Total War: WARHAMMER III

Total War: WARHAMMER III

Knights of the Grail
25 Comments
Gejnor  [author] 15 May, 2024 @ 5:36am 
Also, Alberics climates have been adjusted slightly.

He now has uninhabitable with Deserts, but Temperate Islands and Ocean climates are suitable to him.
Gejnor  [author] 15 May, 2024 @ 5:30am 
Update: Alberic de Bordeleaux's faction has been given quite a few tweaks and proddings to make him more unique.

He now has faction effects and techs that reflect his mission more than before, no longer is he supposed to unify all of Bretonnia with confederations, rather his goal is to root out the seas of pirate scum of all flavours.

He has been given a factionwide diplomatic malus vs Dark Elves, Norsca and Vampire Coast.

His lord effects and skills have gone from being hyper focused on Knights of the Realm to all Knights (with lesser effects to balance out this change).

He now has a bigger mini tree, with a nice new endcap skill which i think you will all really like.

He has new unique techs, nearly all of the confederate x bretonnian faction are gone, besides his own home province of Aquitaine.

While i could not change his final quest battle, his victory objectives are very open to interpretation so thats why i made this change.

Thats mostly all, enjoy the changes!
Gejnor  [author] 1 May, 2024 @ 2:38pm 
Updated for 5.0, nothing really changed yet though.
Daverin2112 28 May, 2023 @ 6:45am 
Your mod does, in fact, work with Lily's, as well as Immersive Bretonnia Upgrade.

If you get the best of all 3, kind of an absurd late game force, but, ya know... not like that is unusual in vanilla anyways, lol.
Gejnor  [author] 28 May, 2023 @ 5:36am 
Another small update:

In a reaction to the buffs bretonnia has received, i have decided to lower the barrier health gained from Chivalry by 200 per tier, it now goes 200/300/400/500 barrier health.

I still want the barriers but feel they were a bit too strong now in combination with +15% Wardsave and the other outstanding changes to Grail Knights and Guardians. Before the change it felt a bit more necessary but now i want the barrier to just feel like a nice bonus.


I have also added in Hippogryph Knights as a garrison unit for Tier 5 major settlements.
Gejnor  [author] 28 May, 2023 @ 4:56am 
I do not know, i don't use that mod so i cannot tell you.

Try both on if you want and if you get issues just disable this one?
Harman 28 May, 2023 @ 3:04am 
does this work with lily's mod?
Gejnor  [author] 26 May, 2023 @ 4:34pm 
Another update today, did some garrison changes among of which the Paladin comes back as a garrison "lord" at tier 3 and beyond in minor and major settlements.

Some techs have been buffed.

Louens unique skill tree has been changed/buffed too.

The tier 4 barracks building offers a new effect, making it worth getting now that it offers no new units to recruit, with Foot Squires being at tier 3 now.
Gejnor  [author] 27 Apr, 2023 @ 12:39am 
Sorry, not really!

I do this on my own free time, and make changes along the way.

But i will mention i bring my changes up to friends who give me feedback, if i go too far they let me know. I do tone things down if they are too strong too.

I try and keep things within limitations such as "if this was released right now as a new DLC, what sort of features would it have?"
RVT 26 Apr, 2023 @ 4:00pm 
Just heard about this mod, excited to try it out. Love Brets but some of their tuning and campaign mechanics have always made me bounce off them. Sounds like this mod fixes most of the stuff that sucked. Is there a full list of changes from vanilla anywhere?
Gejnor  [author] 18 Apr, 2023 @ 8:03am 
Update today:

Added a new tech that gives bonus vs large and chivalry when fighting Lizardmen
Gejnor  [author] 17 Apr, 2023 @ 5:25pm 
The skill "Worshippers of the Grail" now instead give Melee Attack and Defence rather than Melee Attack and Armour to their targeted units.
Gejnor  [author] 17 Apr, 2023 @ 5:25pm 
Mod updated again, quite a few things have been added:

Barrier health has been added to Knights, Lords, Heroes and the Green Knight via the chivalry progression bar, the further you go, the more barrier health you get on those units. Ze lady blesses you!

I have added the bound spells found on the Damsel to the Prophetess, and both Prophetess and Damsels have gained a new skill "graceful casting" which gives them a winds of magic cost reduction to their spell lores.

The Fay Enchantress now has an item set with nice bonuses if you get both her items!

Generic Lords have a mini skill tree with some nice effects.

Stables and Temples now give stacking global recruit rank increases to Paladin and Damsels respectively.

