Total War: WARHAMMER III

Total War: WARHAMMER III

Khazukan Kazakit Ha!
43 Comments
Gejnor  [author] 21 Nov, 2024 @ 1:55pm 
Sorry, i won't really be tuning that as it sorts itself, you only get 20 units and it'll pick the best quality units (or should, sometimes the priority is messed up).

I won't change it because it happens with nearly every race in the game, especially when you make allies and they add their outposts so its just a massive hassle for no real gain as i see it.

Sorry! Hope you like the mod!
Chigooga 21 Nov, 2024 @ 12:23pm 
Hey Genjor,

Settlement Garrison+Walls+Engineer Workshop+Deeps gives ~24 units when this mod is on and I was wondering if this could be toned back so that garrison units aren't replaced? Great mod btw, all good if you can't fix this.
Nanitudine [WIC] 14 May, 2024 @ 12:22pm 
no more base physical resistance? this is going into the book.

Joke aside, it's a single player game, i didn't mind have them a bit OP since i like to build only theme army.
Gejnor  [author] 14 May, 2024 @ 10:36am 
With the bug fix and tweaking today i have removed my version of the age of recknoning script entirely, as CA's fix looks pretty darned guud.

Mod updated.
Gejnor  [author] 13 May, 2024 @ 6:57am 
Nah, im sorry, im just too lazy to list every change i make sometimes. I try and summerize most of the time but things do slip through the cracks.

Im glad you like it!
Videogamer40000 13 May, 2024 @ 6:38am 
Entirely understandable. I just thought I would ask, as I didn't see it listed as being removed anywhere.

Thank you for the quick response and for the mod itself; it is quite a nice option to have.
Gejnor  [author] 13 May, 2024 @ 6:36am 
I have removed it, with the advent of the new units it just didn't feel right anymore to let Slayers have that much resistance natively.

There is however a new +10% physical resist effect to Sayers in the tech tree.
Videogamer40000 13 May, 2024 @ 6:31am 
Was the 20% physical resistance for all slayers removed, or did a patch cause the change to be removed? Since I don't see it in game at all, I thought I would ask.
Gejnor  [author] 6 May, 2024 @ 8:22am 
Sure, i was going more after general feedback than actual self-gameplay and i have no issues reducing it soon(tm)
Mikkla 5 May, 2024 @ 10:32pm 
Thank you for your hard work, I really enjoy your careful changes and your mod! After testing it out I think an Age of reckoning every 20 turns may be a bit too spread out and basically permalocks the outcome to the highest level. After CA releases their fix I'd suggest keeping it at 12-15 turns from my personal opinion.
Gejnor  [author] 1 May, 2024 @ 10:39am 
The mod has been updated for 5.0

Alot of my earlier changes has been reveresed or altered but not all!


Highlights: The Age of Reckning mechanic has a longer duration, from 10 to 20 turns currently.
You need to either start a new campaign or start a new age of reckoning to get the new duration.


Thorek's bonus that affect Oathgold from buildings have been severely reduced due to the fact that you now get a lot more Oathgold from buildings and it legitimately feels like an oversight from CA. The same is true for Runesmiths and Runelords.

I have also further raised the price on Runes from vanilla as they were too cheap post 5.0. keep in mind you can still make an unlimted amount of them as compared to vanilla so i feel this is fair.

Most of my old mini trees added to Thanes, Runesmiths etc are gone since CA made new ones that are good enough.

Engineers keep my remade skilltree however.
Gejnor  [author] 16 Mar, 2024 @ 6:42pm 
It works, doesn't need an update currently.
BeatzCrusader 16 Mar, 2024 @ 4:16pm 
I hope this gets updated
Gejnor  [author] 10 May, 2023 @ 4:49am 
Hello, another minor tweak today:

The mini tree for Runesmiths have gone from 2 points to 3 points, this is to keep them on par with other heroes, as most of the hero skills cost 3 rather than 2 points to invest in.

I have also removed the "Expeditious Endeavour" skill from Runesmiths, Runelords and Thorek Ironbrow that was in their mini melee tree. It didn't feel sufficiently dwarfy to have a speed increase there for a character type that isn't know for being speedy. Instead you now have an Armour increase skill in its place.

Finally, the "Damping" skill in the Runesmith and Runelord trees gains a new effect! This skill was always pretty damned lacklustre and i will admit that i was a bit stumped on what to do with it. I found what i feel is a great fit in the "Dampening" contact effect. It is a contact effect that lowers magical resistance and strips away Magical Attacks from any foe hit by it!
Gejnor  [author] 23 Apr, 2023 @ 4:20pm 
Hello, yet another update has happened and this one is a bit big so i wanted to lay it out for you all!

Firstly, i have increased the max amount of Artillery runes from 1x per army to 3x per army, this means you can now have 3x Rune of Seeking on a single Army for example.

Secondly and the bigger reason for me laying things out:

Runes are now Unlimited, you can craft as many as you like in your campaign, but their costs have been raised by a lot to compensate and to make them feel Rare still.

I have also lowered Thorek Ironbrow's Faction Effect of Runecrafting reduction from -50% to -20%.

The new prices for runes are as follows:

150 Oath Gold for Normal Runes (up from 30)
400 Oath Gold for Master Runes (up from 50)

I feel with how you can generate Oath Gold both passively and actively, this is not really an issue, instead you should now feel a need to be careful when spending Oath Gold, it should potentially become more valuable in your mind.

