Total War: WARHAMMER III

Total War: WARHAMMER III

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Cho's Improved Faction & Legendary Lord Flavor
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701.193 KB
9 Jan, 2024 @ 9:52am
9 Jul @ 6:40am
61 Change Notes ( view )

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Cho's Improved Faction & Legendary Lord Flavor

Description
This mod aims to improve Faction and Legendary Lord starting effects and traits to feel more flavorful.

The aim is to add a bit more unique feeling to each for more varied gameplay when picking a different faction of the same race.

Almost every faction has had some additions to either their Faction effect or the LL's trait or in some cases both, certain LL defeat traits has also been improved slightly for the ones that felt really boring or borderline useless.

For Legendary Lord defeat traits, one example that stands out would be Ghorts who know has got Isabella's old defeat trait baked into his(lackluster) trait of Poison attacks, so it will now be a more valuable trait since it grants Regeneration effect to the Lord who gets it.

Old existing LL and Faction effects has been slightly improved as well as brand new effects having been added.
Legendary Heroes also will be included in this mod for adjustments when needed, so far only the Green Knight(who finally has a starting trait when he spawns).
Other "special" heroes, such as Henri le Masif has had some improvements to their starting traits for those that has set ones.

A work in progress to implement adjustments to race specific mechanics such as Dark Elf "Names of Power" have had some of the traits they give improved in order to add more of a wortwhile variety rather then just a select few of the traineds gained having any meaningful gameplay and flavor impact.

The secondary goal has been to add more uniquness while not disturbing balance too much in order to still retain some of the vanilla feel with some improvements on top.
New effects have all been picked to try to play into the faction and LLs theme and/or lore in some way.

Some Rogue factions have got a bit of a look over, giving them access to more appropriate units and lead by better suitable lords and leaders.
A couple Rogue Pirate factions now also field more fitting starting units, for example such as the Bleak Coast Buccaneers(a Dwarf pirate rogue faction) now spawning with Slayer Pirates in their army.

Hopefully this should all contribute to some extra replayability within different factions in the same race besides just a different start location.

You can see some examples of the new and improved Faction and LL effects in the screenshots, but nearly every LL has recieved some touch ups.

For changes to innate traits for characters outside of LL's please check out my Rebalanced Basic Traits mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2809686435

_______To do_______

Add more preview images and update changed ones.


____Future plans____

Continue to balance and improve upon existing factions as well as any future faction/ll additions that may arrive in game updates and DLC.


____Known Issues____

Thorgrim's bonus capacity for Grudge Settler units in his army sometimes takes one turn to update on loading a previous save and on turn one for new campaign.

___________________

If you like my mods and like to support me then feel free to send a tip trough the link below.
[paypal.me]

56 Comments
Choyi  [author] 15 Jun @ 11:30am 
@HotPizza87 they all have smaller additions for now and will get another update in near future to further distinguish them.
HotPizza87 15 Jun @ 8:29am 
Any changes to any Vampire Counts other than Barrow Legion?
Choyi  [author] 9 Jun @ 8:13am 
@TToKKang no worries, that's fine. Good work!
TToKKang 8 Jun @ 11:21pm 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
Choyi  [author] 29 May @ 2:20am 
@Averath this should not cause any crash due to compatability with any other mod, since it is just editing vanilla data tables, so if anything it either combines or is overwritten by any other mods changes.
Averath 28 May @ 7:00pm 
To be safe I am disabling this mod for now, but is anyone aware if this mod works with faction overhaul mods? For example, if I install Lustria Rises, which completely overhauls the Lizardmen, will this just cause a crash?
WilliamLaw 7 Apr @ 7:21am 
love this mod,thanks bro
BungusFlungus 25 Mar @ 6:04pm 
@Choyi it was a different mod. my bad
Choyi  [author] 25 Mar @ 5:16pm 
@Chinag will have to look over all the changes brought with 6.1 before any bigger balance tweaks are made.
Choyi  [author] 25 Mar @ 5:15pm 
@BungusFlungus no clue why that would be, this mod has nothing to do with victory conditions.
A lot of mods that aren't updated properly for 6.1 are having issues atm due to a bug from CA with the database tables not handling table naming in uppercase so that mod may just be one of the mods that currently not working.