Total War: WARHAMMER III

Total War: WARHAMMER III

[DEAD MOD] Entangling Slaaneshi Hellscourges
57 Comments
Spartan VI  [author] 30 Dec, 2024 @ 8:43am 
Absolutely! Feel free to use any of the art here if you'd like. :chug:
stormleo77 30 Dec, 2024 @ 2:30am 
can i "resurrect" a more potent version of this mod?
Boer Basher 21 Jun, 2023 @ 12:51am 
I think this has a place in undivided armies especially. Mix them in your frontline with nurgle stuff, get a flank with some Khorne boys and your set. I don't think its necessarily a downgrade to have entangling instead of poison, does something unique.
Spartan VI  [author] 12 May, 2023 @ 8:20pm 
You can only apply 1 "contact phase" in the melee weapons database table, so this mod would overwrite the poison contact phase that was added to these units in update 3.0.

At this point, poison is even stronger than the entangle contact ability that this mod brings, so using this mod would be a nerf compared to 3.0. I would no longer use this mod unless you feel hellscourges are too strong in vanilla, I suppose.

No plans to update this mod further since they're essentially "fixed" in vanilla.
CheesyRamen 23 Apr, 2023 @ 6:51am 
@Solaire, I believe hellscourges got poison attacks with 3.0 and generally units can only have 1 contact effect at a time. Idk which will take priority but this could present issues in coop if the 2 clients disagree which contact effect takes priority.
Solaire 14 Apr, 2023 @ 6:07am 
Does this need an update with 3.0?
Spartan VI  [author] 18 Feb, 2023 @ 11:38am 
Patch 2.4 gave Hellscourges AP after all, was holding out hope for a unique contact ability for such a unique weapon.

Going to sync their weapon values closer to the Patch 2.4 values, then reduce the Entangled! contact ability to only a 10% debuff to melee defense and speed, since they're pretty good damage dealers now.
Gleen Cross 20 Jan, 2023 @ 6:34pm 
For people complaining about the 90% thing, you can reduce (or remove) that by editing the pack file with RPFM, it's the "special_ability_phase_stat_effects" table. However, I found the number curious, 0,1 = 90%?
Veratos 3 Nov, 2022 @ 6:25am 
That 90% reduction is nasty, not sure it's the most balanced decision.
Rick Sanchez 14 Oct, 2022 @ 5:31am 
Adding the 90% reduction of armor piercing was a terrible idea, can you please revert? It makes absolutely zero sense from both a gameplay and lore perspective. 90% is insanely strong, it basically neuters EVERY armor piercing entity and makes these units virtually unkillable. There's no reason that this contact effect should do that.
KoDan76 3 Oct, 2022 @ 2:20pm 
Two questions:
Why does it reduce Armor Piercing damage? I feel like it should jsut reduce melee attack, don't really see how getting entangled by a whip reduces the damage of your weapon.
Second: Would you consider modding this to the DE unit with whips?
Cultish 30 Sep, 2022 @ 5:03am 
90% AP reduction seems far too strong. May as well not even use AP units against them at all at that point.
Spartan VI  [author] 24 Sep, 2022 @ 2:50pm 
I think I found a solution to ease their woes versus Khorne variants. I've added a stat scalar phase that reduces AP by 90% to their contact ability, so they basically impart a portion of their 0 AP curse on whatever they touch. I've reduced the duration of the effect from 20 seconds to 10 seconds and reduced the speed debuff slightly. They'll still lose most of the same 1v1, but without a doubt they're the stickiest and most durable anvil unit now.
Spartan VI  [author] 24 Sep, 2022 @ 12:17pm 
There are already mods that add AP to them, so I won't be doing that here. I suspect that CA didn't intend them to be the star of the show and this contact effect emphasizes their original design role. If CA ever decides to give them AP, then I'll come back and rebalance their contact effect accordingly.
Hampamatta 24 Sep, 2022 @ 11:50am 
they should have a small amount of AP and also anti infantry damage or higher base weapon damage so they can atleast fill a role of dealing with low armored units. becaus i dont hink this one contact effect will make them much more viable compared to spears and swords.
Spartan VI  [author] 10 Sep, 2022 @ 11:29am 
This was originally focused on the Chosen. Didn't feel like seekers needed the help.
fish 10 Sep, 2022 @ 10:49am 
Why not on hellstriders though? You could replace poison with this and keep poison on the spear version to add some variety.
⎛⎝Wafelkowiec⎠⎞ 8 Sep, 2022 @ 11:44am 
I think it would be great if it also caused "vulnerable to charge". Though I don't know if such effect is possible It would be a perfect synergy with chariots. Anyway, great mod, keep doing Slaaneshi work!
Spartan VI  [author] 8 Sep, 2022 @ 8:46am 
You'll have to create a sub-mod then that combines that mod's weapons table with the contact effects in this mod.
WeaponisedMoron_2 8 Sep, 2022 @ 7:48am 
i checked, compatible but does not apply the entangled effect.
Spartan VI  [author] 8 Sep, 2022 @ 7:44am 
You'll have to test it yourself. Not familiar with most other mods.
WeaponisedMoron_2 8 Sep, 2022 @ 7:39am 
Do you know if this mod is compatible with JFred's Slaanesh Zealots mod? It has a unit which uses hellscourges as well.
Spartan VI  [author] 8 Sep, 2022 @ 6:48am 
You'll have to test it yourself. Not familiar with most other mods.
wangpeihao7 8 Sep, 2022 @ 5:46am 
So....it's not compatible with Weapons for Slaanesh Marauders ?
Spartan VI  [author] 7 Sep, 2022 @ 3:18pm 
I'm guessing you meant "shouldn't" right?
Total War-Hamster 7 Sep, 2022 @ 12:07pm 
Love this mod. I feel like they should be applied to devoted marauders though, they were already one of the most cost effective units in the game. Mixed with exhalted daemonettes for charmed, and then the poison and soporific the combo beat anything even end game armies, at half the price. they have such a highjer melee defence and the speed to make the combo charge viable. Now when i use them its just ridiculous.
Spartan VI  [author] 5 Sep, 2022 @ 7:10am 
There's another mod on the workshop that adds AP instead.
Albothug221 4 Sep, 2022 @ 11:17pm 
AN YOU PLEASE MAKE A SUPER AWESOME CHOSEN OF SLANEESH WITH A GREAT WEAPON. OR MAKE THE HELLSCOURGE AP. THANK YOU!!!
Tater 4 Sep, 2022 @ 9:43pm 
What a loreful and immersive way to improve these units! Your solution captures the devs' intent even more than their own version (haha)! Subscribed.
Myonaise 4 Sep, 2022 @ 2:53pm 
This is by far the most elegant solution I've seen for the Hellscourges out here on the workshop. Well done!
Daiquiri 4 Sep, 2022 @ 10:44am 
This is exactly what I was looking for!
Spartan VI  [author] 4 Sep, 2022 @ 9:16am 
@Khorne Flakis, Kell of Oggs
They'll slightly perform better than their vanilla counterparts, but the point isn't to test their balance in 1v1 situations. Ex: I wouldn't test 1 archer vs 1 cavalry then decide the archer is trash because they get bowled over. The emphasis is now on combined arms, Hellscourges trap opponents and tear down their MD so that flankers can get their licks in.
Spartan VI  [author] 4 Sep, 2022 @ 9:13am 
RE: Melee Attack Debuff.
I originally considered a debuff to MA, but decided against it because on paper Chosen of Slaanesh already have the best melee defensive stat lines in the game. I'd argue that they don't need to become brick walls like the Nurgle variants, they need to contribute in a different way. They have the 2nd highest melee defense (non-RoR), only shy of the Ironbreakers by 1 MD point. They also have silver shields (60% missile block), compared to Ironbreakers bronze (35% missile block). They lack 5 armor compared to Ironbreakers, but more than make up for it with 10% physical resist.