This is all for now!
Gejnor  [author] 22 Apr, 2023 @ 7:23pm 
I have also enhanced older techs and reduced the turn times cost further, all dwarf techs now cost at most 4 turns each but start out at 2 turns.
Gejnor  [author] 22 Apr, 2023 @ 7:22pm 
There are new techs, new skills, some tweaks to existing weapons such as the Gyrobombers main gun, the Grudge-Raker Shotgun.. A bit too much to go through in detail right now but well worth your time if you like my mods!
Gejnor  [author] 22 Apr, 2023 @ 7:14pm 
Update today, adding a bunch of new things and tweaks in response to the threat from the East.

The unmentionables.

They must be stopped.

Khazukan Kazakit Ha!
Supermag24 14 Feb, 2023 @ 6:52am 
Hey the slayers dont have the updated spell resistance
Gejnor  [author] 4 Dec, 2022 @ 4:57pm 
Updateeddd
Flames of Icarus 13 Nov, 2022 @ 7:50am 
Does this mod need updating?
or does it still work?
Biomüllpirat 4 Nov, 2022 @ 4:17am 
The Runelord with his Anvil of Doom could see some enhancements, perhaps some bound spells?
Nice that other Lords get their mounts unlocked automatically, some kind of compensation for Dawi Lords would be nice.
LemurKing 21 Oct, 2022 @ 1:12pm 
Is there much of a difference in terms of Grudge ageing after the latest patch?
LeFr33man 18 Oct, 2022 @ 7:10pm 
hello, when uspeak of unique items, what do u mean ? are they in the forge or random loots ?
Chigooga 17 Sep, 2022 @ 2:40pm 
Hey Gejnor, it's a rather minor thing but Slayers still have the 25% spell resist instead of the 35% from the 2.1 patch.
Gejnor  [author] 7 Sep, 2022 @ 12:26pm 
Im going for a fresh approach, i sort of like what they did with Thanes, though maybe Dwarf Lords may get it, not entirely sure
Kimplin 7 Sep, 2022 @ 12:24pm 
How much of the changes are you going to add from the wh2 version of the mod? do you still plan to add the mini skill tree and the shieldwall ability to the ironbreakers?
Gejnor  [author] 6 Sep, 2022 @ 10:21am 
Yeah, i don't think anything in my mod touches that so it should be fine
Supermag24 6 Sep, 2022 @ 10:14am 
Hey Gejnor, whenever you get a chance , they updated the game today and gave the dwarfs more spell resistance. Just a heads up.
Gejnor  [author] 4 Sep, 2022 @ 11:21am 
Yeah no worries!
visceraltwist 4 Sep, 2022 @ 10:37am 
Cool man thanks for your help, uploaded it as Grudge Severity Fix - should appear soon. Appreciate it!
Gejnor  [author] 4 Sep, 2022 @ 10:21am 
No, thats basically it! Just rename the table, its good manners and causes less issues for others that way.

Also, PFM? Don't you mean RPFM, PFM is really old.
visceraltwist 4 Sep, 2022 @ 10:18am 
If I just pull out data__grudges_do_not_age_as_severerly will that do it? Or are there entries in other tables affecting grudges? A couple of the entries give me edits and don't open in PFM.
Gejnor  [author] 4 Sep, 2022 @ 9:32am 
Oh and if anyone wants to rip out my fix for a bug fix version that's fine too, just mention me please!
Gejnor  [author] 4 Sep, 2022 @ 9:31am 
Hopefully CA fixes this soon(tm)

As for it being part of a bug fix mod, i didn't want to have another mod to keep track of sorry.

Maybe the fine folks at the community bug fix mod will rectify this issue.
Gejnor  [author] 4 Sep, 2022 @ 9:30am 
Essentially in vanilla, grudges age really quickly, they have thresh-holds in turns 5/10/20/50 i believe and they increase in severity tied to a multiplier with each thresh-hold.

Currently in vanilla said multipliers are a bit insane:
https://media.discordapp.net/attachments/187981150772264960/1014276903630282953/unknown.png

At turn 5, grudge severity goes +50%, at turn 10 +100%, turn 20 +500% and at turn 50 it is a ten time increase or 1000%.

Not only is this far too much, it comes in far too early.

https://cdn.discordapp.com/attachments/290098078806179842/1016021967276613702/unknown.png

This is my solution, there are to be no increases of grudge severity for the first 30 turns, at which point it goes up by +50%, before capping out at 60 turns for a +100% increase in grudge severity.

This may seem too lenient, i won't deny it, but its better than vanillas currently absurd punishing levels.
visceraltwist 4 Sep, 2022 @ 4:04am 
What are the changes to grudges? Grudges are currently bugged, is it possible to separate out the grudge changes as a bug fix?
Blitza001 3 Sep, 2022 @ 10:21am 
any plan to fix the "grudge aborted issue" if you defeat a faction before you beat them in battle 5 times?
warriorandtoaster 1 Sep, 2022 @ 4:03pm 
kazuuuuuk
Tjaktar 1 Sep, 2022 @ 2:35pm 
Could you do something about the wardbreaker skill for runelords and runesmiths. Currently it gives -10% missile and spell resistance to enemies in the local province. Unless the "rune of wrath and ruin" counts as spell damage the spell resistance simply has no use for the dwarves.
Supermag24 1 Sep, 2022 @ 2:17pm 
easy sub
Hot Single In Your Area 1 Sep, 2022 @ 12:27pm 
kazuuk
Ciaphas Cain 1 Sep, 2022 @ 12:23pm 
Awesome mate! Loved this mod back in Wh2!