though the Skink Warchiefs recruited via Tehenhauin's Sacrifice mechanic still retain these elements. They also now have crests like other Skinks.

Red Crested Skinks have been renamed to Skink Braves, are now considered Hammer Infantry instead of Great Axe Infantry, and have gained +3 Melee Attack and +10 Mass in addition to being cheaper to recruit and maintain. They also no longer bear Red Crests, no longer have the "Frenzy" Passive ability and no longer have the Immune to Contact Effects Attribute (excluding the Cohort of Sotek).

Ripperdactyl Riders (all variants) now have 12 models (up from 10), shields, 35% Missile block chance, +6 Melee defence and new spears.

Skink Warchiefs, Skink Chiefs and Skink Priests now have the "Skink" Attribute and the "Spawn-Kin" Passive ability whilst unmounted.

Salamander Hunting Pack units now have their base Missile resistance increased to 15%.

Saurus Horned One Riders units are now recruited from the Horned One Caves building, but no longer additionally require the Weapon-Crafter's Commune building.

Skink Cohort (Javelins) no longer carry shields, have had their 35% Missile block chance removed, have had their base Melee defence reduced to 20 but now have an extra +2 ammunition.

Skink Priests (Lore of Beasts) and Slann Mage-Priests (Lore of Beasts) will now summon a Young Coatl instead of a Feral Manticore when casting Transformation of Kadon.

Skink characters all now have access to both the "Cold-blooded" ability and the "Focus Instincts" ability.

Spirit of Tepok (Coatl) now has the "Dampened" Contact effect.

The Amaxon Barbs (Razordon Hunting Pack) Regiment of Renown unit now has their base Missile resistance increased to 20%.

The Umbral Tide (Salamander Hunting Pack) have been renamed to Torches of the Umbral Tide (Salamander Hunting Pack).
Last edited by Conflagration; May 11 @ 10:52am
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Showing 1-15 of 30 comments
Fenrir4life Mar 5, 2023 @ 9:25am 
Pure curiosity, but why the mass cut on mounted Oldbloods? At first, I wondered if it was a little in-joke regarding AoS' chonky carnos, but I realized it'd be simpler to just ask.
Conflagration  [developer] Mar 5, 2023 @ 9:58am 
It's a bug fix, they have erroneously been granted +1000 extra mass through being given the wrong key. This has been corrected and they are now in line with what they should be.
Thobio Mar 5, 2023 @ 2:51pm 
Originally posted by Obsidian:
It's a bug fix, they have erroneously been granted +1000 extra mass through being given the wrong key. This has been corrected and they are now in line with what they should be.

Was this bug present in the base game or in the mod?
Conflagration  [developer] Mar 5, 2023 @ 3:00pm 
Base game, it's been there since WH2.
ScrubLord Apr 4, 2023 @ 11:54am 
Vanilla skink units might benefit from a +3-5 melee defense buff. It'd bring them up to some of the other decent cheap units in others factions - while still being below some of best cheap units (e.g Ungor Herd vs Skink Cohorts w/ Javelins).

Kroxigors of all types would also likely benefit from a similar melee defense boost.

Some overtuned units in the roster might also be adjusted, e.g. remove the +12 AP that Blessed Saurus Warriors get vs regular. Perfect vigor, extra HP, +8 MA and charge bonus is already a lot.

Trying to rebalance units is tough - and not everyone will agree with changes, of course. :)
Last edited by ScrubLord; Apr 4, 2023 @ 12:07pm
Conflagration  [developer] Apr 4, 2023 @ 1:19pm 
Originally posted by ScrubLord:
Vanilla skink units might benefit from a +3-5 melee defense buff. It'd bring them up to some of the other decent cheap units in others factions - while still being below some of best cheap units (e.g Ungor Herd vs Skink Cohorts w/ Javelins).

Kroxigors of all types would also likely benefit from a similar melee defense boost.

Some overtuned units in the roster might also be adjusted, e.g. remove the +12 AP that Blessed Saurus Warriors get vs regular. Perfect vigor, extra HP, +8 MA and charge bonus is already a lot.

Trying to rebalance units is tough - and not everyone will agree with changes, of course. :)
I might buff Skink Cohorts at some point to make there be a reason to bring them instead of always picking the Javelin version, it's on the to-do list.

I'm relatively okay with Kroxigor performance as it stands.

