Total War: WARHAMMER III

Total War: WARHAMMER III

New mod link in description. Mixu's Legendary Lords - SFO
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Update: 26 Jan, 2024 @ 8:21am

Main table done
More stuff from Gabe and Cerb

Update: 24 Jan, 2024 @ 10:34am

Overhauls to skills and abilities by Cerberias and Gabesky. Too numerous to note. Still many more to come.

Update: 19 Jan, 2024 @ 4:46pm

Hotfix
Reverted almost all values back to vanilla in main_units table. This is because of a tonne of little inconsistencies, some of which causing issues ingame. Don't worry, this was alreayd my next table to rebalance, so I'll find time this weekend (Somehow!).
Re-fixed issue with Mixu Gyrocopter showing up on custom battles as well as SFO's (I had already fixed this before - The joys of reqoekring the whole mod and missing a few things)

Update: 19 Jan, 2024 @ 8:21am

The great rebalancing has begun! Cerberias and Gabesky are helping me go through all the tables that require balancing! :)

I've updated all the unit sets, fixed the issues about Taal (Thanks for the report), and updated everything in the land_units table. There's still a tonne to review, but let me know if you feel like any balance is off, or people aren't suited for their roles, or need to be buffed/nerfed.

Update: 18 Jan, 2024 @ 12:40am

Patch 4.3.11
Double checked changes now between my old submod prior to the update and now, and found a few little things that had been removed
Created a list of things to check once the Manann's Blades faction is updated for campaign
Checked ingame that all Norsca buildings/garrisons/settlements are correct, and removed a few redundant tables
Changed Mixu's Chaos Dragon to a Greater Chaos Dragon of Tzeentch - Slightly less attack, slightly more defence and has 1000 points of barrier
Moved Mixu's Tzeentch Chaos Dragon from major settlement garrison 3-5 (Which also removes it from other Tzeentch factions garrisons), and replaced it with the Greater Chaos Dragon of Tzeentch with tier 5 dragon recruitment building
Reported to Venris that Legendary Hero tag/icon (unit set) currently have the Legendary Lord tag (So gold/yellow instead of red)
Went through a billion unit sets. There are probably still some missing. Let me know

db/armed_citizenry_units_to_unit_groups_junctions_tables/ab_mixu_legendary_lords_dev - Datacored and !cabal_garrisons
Balanced Cabals garrisons

db/building_levels_tables/!ab_mixu_legendary_lords
Removed UI visibility for mixu_tze_cabal_chaos_dragon as the Greater Chaos Dragon of Tzeentch is recruited from the settlement building

db/faction_agent_permitted_subtypes_tables/agents
Added more SFO agents to Mixu's factions

db/trait_level_effects_tables/!queek_awe
Added last few Mixu LL's to table for Queek's Head Hunting Mechanic

db/units_to_groupings_military_permissions_tables/!missing_units
Added a few more units to mixu_cabal, mixu_skaeling, mixu_emp_pirates and wh_main_group_empire_reikland

Update: 17 Jan, 2024 @ 1:06am

Patch 4.3.10
Went through every table again!! Made sure there was no missing entries, removed redundant tables (Some bug fixes Mixu implemented I'd reported), lots of little changes

db/campaign_stances_factions_junctions_tables/!stances
Added wh2_main_lzd_tlaxtlan, mixer_tze_van_horstmann and mixer_emp_van_der_kraal to Astromancy and Channeling stance

db/effect_bundles_to_effects_junctions_tables/!!tetto_beastmen_norsca_kraal_stances
Matched Kraal's pirate faction with SFO Vampire Coast cabin effects

db/building_levels_tables
Adjusted some costs of buildings

dwarf_confederation tables
Added Kazador Dragonslayer and Grimm Burlockson to Dwarf confederation mechanics (Need to check if Kragg needs to be added as well)

db/trait_level_effects_tables/!queek_awe
Added in fix for Queek's Awe mechanic, so that the Mixu LL's count - Thanks Gabesky

db/special_ability_phase_stat_effects_tables/!tullaris_murderous_supremacy and db/special_ability_phases_tables/!tullaris_murderous_supremacy
Changed Tullaris' Murderous Supremacy to have the same stats as Murderous Mastery, but added on 20% speed buff and increased vigour from 1 to 2%

Update: 15 Jan, 2024 @ 3:41pm

Notes I can remember from fully reviewing the whole mod

Increased discoverability on agents
Matched Empire and Norsca faction that has the cabin ship thing to match SFO Vampire Coast cabin effects - Changes got deleted from the recent update
Made changes to variants table
Adjusted cost of recruiting agents/lords
Made AI consider recruiting Mixu's RoR units more
Added SFO Savage Warboss to benefit from Mixu's Greenskin recruitment level for Warbosses, and added in some other units to other buffs in the unit sets
Added SFO Savage Warboss to Gorfang tribe; and the Grandmaster and Warrior Priest of Taal to Empire factions (I haven't tested the agent recruitments yet, or if it was even a problem in the first place; but the added tables shouldn't cause a problem and I can remove redundant lines in the future)
Adjusted some of the abilities Grimm gets
Changed faction potential
Changed faction UI themes

Update: 11 Jan, 2024 @ 10:14am

Another big update. This one is a 'complete' review of the whole mod. I added the pack file into SFO's, and went through every table that was under the same folder. I've added a lot of other little changes. I've reworked the table layout, so that moving forward there should be less stuff ups as it's less choatic.