The point is that they fail because they cannot kill, not because they're not tank enough. I don't want to make them better killers or copy Nurgle's homework, so I made them better combined arms situations.
Unkindled (Ashen) 4 Sep, 2022 @ 9:10am 
how does this go fare against anything with 70 armor
Spartan VI  [author] 4 Sep, 2022 @ 9:08am 
Yes, it's compatible with reskins. It only changes their weapon table and adds the Entangled! contact effect.
wangpeihao7 4 Sep, 2022 @ 9:06am 
Is this mod compatible with the other remodel mod of the same units?
Spartan VI  [author] 4 Sep, 2022 @ 8:06am 
Yes it's save game compatible.
Solmyr 4 Sep, 2022 @ 8:04am 
Is this safe to add mid-game? I JUST started an Azazel campaign. xD
Total War-Hamster 4 Sep, 2022 @ 7:31am 
I agree with my well endowed friend below
Obi-wan_Kenobi 4 Sep, 2022 @ 5:21am 
will be good if entangled reduce enemy melee attack instead of melee defend, their role is to keep enemy at bay, and flanked unit do the damage to kill pin enemy

just my opinion
Neuromancer 3 Sep, 2022 @ 7:21am 
@Spartan VI - Big fan of your brilliant mods. I would suggest, if possible, a pack containing this mod and both daemonette mods (reskin and contact effect).
dan_newman123 2 Sep, 2022 @ 11:21am 
Brilliant!
Neil 1 Sep, 2022 @ 11:28pm 
Just a superbly rational idea/solution. Great mod!
Shocky 31 Aug, 2022 @ 8:14am 
I felt like I had 0 reason what so ever to use Hellscourge troops since they, across the board performed worse than normal variants and coming with higher costs as well !
Thanks for fixing them!
Spartan VI  [author] 30 Aug, 2022 @ 8:48pm 
Updated today. Hellscourge variants of Marauders, Chaos Warriors of Slaanesh, and Chosen will no longer lose their "Entangled" contact ability when researching "Decadent Apostles" in the campaign. The ability will still apply to all the non-hellscourge variants. Thanks to Theakrus for that solution! :chug:

Also reduced the slowing affect from 35% to 30%, which is probably still a hair too strong. I'm finding that if cavalry or especially a Lord/Hero touches these guys, they're in for a really bad time if they try to escape.
FloridaMan 29 Aug, 2022 @ 6:23pm 
Great mod, Slaanesh needs this love. Maybe you could make your own contact effect so when that tech is researched it gives Hellscourges 'Soporific Entanglement' with both effects on it instead?
Spartan VI  [author] 29 Aug, 2022 @ 5:23pm 
So Theakrus brought up a good point. There's a Slaaneshi tech, Decadent Apostles, that applies the "Soporific Musk" to Marauders, Warriors, and Chosen. Since the game only allows 1 melee contact ability at a time, it overwrites the mod. Will figure out a workaround soon.
Empyrial 29 Aug, 2022 @ 5:06pm 
Those whips needed a buff, enemies lower their guard as they acclimate to the blissful pain! Lowering armor value over time would also be a good way to mechanize that aesthetic.
☞ PrimarcH ☚ 29 Aug, 2022 @ 9:12am 
really love Whip Weapon for slaanesh and this mod GIVE REAL POWER to this amazing weapon thks guys for this new units!!:dxmupvote:
Spartan VI  [author] 29 Aug, 2022 @ 6:58am 
While on paper, it does seem silly that even skavenslaves, peasants, and zombies have more AP, it's the tiniest variable in the grand equation. Try them, they don't really need the AP if they have a defined purpose.