Total War: WARHAMMER III

Total War: WARHAMMER III

[DEPRECATED] A Wrong Put Right: Grudges and Oathgold Rework
72 Comments
Gator 15 Jun, 2024 @ 8:09pm 
R.I.P to the best Dawi rework for the most fun campaigns. It's nice that CA finally got off their butts and gave them the rework they needed, but all honor the ancestors of Dux for picking up their slack in the meantime.
akeean 2 May, 2024 @ 4:30pm 
Thank you! Let it honorably sink to the depth of the workshop, deeper than any modder should ever dig in search of the riches of the ancestors.
VictorWJ 30 Apr, 2024 @ 12:21pm 
thanks for your work,the Mountains will remember!
Dux  [author] 30 Apr, 2024 @ 12:17pm 
@akeean:
The mod is unlisted now, but I am leaving it up for those in your situation. It can be accessed directly.
akeean 30 Apr, 2024 @ 12:15pm 
Please don't remove the mod, some people like to run older version of the game via rollback. Just tag the last compatible game version in title and disable comments.
General Titmouse 28 Apr, 2024 @ 7:40am 
Thank you, Dux!
Dragon32 25 Apr, 2024 @ 7:09am 
Thanks to you, Dux.
achris1206z 24 Apr, 2024 @ 9:58pm 
Thx, farewell
Dux  [author] 16 Apr, 2024 @ 9:36am 
With the reveal of Dwarf changes coming in the near future, this mod is in its last couple of weeks of life. I will be disabling it once 5.0 drops. Thanks to everyone who used and enjoyed it.
Dux  [author] 14 Apr, 2024 @ 12:27pm 
@Rendon:
There is no technical limit (well, maybe there is eventually, but it would take an extreme number of grudges to reach it), but it would be a bit of a balance issue in the sense that starting grudge severity would be much higher and spiral out of control much more quickly than designed. Also, some LLs (namely Thorgrim and Ungrim) have more legendary grudges than the other, so it would make these campaigns in particular more imbalanced.
Rendon 12 Apr, 2024 @ 4:31pm 
Is it at all possible to make all the legendary grudges available or is there some kind of technical limit preventing this.
Dux  [author] 24 Feb, 2024 @ 8:00pm 
Mod updated for 4.2! No changes, just a compatibility check.

NOTE: This mod is already set to only load on the IE campaign, so I not sure at this time why it's causing a crash with the Old World mod. For now, please simply disable this mod if you intend to play using the Old World mod.
Dux  [author] 17 Feb, 2024 @ 11:35am 
@flupo42:
There's code in place to abort these grudges if the faction in question is eliminated. You won't get any reward, but the grudge (and its contribution to severity) will disappear.
flupo42 16 Feb, 2024 @ 9:05am 
Do grudges aimed at specific factions or characters disappear if targets are entirely defeated without completing their conditions?
Dux  [author] 7 Feb, 2024 @ 8:10am 
This mod only supports Immortal Empires. I would essentially need to remake it for it to work with Old World, which I have no plans of doing right now. I will release a small patch soon that will prevent the mod from trying to load outside of IE, though, which should prevent any crashing issues.
BrikBrak [FR] 5 Feb, 2024 @ 9:56pm 
Old word campaigne make the game crash with this mod ... i guess it isn't design for this map
Rauri 2 Dec, 2023 @ 8:07pm 
I tried using this mod with the old world mod during the beta and it caused a ctd. Afaik it still does
Dux  [author] 2 Dec, 2023 @ 2:24pm 
@EndlessSauron:
I haven't tested it, but it's unlikely. The generic grudges and Oathgold changes should work, but the legendary grudges are tied to specific objectives on the Immortal Empires map, which will almost certainly be a problem.
EndlessSauron 29 Nov, 2023 @ 7:51am 
Is this mod compatible with The Old World mod?
Dux  [author] 21 Nov, 2023 @ 7:58am 
Mod updated for 4.1! No changes required.

