Total War: WARHAMMER III

Total War: WARHAMMER III

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Rebalanced Trickster Cults & Mechanics
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File Size
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915.123 KB
9 Sep, 2023 @ 9:43am
25 Mar @ 3:43pm
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Rebalanced Trickster Cults & Mechanics

Description


The building screenshots are only of the fully upgraded buildings in each building chain, or those with significant changes to note. Some images of the scheme rewards have been uploaded as well.

Highlights
This mod is a work-in-progress, but is playable.
- Rebalanced cult building effects.
- Parasitic cult buildings no longer hide armies.
- Military cult buildings no longer hide armies.
- Symbiotic cult buildings offer significant bonuses to the settlement owner.
- Parasitic and Military cult buildings generate much more Discoverability.
- Channeling stance hides armies at the cost of a 25% movement penalty.
- Added 5/10/20% chance (per turn) to reveal local Trickster Cults to all vanilla Protection building chain buildings.
- *The Changeling is rewarded when unlocking a new transformation.
- *Cults are razed when the settlement is razed, either partially, entirely, or not at all.
- *Forts and Gates may only have single slot cults.
- *Random starting position for The Changeling. (Here is a standalone mod for this feature.)
- Added occupation option to Sack a settlement without creating a Trickster Cult.
- *25 alternate minor schemes that are typically more challenging and rewarding, with more to come.
- *Shuffled minor scheme reward effects, for more challenge and/or replay value.
* Optional via MCT


MCT Settings
I recommend changing MCT settings for this mod in the Main Menu before starting a new campaign, as some settings are only applied at the start of a new campaign.


Philosophy
I felt that The Changeling's trickster cults were too unbalanced for multiplayer play, so this is my attempt at rebalancing them. With this rebalance The Changeling is a bit more challenging to play, but I find it more rewarding this way. With this mod, cult buildings that reduce Discoverability do so in a way that benefits the faction that owns the settlement, with reduced gains for The Changeling (such is the price of playing it safe). Cult buildings that harm the settlement owner, or provide more aggressive gains to The Changeling, do so at a higher Discoverability cost. I've also tried to make all the scheme rewards more enticing and worthwhile.

The general idea is that cults that are impossible for players to find are likely granting significant bonuses to the player anyway, so they're less of a problem. Though The Changeling is still virtually impossible to be rid of entirely, unless he's played very poorly.


Planned Features
- Deceiver's Diplomacy - A more interesting and engaging High Elf Intrigue mechanic.
- Improved Grand Scheme quest battles, and rewards.


Known Issues
- There is a vanilla bug where removing a Cult or Outpost will remove the option for armies to recruit from that region, until the army leave that region/province and returns. This has been reported to CA a couple times already.


Feedback
Enjoy, and let me know if you have any issues, questions, or suggestions. I'm curious to know how others feel about the balance and the campaign over all. Also, if you notice any bugs please mention it in the comments. I'm not able to play an entire campaign to test each update, and I'd appreciate the help, thanks!
Popular Discussions View All (1)
25
29 Sep, 2024 @ 2:37pm
PINNED: Suggestions
Acephelos
315 Comments
Shingsora 6 Mar, 2024 @ 1:22am 
hey can u check when ally with throt game will crash ? that mission for scheme
Amalie 5 Mar, 2024 @ 6:48pm 
Excellent! Thanks for the update, @Acephelos!
Surprising what a little coordination and not blaming the mod author for everything can accomplish!

:steamhappy:
Acephelos  [author] 5 Mar, 2024 @ 6:00pm 
@Amalie - I bet you're right, good eye. I've had that type of bug happen before. That's a bug (oversight) with CA's code that I bet they'll fix soon, but I just released an update to this mod that should fix it ahead of time.

Thanks, definitely let me know if that doesn't work or causes other problems.
Amalie 5 Mar, 2024 @ 5:37pm 
OH! I think I figured out what causes it, @Acephelos!

When an enemy army retreats from a fight before engaging, or the Changeling retreats, it seems to count it as a Changeling loss despite no battle actually taking place! Not sure if that's something you can fix, but I think that's the cause.
Green Raven 5 Mar, 2024 @ 3:56pm 
You have the blessings of Tzeench...
Acephelos  [author] 5 Mar, 2024 @ 3:38pm 
@Green Raven - Here's the standalone mod for the Random Starting Position. It's not compatible with this mod though, so please don't use them together:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3173869192
Amalie 5 Mar, 2024 @ 2:35pm 
@Acephelos:

I wonder if that's why they tell you to make new campaigns after updates.
:P
Green Raven 5 Mar, 2024 @ 2:20pm 
Thanks!!!
Acephelos  [author] 5 Mar, 2024 @ 2:08pm 
@Amalie - That could be it. I noticed a warning on my older saves after the patch, so I deleted them.
Amalie 5 Mar, 2024 @ 2:02pm 
@Acephelos:

Yeah, I noticed this part, but I haven't lost any armies in said areas, so I dunno what causes it, unless it's just me running this particular campaign after yesterday, when this update wasn't a thing...