Total War: WARHAMMER III

Total War: WARHAMMER III

Druchii Overhaul Mod
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Update: 1 Jan, 2023 @ 1:44pm

0.4.3
- barriers added for DE sorc, sup sorc, morathi and black ark fleet master via skills.

Sorc: Hekarti's Blessing, +300
Sup Sorc: HB, +300/Student of Black Arts, Army+300(Stacks to 600 for general)
Morathi: HB, +400/First Sorc, A+400 (stacks to 800 for Morathi)
Ark Fleet Master: Unknowable, A+300

Some notes on why I made this change:
1. It's fun.
2. Always felt like Hekarti's blessing was little weak.
3. Lizardboys made me jelly while playtesting Morathi.
Testing notes:
1. On the highest level it makes her shield on par with Mazda(from what I'm seeing in game right now) and little lower for sup sorcs.
2. On the lower level (armies and the hero) my idea is for to simply serve as a means of being a shield to close the gap while charging(for the armies who can take advantage of it), and little extra life insurance for casters if you're like me and like to micro them in and out of range of enemy fire to cast. In testing amount given for context shielded a sorc for maybe one tower shot(high elf,battlebuild,tier1) , half an archer units attack, etc. Enough to give her some room to move but little more.

Oh, and specifically for Morathi, I dunno about you but I've never had much motivation to unlock "First Sorceress" or at least given the implication of such a title felt like it's rewards were that great. Now it has a cherry on top.

Obviously this'll have some balance implications but it should also increase ways can play these lords, level them up etc as well as viability of leaving an ark on its own a bit more. Beyond that, refer to "why I made this change" #1.

Update: 30 Dec, 2022 @ 9:48am

0.4.2b
- teeny update for the loading screens; They'll show when start new game or load a save file for each faction.

Update: 30 Dec, 2022 @ 12:08am

0.4.2
- Minor update: added custom images for each LL faction. Just left Morathi as vanilla as, that's one I'd pick anyways.

Update: 29 Dec, 2022 @ 3:09pm

0.4.1
Changes brought over from Blood Forge mod:
- Costs updated based on tiers and/or type including resources on higher level gear.
- All non-unique items and banners belonging to Dark Elves(according to the wiki) from WH2 have been added.

Update: 26 Dec, 2022 @ 2:21pm

0.4.0b
- turned off 3 turn cool down for new crafting, cost should be enough to prevent spamming.

Update: 26 Dec, 2022 @ 1:52pm

Wails and screams ceaselessly drift up from the many work platforms, altars, forge pits and walkways of the Blood Forge, vocal cries of departing spirits seeking escape far above in the yawning chasm and open air of the magma chamber-turned dread factory's vents.

A place of worship, terror and industry, it is a colossal and sprawling subterranean construct carved out long ago under the careful eye of the first of Hotek's kin. Sheltering from the retribution of their former peers in the aftermath of the Sundering, they exchanged their dark smithing practices for the protection and resources afforded by Naggarond's might.

Every day hundreds, at times even thousands, of souls are dragged in bonds to its abyssal pits by the forge apprentices and guards. Dabbed in ritual paints with runes of Khaine and Vaul by the fallen priest-smiths as they march in great winding processions to the lips of the forge vats. There they are ritually dispatched, drained for the vats by the Brides of Khaine, then tossed further below to be rendered by luckier menials into extra fuel for the ever-hungering forges.

While the fallen priest-smiths ply their artistry in Vaul's name and to meet Malekith's quotas, the witch elves chant to Khaine to imbue their crafts, dedicating the crimson bounty used in the forging process to quench every piece crafted in their wrathful god's name. A combination of blasphemous ritual and ancient craftsmanship that grants the Druchii access to great and terrible devices of slaughter.





0.4.0
- Blood Forge(BETA) mechanic added
- Known issues: the text for two armour pieces extends past the border of the list box, as of yet still trying figure out how to mod that in the UI.

Update: 11 Dec, 2022 @ 8:01pm

0.3.1b

- Added some of the units from previous updates to Morathi's Arks too.

Update: 11 Dec, 2022 @ 9:28am

Morathi sat in thought, weighing out her options while clicking her nails impatiently upon the armrest of the obsidian throne within the hovel they called a Druchii tower in the Petrified Forest.

Exiled and without the support of her kin, she knew it would be an uphill fight against the petty dread lords of Ss'ildra Tor to take the Titan Peaks and reclaim her rightful place within Druchii society.

However bleak though she would overcome this upset, she would punish them all in the end, and none would impede her any longer from repaying the Asur for their crimes against her rightful rule. Not even her shortsighted son.

Just beyond her gaze from this decrepit dark tower's throne room stretched the straits of fear; she could almost smell the salt of the seas and foul human musk of Norscan raiders from here. Yet as offensive, as it was, it was within that foul musk and the sea salt that lay the key to how she would build her legions to conquer these lands and those far beyond.

So be it, she thought as she rose to go down to the war room and address her few remaining loyal dread lords.

Human fanatics and daemons would make for a better army than none, after all.



0.3.1
Updated Morathi's roster, few other minor housekeeping tweaks and clean ups of db tables(related to making these changes below):
- Reworked how all Slaan' units work with her factions tech and skills(to better match their druchii equivalents)
- Added in more mortal chaos units(most are recruited from ports now, old slaan' marauders have been moved to pleasure building), like regular norsca troops and slaan chosen for the tier 5 pleasure building
- Added building restrictions for most daemonic units added to her roster. Here's basic break down:
- Most daemonic units are recruited from the pleasure chain of buildings(furies and keeper are at beasts and sorcery tier 2 respec).
- Units recruited from the pleasure building tier 3 and 4 require first level of sorcery building, units recruited at pleasure building tier 5 require sorcery tier 2.
- Similarly the keeper requires pleasure building tier 5 to be recruited. Figured such a powerful being needs a proper location and "staff" to be summoned(also building's cost makes more sense to me versus tier 5 pleasure), where as the others are simply drawn into existence through worship of cultists, yet still with the aid of sorcerers in the region
- Daemonettes have been left out of the restrictions as they are lesser daemons...and it's a pain to rework unit entries in vanilla for same unit(I can do it, but without data coring they'll be a duplicate, likewise can edit the main entry for daemonettes but then all daemon factions will require a building they dont have, so just said F it)
- Mortals, spawn, and furies as mentioned above have also been left out. They're either drawn in by allure of Morathi, and in case of furies and spawns, simply a "natural" by product of the corruption Morathi spreads in her lands

Update: 10 Dec, 2022 @ 6:03pm

0.3.0
Updated for 2.3 changes, including new way game calculates slave income for raiding with army size.
To do: figure out the UI to add in the little box for how many slaves you get for raiding

Update: 23 Nov, 2022 @ 6:28am

0.2.9b
- Updated for new victory conditions script in 2.3