The mod is now easily set up for a complete review of the balance of everything (Thanks to Cerberias. El Papa is taking a well deserved break!). Arker has been helping heaps with feedback and suggestions on making certains things feel more impactful.

Once all that is done. I will spend some more time seeing if there are some extra unique skills to add to the lords, and making sure everyones faction mechanics are working.

In this update I've made way too many changes to note.

Update: 10 Jan, 2024 @ 5:14am

Patch 4.3.9
This actually took me ages as there was a lot of indepth balancing and work done on faction mechanics. Arker has really been helping a lot with suggestions for balance, and I'm always open to everones suggestions :)

Tables with !beastmen_stances + datacored db/campaign_stance_effects_junctions_tables/!lizardmen_beastmen_stances
Fixed up the beastmen recuiting stancing taking up movement.. AGAIN!!!

db/campaign_mercenary_unit_character_level_restrictions_tables/!ror_recruit_level
Started editting recruit ranks for some RoR, Ossian Guard/Blades of the Blood Queen. Each can recruit their own RoR at 8, the others RoR at 14, other Dark Elves recruit both at 20

Difference between Ossian and Blades is Ossian are 'slightly more' attack focused that Blades

Added Ossian Guard Blades of the Blood Queen to Tullaris' and Heleebron's unit sets buffs
Rebalanced Ossian Guards - !!!!rebalanced tables

Fully reviewed faction mechanics/tech tree/skill tree/items/stances/stats/weapons/abilities of Tullaris - Too many changes to note. But nerfed his initial stats, buffed his skill line to really focus on executioners.
- Tullaris now starts with Murderous Mastery, and gains a slightly stronger version with Murderous Supremacy
- Implemented Malekiths confederation mechanic so now Tullaris can be confederated
- Will need to nerf 'The Blade of Har Ganeths' weapon ability
- Confirmed upgrade resource mechanic has correct units for Tullaris and Hellebroni

Reviewed faction mechanics/tech tree/skill tree/items/stances of Gorfang - Not yet rebalanced stats/weapons/abilities
- Fixed up Waaagh to SFO standards
- Will need to slightly buff quest items for Gorfang

Update: 8 Jan, 2024 @ 11:42pm

Patch 4.3.8
***Fixed issue people have been having with spells and abilities*** **Please make sure to unsub/resub/force download after this update to make sure you have the updated files***
I just realised a big f up that I had made with one of the updates to Mixu's last month sometime. I imported the db/special_ability_phases_tables/SFO_data table to create some of my own new effects, and forgot to rename the table. So all the issues with spells/abilities/phases not working as per SFO (there's a lot of them), was because of this.
So sorry! I'm only human and an exhausted one at that!

db/character_skill_level_to_effects_junctions_tables/!morella_fix
Fixed Morellas 'Sweet Sorrow' army ability not working. Mixu had put character_to_force_own_alt_text but it needs character_to_force_own - Changed and reported to Mixu

db/character_skill_level_to_effects_junctions_tables/!gyro_mount
Changed Grimm's Gyrocoptor vangaurd skill to be factionwide for all gyrocoptor mounts and units, as opposed to only him

db/unit_set_to_unit_junctions_tables/longbows
Added SFO Bretonnia archers to Chillfroys buff - brt_longbows and brt_hood to mixu_brt_bowmen
- Need to check other SFO units for other Mixu unit sets

db/projectiles_tables/!!!rebalanced
Re-rebalanced Dwarf Sniper upgrade for Thunderers to be less of a universal upgrade. They should still be well worth it and may need to be nerfed/rebalanced again

db/land_units_to_unit_abilites_junctions_tables/!!SFO_mixu_legendary_lords
Gave Theodore Bruckner same passive as empire captain - emp_passive_main_1 to mixu_emp_cha_theodore_bruckner

Another rework for Tullaris. SFO already gives some buffs to the Executioners and Witch Elves and Sisters of Slaughter (Units of Khaine), as they already start with Murderours Mastery.
Multiple tables !tull_skills
Given Tullaris and Executioners terror from Infamous and Feared skill
Changed 30% vigour reduction to perfect Vigour for Tullaris and Executionrs from Hand of Khaine

To do:
Disabled innate fear buff in Chsoen of Khaine for Khaine units, and move to skill tree, where Executioners and Tullaris get terror - db/character_skill_level_to_effects_junctions_tables/mixu_le_huss_innates
Edit changes to Murderous Mastery. Have Tullaris start with Mastery, and get Supremacy that adds a speed buff from skill tree