Total War: WARHAMMER III

Total War: WARHAMMER III

Better Chaos Cults
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Update: 11 Jul @ 3:45pm

- Updated the mod thumbnail to show Khorne is now complete.

Update: 11 Jul @ 3:35pm

New Features
- Introduced new Khorne cult buildings.
- Added a UI element on settlement screens showing the number (and names) of adjacent regions.
- Regular cults can now upgrade into Magus Cults.
- Added alternate incident text for when a cult expands into an abandoned region.

Gameplay & Mechanics
- Reworked how experience is granted to unembedded agents via cult buildings.
- Slightly overhauled the garrison health-reduction effect’s functionality.
- Cults can no longer expand into regions already occupied by another cult; an incident now triggers when expansion fails due to a competing cult.
- Only one Chaos cult may occupy a settlement at a time; new cults established by cultists will replace any existing cult (with a diplomatic penalty to the previous owner).
- Reworked logic for revealing cults to settlement owners so that each non-allied character in the region rolls separately.
- MCT settings have been reworked and reset to new defaults.

Building & Effects
- Restored thematically colored icons for all ritual buildings.
- Fixed how cult buildings destroy themselves when triggering their effects and ensured no construction-cost refunds on self-destruct.
- Moved the “Disband Cult” option into its own building set to workaround an inconsistent display bug; improved icon visibility across all building sets.
- Changed the base Cult Magus building to apply –3 Control to the region (instead of +3).
- Increased Discoverability from the base Cult Magus building from –20 to +20.
- Increased maintenance cost of the Infernal Warforge from 300 to 400; it no longer self-destructs when awarding an item.
- Added the missing cult-reveal-chance effect and updated its text/icon for the Khorne ritual anchor; applied the proper Khorne version of that effect to all settlement types.
- Adjusted random-item effects: Nurgle now rewards up to Uncommon quality, Khorne only rewards Uncommon.

Bug Fixes
- Fixed a bug where the garrison health-reduction effect could “over-heal” more-damaged units.
- Corrected an issue where the Nurgle daemon recruit-rank bonus applied to all Nurgle units.
- Fixed inconsistent behavior where some cults wouldn’t survive razing under certain MCT settings.
- Resolved a bug allowing multiple Cult Magus building chains in the same cult.
- Fixed the cap of two free random cult spawns, now respecting MCT settings.
- Patched Growth-building effects so they properly apply to the entire province.
- Removed capital letters from a script name that prevented the game from starting as of update 6.1.

Requirements & Settings
- New requirement: Ace Core Library mod is now mandatory.
- Default “Minimum Cult Spawn Distance from Territory” reduced from 200 000 to 150 000.
- Default “Minimum Cult Spawn Distance from Cults” increased from 20 000 to 30 000.

Update: 26 Mar @ 2:35pm

- Removed the capitalized "MCT" in a script file name that prevented the game from opening as of game update 6.1.

Update: 11 Jan @ 12:28pm

- Re-release since path 5.3 with Nurgle cults.

Update: 13 Jul, 2024 @ 9:01am

- Fixed a potential script error with cult expansion when the region the cult was present in was abandoned (ruins).

Update: 9 Jul, 2024 @ 6:47pm

- Reduced the bonus Control penalty provided by Khorne cults from -2 to -1, this can help with recovering from rebellions in the short-term.

Update: 7 Jul, 2024 @ 3:55pm

- Fixed a bug introduced in the last update that prevented Slaanesh players from using the Create Army (recruit new general) button in settlements they owned.

Update: 7 Jul, 2024 @ 12:03pm

- Reworked Slaanesh cults.
- Fixed a bug with cult expansion so that they will no longer expand to regions of the same culture.
- Added logic to remove cults that have somehow made it into settlements owned by the same culture.
- Added a 5%/10%/20% to reveal local Slaanesh cults to all vanilla Protection building chains.

Update: 6 Jul, 2024 @ 7:23am

- Improved detection of cult spawn locations that are near factions of the same culture as the would-be cult.
- Added an MCT setting to allow cults to spawn in regions that are adjacent to factions of the same culture.
- Increased the construction cost of the Tzeentch teleportation cult buildings from 2000 to 2500.

Update: 6 Jul, 2024 @ 6:35am

- Fixed a bug where changes to certain MCT settings weren't honored until the game was reloaded.
- Allowed minor Tzeentch faction cultists to use the Establish Cults agent action.