@硕鼠:
This mod is probably not compatible with SFO, and I have no interested in making a submod for it (although anyone who wants to can have at it).
少林功夫好 8 Nov, 2023 @ 7:52am 
This mod seems to make SFO's post-battle Oathgold disappear. Is this a BUG?
Dux  [author] 5 Oct, 2023 @ 7:26am 
Mod updated for the latest hotfix!

CA fixed Belegar's lost Karak Eight Peaks reward themselves, so that's been removed from this mod. Additionally, the previously mentioned Oathgold per turn feature for maintaining low grudge severity has been added! The current value is 10 Oathgold per turn for maintaining the lowest level of grudge severity. This value can be easily tweaked if it proves to be too much or not enough based on player feedback. Happy Grudgin'!
Dux  [author] 31 Aug, 2023 @ 9:48pm 
Mod updated for 4.0! No changes required, but mod was checked for compatibility.

In the near future, I plan to add a substantive update for the mod that will provide constant Oathgold rewards for maintaining very low grudge severity. The idea here is to encourage maintaining a low grudge level in the mid-to-late game as the best way to keep the Oathgold flowing.
Dux  [author] 31 Aug, 2023 @ 1:46pm 
@Murthor Oathstone:
Currently testing all of my mods for 4.0, will give the official "all good" confirmation soon. It doesn't look like CA did anything with the grudges script, though, so this mod is most likely just fine as-is.
Murthor Oathstone 31 Aug, 2023 @ 1:03pm 
Update?
Aristocratic Astorian 24 Aug, 2023 @ 7:26am 
Never mind, figured out the issue. I didn't realise the Slayer doomseeker mod was tied to grudges
Aristocratic Astorian 24 Aug, 2023 @ 7:17am 
Mod isn't working for me, I don't have any mods on that effect grudges
sigmars_disciple 22 Jul, 2023 @ 3:48pm 
Great (if not even essential) mod for playing Dawi. 10/10
Daverin2112 30 Jun, 2023 @ 8:02am 
@Guvenoren unfortunately, at the end of the day, oathgold already is kind of there, and so other mods that have elected to use it as a resource are balanced with that in mind. Dux, ofc, doesn't -have- to consider that at all, but I am sure I am not the only one who thinks his basic premise is correct, that he just needs to make grudges "worth it" enough to meaningfully help drive the campaign, and that we don't need to overly limit the oathgold to do that. Just instead make sure it is the grudge system that rewards it.

The only thing I could think of at that point is two versions of the mod, with one giving more plentiful oathgold than the other, but that is probably a needless amount of work for Dux.
Guvenoren 29 Jun, 2023 @ 6:34pm 
Be careful not to make oathgold become like influence has become for HEF. They just get too much of it to the point that getting a 60 influence lord is just standard.

I still vote for effect bundle bonuses, whether timed or permanent for the really hard ones, is a solid motive to pursue grudges.

I really wish grudges could affect AI too then
Daverin2112 29 Jun, 2023 @ 6:28pm 
Oathgold income as a consequence of low severity sounds like a FANTASTIC idea, tbh. Don't get me wrong, I definitely love them becoming the focus of how a dwarf plays, just want enough oathgold to fuel my unit upgrades, lolololol.
Dux  [author] 29 Jun, 2023 @ 6:12pm 
@Guvenoren:
I believe all missions (which includes grudges) are for players only.

@Daverin2112:
I felt like Oathgold rewards for battles were way over-tuned in vanilla, to the point where you could ignore grudge and building sources for it altogether, which flies in the face of the original design for the resource. If it seems like you can't get enough from grudges (keep in mind, these values are *much* higher in my mod than in vanilla), I would consider maybe boosting the building values more, but I don't want to restore battle Oathgold rewards to anything close to vanilla. Another idea is to add Oathgold per turn as an added bonus for maintaining low grudge severity. Thoughts?
Daverin2112 29 Jun, 2023 @ 4:55pm 
Yeah, the more I have played with this, the more I realize I don't think the oathgold amount fares well compared to vanilla's battles. Doesn't help I have Dirty Dan's mods, so you REALLY need all the oathgold then.

