Total War: WARHAMMER III

Total War: WARHAMMER III

Armourygeddon - Unit Upgrades & Resources
RagnaroK  [developer] Dec 1, 2024 @ 1:42am
List of Supported Mods
One Hit Wonders

Mods by DerpyNewb

Mods by DeadBaron

Mods by ChaosRobie

Mods by Snek

Mods by Graetor

Mods by Poljanan

Mods by Xoudad

Mods by Ubermorgen

Mods by whc2024

Mods by Mixu

Mods by Alshua

Mods by Kysaro

Mods by Lost2Insanity

Mods by Fröb

Mods by SCM

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List of Mods to be Integrated
  • SCM's - Dynasty of the Damned
  • SCM's - Marienburg
  • SCM's - Tribes of the North
  • SCM's - Rotblood Tribe

  • OvN's - Albion
  • OvN's - Araby
  • OvN's - Fimir
  • OvN's - Dread King Legions

  • Cataph's - Southern Realms
  • Cataph's - Kraka Drak Norse Dwarfs

You will only need to have the main mods of those units you use and wish to have upgrades for.

The list of factions to be integrated is in no particular order and more custom mods may be integrated over time.
Last edited by RagnaroK; Sep 15 @ 4:19am
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Showing 1-9 of 9 comments
Hello Mr. RagnaroK! For starters, thank you for the mod! I've been using it for quite a while now, and simply put, it is very good.

Aside from glaze, I'd like to make a request, if I may. I request that you consider integrating SFO: Grimhammer at some point in the future. While the mod is an overhaul first and foremost, it does add new units here and there.
Last edited by BLM's Strongest Warrior; Dec 18, 2024 @ 4:44am
RagnaroK  [developer] Dec 18, 2024 @ 5:15am 
I could take a look at it at some point, but someone else asked for an SFO version of my mod, so I wonder if my upgrade stats are balanced for something like SFO.

I will also be going through all my upgrades over the holidays, as getting all upgrades on 1 unit now, makes them crazy expensive. :]
Well thank you for taking a look, whenever it may happen!

As for how balanced this mods stat changes are for SFO, SFO units' stats tend to be fairly similar to their base game counterparts. So, generally, how balanced your upgrades are doesn't change much with SFO on or off.

That said, SFO does increase the health of nearly every unit in the game by a lot (with the goal of making battles longer). So, any upgrade from your mod that increases health or gives regen is much more valuable in SFO than it would be in base game.
Barrain Feb 22 @ 6:39am 
Fascinating, cool mod! I know we all have infinite time and energy at our disposal (this is a JOKE), so I have a few recommendations for when you get around to considering some Tomb King mods to support; Airy’s More Snakes for Tomb Kings (by Airy Lies), Add more expansion units for Tomb King (by 撿骨頭), Singe's Units for the Tomb Kings (by Singemeister), Royal Retainers - Tomb Kings Edition (by Pwner1), and Necromancy (by All is Dust). In the meantime, thanks for all you do for the community!
Sazra Jul 27 @ 5:33am 
Hello, Mr Ragnarok. Might there be a possibility of adding support for Legions of Nagash? I guess this might be a big ask because of scope.
Love your mods, love your work.
Arkhan the Black ? ::)
RagnaroK  [developer] Sep 15 @ 1:51am 
I see a lot of TK love in the request, will divert some attention for that :ratcoon:
Zabi Sep 15 @ 7:23pm 
Hi, love your mods, any chance you can integrate the units from "Deithland: An Empire Roster Overhaul" for the upgrades ?
RagnaroK  [developer] Sep 16 @ 1:15am 
Originally posted by Zabi:
Hi, love your mods, any chance you can integrate the units from "Deithland: An Empire Roster Overhaul" for the upgrades ?

Thank you :healthvial:

It looks doable yes, will add it to my long list of mods to integrate. The bigger they are the longer they take, for example something like the new Hung faction will take the better part of a day to implement, so can't promise a timeline, but definitly on my list to add :steamthumbsup:
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Showing 1-9 of 9 comments
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