Total War: WARHAMMER III

Total War: WARHAMMER III

82 ratings
More Shadowy Dealings (Eshin Snikch)
2
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
208.641 KB
22 Sep, 2022 @ 2:45pm
3 Jan @ 5:01pm
12 Change Notes ( view )

Subscribe to download
More Shadowy Dealings (Eshin Snikch)

Description
Adds 13 new additional shadowy dealing actions, increases available Schemes from 5 to 10, reworks cooldowns, recovery times and rewards, and generally makes the mechanic more fun and flexible.


New Shadowy Dealing Actions

Takeover Settlement
Eshin's murderous agents do not merely kill their enemies, for they are skilled in a whole range of espionage techniques, even able to take over other settlements.
Grants ownership over target settlement.

Deny Reinforcements
Through clever scheming, Clan Eshin have temporarily denied the enemy access to fresh troops.
Prevents enemy from recruiting for 5 turns.

Midnight Ambush
Eshin's organised death squads strike hard and fast. Enemies are swiftly and silently culled, and the devastation often remains hidden until the next morning.
Damages an army for 20% of its current health.(Agent recovery time: 2 turns)

Poison Their Food
Skilled Eshin agents wait for the perfect opportunity to plant their deadly poisons, just one drop is sufficient to generate fatal results to all those who consume it.
Damages an army for 33% of its current health (Agent recovery time: 2 turns)

Midnight Slaughter
Eshin are masters of Guerilla tactics, they attack silently and deadly under the shadows, and they decimate enemy ranks with barely a whimper to reveal the cold organised mass murder which has occurred.
Damages an army for 50% of its current health.(Agent recovery time: 2 turns)

Grand Heist
Eshin agents are specially trained to conduct raids and robberies, they plan and execute elaborate heists that leave enemy settlements wholly unaware or incapable of responding in time.
Steals up to 10000 from a settlement and reduces its income by 10% for 5 turns.

Eshins Thirteen
Eshin's master thieves pride themselves on pulling off the most audacious burglaries, they excel at identifying the most valuable assets within a settlement and swapping them with convincing fakes.
Steals up to 20000 from a settlement and reduces its income by 10% for 5 turns.

Steal the Animals
Eshin agents raid the enemy settlement and steal animals and other food sources!
Grants 25 food from a settlement.

Eat the Weak
Eshin agents raid the enemy settlement and eat their most vulnerable citizens!
Grants 50 food from a settlement

Culinary Cleansing
Sometimes even the Eshin clan prefer brutality over subterfuge, and nothing sends a stronger message in the Skaven world that night-raids that result in everything and anything, living or otherwise being consumed in an orgy of cuisine and violence!
Grants 75 food from a settlement.

Research Surveillance
Amongst the Skaven, there's no such thing as getting ahead of Clan Eshin, whose eyes – and claws – are everywhere and nowhere at the same time. Increases research rate by 50% for 10 turns.
Additional applications increase effect duration (Target any settlement).

Kidnap Researcher
Sometimes spying isn't enough, and when Clan Eshin discover a talented researcher, they simply kidnap them and offer sufficient encouragement for them to work on behalf of the clan. Increases research rate by 75% for 10 turns. Additional applications increase effect duration (Targets any settlement).

Torture Scientist
The old ways are the best, why reinvent the wheel, when you can tie a rival scientist to the wheel of death and force them to reveal all their secrets.
Increases research rate by 100% for 10 turns. Additional applications increase effect duration (Targets any settlement).

New Cooldowns and Recovery periods by Tier

Tier 1 - 5 turn cooldown
Tier 2 - 10 turn cooldown
Tier 3 - 15 turn cooldown
Tier 4 - 20 turn cooldown

I've also reduced Snikch recovery periods from 5 to 3 for higher tier missions, and lowered other agent times also, to make it less annoying but the default penalties still apply to make costs feel legitimate.

Other changes:

You can now have up to 10 Schemes (vanilla default is 5), you now can complete new Nightlord Say-so Missions every 5 levels e.g.

Level 1 - Start with 1 available scheme
Level 5 - Do Nightlord-Say-So Action to unlock second
Level 45 - Do final Nightlord Say-So Action unlock 10th Scheme

Other Special Shadowy Dealings have also had their cooldowns reduced:

Plunge Into Anarchy - Now 40 Turns
Sewer Pestilence - Now 20 Turns
Great Fire - Now 20 Turns
Bomb-Scuttle Fleet - Now 20 Turns

You still generate One Scheme Per Turn (as vanilla), but the cooldown reset has been reduced from Five Turns to One. I have not changed XP gain it remains at vanilla default 1200 per Shadowy Dealing/Action completed.


Compatibility:

This mod adds various new tables and shadowy actions, but also has tweaked vanilla values. Script changes have occured within wh2_dlc14_snikch_shadowy_dealings.lua and any mod that alters this may conflict.This mod does not alter the Snikch Clan Contracts mechanic so should be compatible with other mods that do, and I'm planning to do a separate compatible mod for it also.
44 Comments
TANKSAVE 8 Jul @ 12:43am 
The "change the text in Target from ritual_target_force to ritual_target_force_any" works, and seems to be the correct method. If you do something wrong modding this game it'll Usually crash pretty quick.
subway_34 2 Jul @ 9:29am 
update?
정구현 18 May @ 5:13am 
Since it doesn't work, we recommend that users who want to subscribe test it on Vanilla.
PaPa' SamBuBu 26 Apr @ 2:37pm 
i changed it to what you said but my RPMF doesnt show me errors so it took awhile lol seems to work
Cthulhu The 3rd 23 Apr @ 9:58pm 
If that's referring to me, please DO NOT DO THAT. I barely know what I was doing, I just went "Monkey See, Monkey Do" by looking at other mods. Saw they had a similar thing in there that required the same kind of target info as this mod, and just copied it in to see what happens. Turns out I was right. Do NOT give me the keys, I'd just chew on them like a knuckle dragging dumb dumb.
Whimp Lo 21 Apr @ 3:07pm 
Give the keys to the man, I say. Hopefully someone comes along and fixes it, seems like it would be tons of fun
Cthulhu The 3rd 18 Apr @ 7:46pm 
As to my comment below, if someone else wants to follow this, fix it, and upload it themselves, fucking do it. I don't care for accolades or being acknowledged. I just want this to work until the actual author gets back and updates it.
Cthulhu The 3rd 18 Apr @ 7:45pm 
Can't upload fix for whatever reason, here is what I did.

You open it up with RPMF (Rusted PackFIle Manager) and it will alert you to four different files under ritual_tables that are fucked up. When you look at them, they will have a red underline under them in the folder.

To make them work, change the text in "Target" from "ritual_target_force" to "ritual_target_force_any" That's it. That got it to load.

I also did some corrections in the text loc that amounted to the creator forgetting to put an extra / with the //u's and stuff, instead having just /u or /u/u. Adding those in made the thing quit bitching about it.

FOR THE RECORD I'M NO CODER OR WARHAMMER MODDER. I monkey see, monkey do'd this via looking at other mods that WERE updated to figure out what the difference was. For all I know this isn't how you are supposed to do it, but it worked for me. So I'm going with it right now.
Aklim 15 Feb @ 4:34am 
please update
Foe-Hammer 8 Feb @ 2:49pm 
startup crash as others have posted