At the least, Guv's point on adding a permanent effect to the legendary's is a good one, and often times that kind of thing really makes it feel like you "have" to go for those as a player. Like... it's permanent, I must have it. Let's kill Malekith.
flameshroud 13 Jun, 2023 @ 11:09pm 
a pile of oathgold could do the trick, than you can make any rune you want
Guvenoren 12 Jun, 2023 @ 5:35am 
Also, another question, any idea of the AI actually get to use grudges themselves? Like, can they get rewards by per random chance actually fulfilling a grudge mission?
Guvenoren 12 Jun, 2023 @ 5:34am 
Althought I love the idea of this mod, the rewards are still pityful.
Instead of like "Wow you checked out a millennia long grudge at the cost of so many of our people, here get some ok sum of treasury and a useless rune rock you'll likely won't use." , I suggest maybe add some effect bundles with some 5-15 turn effects to boost your armies or boost your settlements or whatnot for a decent sum of turns. Maybe even special legendary missions give permanent effect bundles to boost your armies. Making your endevour much more rewarding as a player. Because even with this mod on, I still don't think it would feel that rewarding.
Gaizaz 9 Jun, 2023 @ 1:01pm 
severity 89. and now in next turn i got 2 slayers. it is 20% for giant. and 40% for reg now.. not sure there were none.
Dux  [author] 9 Jun, 2023 @ 11:19am 
@Gaizaz:
Are you using any other mods? I have gone through a lot of Dwarf campaign gameplay with this mod enabled, and Slayer generation seems normal. The current per-turn percentage chance should be displayed over the unit cards in the Regiments of Renown recruitment menu.
Gaizaz 9 Jun, 2023 @ 10:26am 
Did the code mess up slayer % im on turn 40 almost full grudge half of the campaign and 1 set of dragonslayers and 0 normal ones available for recruitment.
Dux  [author] 8 Jun, 2023 @ 6:04am 
@flameshroud:
That's a neat idea. It would make Thorgrim/Ungrim campaigns significantly harder, but it could make for a fun challenge. I'll consider adding that for the next update!

@Gaizaz:
This mod actually reduces Thorek's starting grudge level compared to vanilla, as the base severity of each of his artefact grudges has been reduced to 4. He starts at the same level as every other Dwarf faction with this mod. However, the changes to multipliers mean that you will need to start chipping away at these grudges more quickly to keep that level low.
flameshroud 7 Jun, 2023 @ 2:04pm 
strike out every grudge! im doing a thorgrim campain on very hard atm. never had more than 4 grudges :( going after grudgemakers is priority, always XD
Gaizaz 7 Jun, 2023 @ 1:00pm 
Love the mod. Only thing Thoreks campaign goes full grudge fast. As it is really time consuming getting all the relics and the severity goes up hard. He almost starts half full.
flameshroud 3 Jun, 2023 @ 8:14am 
great mod mate!
i got a request, an option in MCT to enable multiple/ all grudges for maximum grudgi'n :D
{R.o.T} Karelian 28 May, 2023 @ 6:04am 
Very nice changes to grudge severity and penalties. Keep up the good work
Dux  [author] 27 May, 2023 @ 11:33am 
Mod compatibility with 3.1 confirmed, superficial update made for the green check.
Murthor Oathstone 26 May, 2023 @ 1:53pm 
Update pls
Dux  [author] 23 May, 2023 @ 6:06am 
@EzUNreal:
That's quite strange. Do you use any mods that modify Dwarf factions? Even then, I'm not sure how that would cause a crash, but it would be the first place I'd look.
EzUNreal 22 May, 2023 @ 5:29pm 
Weird compatibility issue when I have this mod on with my mod list, game crashes on the second faction at turn end no matter what faction I play
Murthor Oathstone 20 May, 2023 @ 12:35pm 
@SemMiko You're stinky!
SemMiko 18 May, 2023 @ 1:58pm 
Tolkien was stinky. :SkullNBones: