Total War: WARHAMMER III

Total War: WARHAMMER III

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Khazukan Kazakit Ha!
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Tags: mod
File Size
Posted
Updated
1.745 MB
1 Sep, 2022 @ 12:07pm
26 Mar @ 4:39am
34 Change Notes ( view )

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Khazukan Kazakit Ha!

Description
Karaz Ankor rises, a great Age of Reckoning has begun and woe betide those who earn the wrath of the Dawi!



Hello there to yet another Gejnor (tm) soft racial overhaul/tweak mod, this time focusing on the spiteful Dawi!

This is a mod that keeps very much to the vanilla side of things but tries to make the Dwarf experience a better one!


Highlights:

Grudges do not age as quickly, nor do they gain as much severity when they do. As it is in vanilla you max out your grudges bar in 10 turns and that is far too fast.

All Slayers now have +20% physical resist, not just the Regiment of Renown ones, dodge the blow of a clumsy goblin for a greater doom dawri!

Very slightly reworked the engineering skill tree for the normal and ghost variant of Master Engineers. This is so that you can get the nearly mandatory "Ballistics Calibration" skill in your baseline skill tree rather than the mutually exclusive lines that set you up as a sniper or a shotgunner.

Changed some tech effects to better reflect the new nature of Warhammer 3's changes, also reduced the tech turn cost, all techs now cap out at a maximum of 8 turns.

Better Unique items, mostly weapons, so that you do not feel compelled to change them out for greens and blues.



43 Comments
Gejnor  [author] 21 Nov, 2024 @ 1:55pm 
Sorry, i won't really be tuning that as it sorts itself, you only get 20 units and it'll pick the best quality units (or should, sometimes the priority is messed up).

I won't change it because it happens with nearly every race in the game, especially when you make allies and they add their outposts so its just a massive hassle for no real gain as i see it.

Sorry! Hope you like the mod!
Chigooga 21 Nov, 2024 @ 12:23pm 
Hey Genjor,

Settlement Garrison+Walls+Engineer Workshop+Deeps gives ~24 units when this mod is on and I was wondering if this could be toned back so that garrison units aren't replaced? Great mod btw, all good if you can't fix this.
Nanitudine [WIC] 14 May, 2024 @ 12:22pm 
no more base physical resistance? this is going into the book.

Joke aside, it's a single player game, i didn't mind have them a bit OP since i like to build only theme army.
Gejnor  [author] 14 May, 2024 @ 10:36am 
With the bug fix and tweaking today i have removed my version of the age of recknoning script entirely, as CA's fix looks pretty darned guud.

Mod updated.
Gejnor  [author] 13 May, 2024 @ 6:57am 
Nah, im sorry, im just too lazy to list every change i make sometimes. I try and summerize most of the time but things do slip through the cracks.

Im glad you like it!
Videogamer40000 13 May, 2024 @ 6:38am 
Entirely understandable. I just thought I would ask, as I didn't see it listed as being removed anywhere.

Thank you for the quick response and for the mod itself; it is quite a nice option to have.
Gejnor  [author] 13 May, 2024 @ 6:36am 
I have removed it, with the advent of the new units it just didn't feel right anymore to let Slayers have that much resistance natively.

There is however a new +10% physical resist effect to Sayers in the tech tree.
Videogamer40000 13 May, 2024 @ 6:31am 
Was the 20% physical resistance for all slayers removed, or did a patch cause the change to be removed? Since I don't see it in game at all, I thought I would ask.
Gejnor  [author] 6 May, 2024 @ 8:22am 
Sure, i was going more after general feedback than actual self-gameplay and i have no issues reducing it soon(tm)
Mikkla 5 May, 2024 @ 10:32pm 
Thank you for your hard work, I really enjoy your careful changes and your mod! After testing it out I think an Age of reckoning every 20 turns may be a bit too spread out and basically permalocks the outcome to the highest level. After CA releases their fix I'd suggest keeping it at 12-15 turns from my personal opinion.