Nerfing Blessed Saurus Warriors, while undoubtedly deserved, is a hard call. They're a fun unit and crucially they're not easy to come by, being generated from a random mission. If I was to nerf them I'd probably remove the MA and CB instead of removing the AP.
thelosh68 Apr 16, 2023 @ 6:54pm 
Have you given any thought to adding some of the missing units or some of your new units to the blessed pool? I'm always sad that i can get a blessed Carno but not a Trog.
Conflagration  [developer] Apr 17, 2023 @ 2:21am 
No. I'd like to remove them entirely and replace it with a better one at some point.
ScrubLord May 19, 2023 @ 12:46pm 
There may be a good and reasonable opportunity to use the contempt mechanic like with the chaos dwarves.

Taking from lore (and tabletop where a combined unit existed), have you thought about using the contempt mechanic with skinks and kroxigors?

Based on lore, they are supposed to make each other (unusually) more effective. They share a special affinity coming from the same spawning pool. When they fight together...

Kroxigors become:
- more effective at killing (Skink high-pitched sounds and energetic movements stimulate a Kroxigor's own energy and fuel their own battle rage).
- get better leadership (they rely Skinks to order them around and provide leadership).

In game it can mean:
=> Add some MA or frenzy (..or maybe vigor loss reduction?)
=> Add some leadership

Skinks:
- get additional protection (Kroxigors are soothed by Skink presence, defending them against all harm)
- get improved leadership (Skinks are encouraged by the awesome power of these mighty Kroxigors and their skittish nature is curtailed).

In game it can mean:
=> Add some MD or physical resist
=> Add some leadership or immune to psychology

What do you think? With the Kroxigor hero skill I guess you were thinking about this already
Conflagration  [developer] May 19, 2023 @ 3:39pm 
Originally posted by ScrubLord:
There may be a good and reasonable opportunity to use the contempt mechanic like with the chaos dwarves.

Taking from lore (and tabletop where a combined unit existed), have you thought about using the contempt mechanic with skinks and kroxigors?

Based on lore, they are supposed to make each other (unusually) more effective. They share a special affinity coming from the same spawning pool. When they fight together...

Kroxigors become:
- more effective at killing (Skink high-pitched sounds and energetic movements stimulate a Kroxigor's own energy and fuel their own battle rage).
- get better leadership (they rely Skinks to order them around and provide leadership).

In game it can mean:
=> Add some MA or frenzy (..or maybe vigor loss reduction?)
=> Add some leadership

Skinks:
- get additional protection (Kroxigors are soothed by Skink presence, defending them against all harm)
- get improved leadership (Skinks are encouraged by the awesome power of these mighty Kroxigors and their skittish nature is curtailed).

In game it can mean:
=> Add some MD or physical resist
=> Add some leadership or immune to psychology

What do you think? With the Kroxigor hero skill I guess you were thinking about this already
I haven't, because using Contempt a) wouldn't make sense with the name and all, and b) sadly screws with leadership. If I used it, it would mean that Skinks weren't affected by other units routing which doesn't really make sense.

If there was a good system I could use to accurately and conveniently depict the relationship between Skinks and Kroxigors I'd use it in a heartbeat but as of yet there is not. Perhaps one day CA will either make an ability flag for it or allow us to make our own.
Conflagration  [developer] Jun 24, 2023 @ 5:37pm 
Originally posted by Autumnchain:
I couldn't find any of these units in custom battles.
I don't follow you. What units are you referring to?
Last edited by Conflagration; Jun 24, 2023 @ 5:37pm
Conflagration  [developer] Jun 24, 2023 @ 7:32pm 
...I know what custom battles are. What *units*.
SloppyJoppy Jun 28, 2023 @ 2:12pm 
looking at the oracle and troglodon in skirmish, cant see they dont have the aquatic green text like chameleons etc, are they aquatic without the text or is there something wrong on my end? i dont have any mods that changes their stats or abilities at all? :D
Conflagration  [developer] Jun 28, 2023 @ 2:47pm 
They are aquatic without the text. The green text means nothing, those are merely descriptions.
SloppyJoppy Jun 28, 2023 @ 2:50pm 
Originally posted by Obsidian:
They are aquatic without the text. The green text means nothing, those are merely descriptions.
ah cool cool, then everything should be working as inteded :D
currently bugging around with dias mods i think he was named with better bastis and a dreasaurian mod, give em better stats and new abilities, the bastis got their abilities but your stats, dread saurian got nothing from its mod, you got any idea if thats fixable or just something i gotta live with, because if it is then eh, i rather use your cool mod for my lizard game :)
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