Total War: WARHAMMER III

Total War: WARHAMMER III

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Knights of the Grail
   
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2 Dec, 2022 @ 2:00pm
20 Aug, 2024 @ 9:38am
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Knights of the Grail

Description
When the clarion call is sounded
I will ride out and fight in the name of Liege and Lady
Whilst I draw breath the lands bequeathed unto me will remain untainted by evil
Honour is all, Chivalry is all...




Hello once more, welcome to this soft overhaul mod made by me, Gejnor, which tweaks the Bretonnian experience!

This mod keeps very close to the vanilla experience of Bretonnia but also tries to sand away some of the rougher edges so that it feels a bit more with the times.

Highlights:

*Peasant Mobs and basic Peasant Archers can now be recruited without Farms, instead being tied to your settlement building much like every other race in the game.

*Blessed Field Trebuchets are now available at tier 3 rather than 5, and their assocated building has been made cheaper and take less time to build.

*Tier 3 Minor settlements once again gains defences as if they were using the garrison building. Though you'll still want those buildings for extra troops and other benefits of course.

*Some of the Unique Skills of Legendary Lords have been strengthened to make them more similar to other more modern lords.

*There is now a small replenishment effect if you keep your peasant economy in the green.

*Some techs have been tweaked and strengthened and all techs have been made faster, with most Bretonnians techs now only taking 4 turns.

*Better Garrisons, especially at higher tiers.

*The Vows now give better benefits for completing them.

*The Green Knight has much more mass, making him more effective at his role.

*The Skill that buffs peasant in melee has been boosted slightly, giving a total of +8 leadership and 8 melee defence at rank 3.

This mod will probably see changes and updates as the game comes along. Should be savegame compatible.

Probably not compatible with other massive overhaul mods such as SFO etc, but you can always test and see if it does.

25 Comments
Gejnor  [author] 15 May, 2024 @ 5:36am 
Also, Alberics climates have been adjusted slightly.

He now has uninhabitable with Deserts, but Temperate Islands and Ocean climates are suitable to him.
Gejnor  [author] 15 May, 2024 @ 5:30am 
Update: Alberic de Bordeleaux's faction has been given quite a few tweaks and proddings to make him more unique.

He now has faction effects and techs that reflect his mission more than before, no longer is he supposed to unify all of Bretonnia with confederations, rather his goal is to root out the seas of pirate scum of all flavours.

He has been given a factionwide diplomatic malus vs Dark Elves, Norsca and Vampire Coast.

His lord effects and skills have gone from being hyper focused on Knights of the Realm to all Knights (with lesser effects to balance out this change).

He now has a bigger mini tree, with a nice new endcap skill which i think you will all really like.

He has new unique techs, nearly all of the confederate x bretonnian faction are gone, besides his own home province of Aquitaine.

While i could not change his final quest battle, his victory objectives are very open to interpretation so thats why i made this change.

Thats mostly all, enjoy the changes!
Gejnor  [author] 1 May, 2024 @ 2:38pm 
Updated for 5.0, nothing really changed yet though.
Daverin2112 28 May, 2023 @ 6:45am 
Your mod does, in fact, work with Lily's, as well as Immersive Bretonnia Upgrade.

If you get the best of all 3, kind of an absurd late game force, but, ya know... not like that is unusual in vanilla anyways, lol.
Gejnor  [author] 28 May, 2023 @ 5:36am 
Another small update:

In a reaction to the buffs bretonnia has received, i have decided to lower the barrier health gained from Chivalry by 200 per tier, it now goes 200/300/400/500 barrier health.

I still want the barriers but feel they were a bit too strong now in combination with +15% Wardsave and the other outstanding changes to Grail Knights and Guardians. Before the change it felt a bit more necessary but now i want the barrier to just feel like a nice bonus.


I have also added in Hippogryph Knights as a garrison unit for Tier 5 major settlements.
Gejnor  [author] 28 May, 2023 @ 4:56am 
I do not know, i don't use that mod so i cannot tell you.

Try both on if you want and if you get issues just disable this one?
Harman 28 May, 2023 @ 3:04am 
does this work with lily's mod?
Gejnor  [author] 26 May, 2023 @ 4:34pm 
Another update today, did some garrison changes among of which the Paladin comes back as a garrison "lord" at tier 3 and beyond in minor and major settlements.

Some techs have been buffed.

Louens unique skill tree has been changed/buffed too.

The tier 4 barracks building offers a new effect, making it worth getting now that it offers no new units to recruit, with Foot Squires being at tier 3 now.
Gejnor  [author] 27 Apr, 2023 @ 12:39am 
Sorry, not really!

I do this on my own free time, and make changes along the way.

But i will mention i bring my changes up to friends who give me feedback, if i go too far they let me know. I do tone things down if they are too strong too.

I try and keep things within limitations such as "if this was released right now as a new DLC, what sort of features would it have?"
RVT 26 Apr, 2023 @ 4:00pm 
Just heard about this mod, excited to try it out. Love Brets but some of their tuning and campaign mechanics have always made me bounce off them. Sounds like this mod fixes most of the stuff that sucked. Is there a full list of changes from vanilla anywhere?