The Green Knight gains two of the bound spells introduced to the Damsel and Prophetess, he now has 4 abilities tied to him, and should further the cause of making him feel like a true legendary hero.
RIP AND TEAR 3 Apr, 2023 @ 4:54pm 
this is very good, ze lady is very happy with you
Gejnor  [author] 3 Apr, 2023 @ 11:45am 
A new tech has been added that gives magical attacks to Foot Squires, Pegasus Knights, Questing Knights and Royal Hippogryph Knights.

For the final time, i have moved down the remaining Knights a tier. This means that you can now start recruiting Errant Knights at Tier 1 and Knights of the Realm at Tier 2. I did this because Tier 3 felt both crowded and it would be a neat niche for Bretonnia to be able to get proper, if somewhat weak, Knights immediately upon building a Stable.
Gejnor  [author] 3 Apr, 2023 @ 11:44am 
A new update once again:

The Damsel hero has a selection of mutually exclusive Bound Spells: Earth Blood, Missile Mirror and Net of Amnytok. These spells come online at rank 10.

The Green Knight has gotten further buffs to his speed, mass, charge speed, attack intervals and other goodies to make him better at fighting mobs of foes.

He also gains a new explosion ability centred around himself called "Guardian's Wrath" that does not hit friendly foes, does 100% ap damage and lets him escape from tough situations if needed. Consider this ability in Beta and subject to change as i may nerf or otherwise overhaul it if needed.
Gejnor  [author] 30 Mar, 2023 @ 10:41pm 
Another update today!

The biggest thing are:

A new effect when reaching the highest tier of Chivalry granting Devastating Flanker to all Bretonnian Knights, all Martial mounted Characters (anyone who fights primarily in melee and is not a spellcaster) and the Green Knight.

Another new effect that comes online at the second highest tier gives Strider to all Knights units, this carries over to the maximum tier of chivalry as well.

Vows now have more powerful effects, at every tier, making them more worth pursuing.

Quite a few minor tweaks that are a bit much to get into here, but they are improvements overall!
Gejnor  [author] 29 Mar, 2023 @ 2:35pm 
Updated today, some changes include:

Further buffs to the Green Knight, he has high Melee Defence and Bonus vs Large and Infantry in respectable measure.

Foot Squires are tier 3 now, the last building in the chain gives an infantry rank bonus instead, and the Barracks chain is cheaper.

The Vows now longer provide an upkeep reduction to certain units, instead the upkeep values are just the standard value by default; you can now recruit a lord and place knights in that army immediately without having to unlock said vows. I am working on making vows better to compensate for this, more on that later.
Gejnor  [author] 9 Dec, 2022 @ 5:45am 
Small patch today which buffs the Green Knight.

He gains 25% missile and magic resistance, as well as the Perfect Vigour attribute.
Trepen0004 5 Dec, 2022 @ 5:11pm 
Always feel grail knights could do with a slight buff so to be on similar par to chaos knights and blood knights
Gejnor  [author] 5 Dec, 2022 @ 5:09am 
Right, another update to the mod, been inspired i suppose.

I realised how dumb the recruitment process for basic units are for Bretonnia, and unshackled the Peasant Mobs and basic Archers from the Farms line of buildings, instead these can now just be recruited straight away due to now being tied to the settlement building instead much like every other race in the game.

I also upated/added some new effects to Louen's Faction Effects, he has faster forces in combat and gains extra chivalry when defeating the enemies he boosts in his Lord Effect.
Gejnor  [author] 4 Dec, 2022 @ 4:48pm 
Along with this i have also buffed/added new lord effects to the Fay Enchantress so that she feels a bit better as a choice. She had an excellent faction effect but really nothing in her Lord Effects and i felt it was time to remedy that.

There are more changes but i cannot turn this into a wall of text, tldr: the blue line of skills are better now too.
Gejnor  [author] 4 Dec, 2022 @ 4:48pm 
An update tonight:

Its been bugging me almost ever since Bretonnia was added in how useless the Grail Relique feels.

While it has a use in MP, or did back in the day, it feels like a wasted slot for Campaign play.

So in this update i have done three things to mitigate this:

1.) Its Aura has been buffed, making it a better support unit, it gives a little bit of melee defence and a -1% vigour per second reduction.

2.) given it a damage value more worthy of the semi-SEM unit that it is, it hits weaker than a caster lord but it is now more akin to a monster unit tied to your infantry line. Its price and upkeep has been upped to compensate for now.

3.) It can now be unlocked as early as Tier 2, as long as you build the Temple building.

Needless to say this is all subject to change and feedback is appreciated in how it feels. I will also conduct my own play-testing for this very purpose.
Redbaron998 3 Dec, 2022 @ 8:44am 
Greatly enjoyed this mod in WH2. Thank you
linkfire12 3 Dec, 2022 @ 5:23am 
Always wonderful to see your reworks making the game more fun and dynamic.