Total War: WARHAMMER III

Total War: WARHAMMER III

Wounded Leaders Matter - Unofficial Update
49 Comments
Railgun  [author] 5 Jun @ 6:03am 
@Leinadoje
Yes
Leinadoje 5 Jun @ 4:45am 
save game compatible?
Railgun  [author] 23 Feb @ 5:29pm 
The new script is here with way better control on effects applied.
It's the first script I rewrote so heavily, so even if I tried to test all possible scenarios, if you see any issue, feel free to report them.

It took me way more time than anticipated but I finally manage to get around Vlady schrodinger state. Unfortunatly I can't really fix his mess so it's alway impossible to assign specific effects on its hero version (but since he can only be injured for 2 turns as a hero, it's should be fine).
Railgun  [author] 20 Jan @ 11:21am 
@´EE`∞EternaL
Concerning the movement range, it's only present for factions that already have some bonuses with it, so it doesnt really go to a negative value (except for hero), if I remember correctly.
But yes feel free to adapt it like you want. ;)

I'm currently rewriting all the script to fix Vlad and Isabella situation, and add the possibility to apply effects link to spécific characters instead of faction leaders solely. To have effects applied only if a modded LL of a vanilla faction is here.
Should come soon now, as soon as I manage to merged them properly into the bundle.
´EE`∞EternaL 20 Jan @ 11:06am 
may i upload a submod that lowers the winds of magic per turn penalty and removes the movement range penalty? i find movement range too essential for the campaign design to effect it
Danzy 30 Dec, 2024 @ 12:55am 
@Railgun nice to hear, thanks for your work man
Railgun  [author] 28 Dec, 2024 @ 8:42am 
@Danzy
Compatible but the 3 new faction are not covered. I will update when I find a moment, probably in few days.
Danzy 28 Dec, 2024 @ 7:56am 
is this compatible with the latest update?
Railgun  [author] 4 Nov, 2024 @ 1:45pm 
@Dairak Logrus
Look 2 post below, but yes should works.
Dairak Logrus 4 Nov, 2024 @ 12:29pm 
need up for new patch or not?
Railgun  [author] 10 Oct, 2024 @ 1:58pm 
@Dairak Logrus
Must have a higher priority than the original on a custom load-order, the load-order is correctly set by default if you haven't changed anything.

You can verify in game by looking if you have "Leadership -5" or not, if you have it, you're good.
Dairak Logrus 10 Oct, 2024 @ 1:08pm 
need up or down original mod?
Railgun  [author] 3 Oct, 2024 @ 5:26pm 
@The Viral Divinity
Should works fine, no update needed if there is no new faction or renamed effect in the tables. If you see an issue, you can tell me. :)
The Viral Divinity 3 Oct, 2024 @ 2:13pm 
Is this still being supported?
Railgun  [author] 12 May, 2024 @ 2:06am 
@mikojb
Nice video and interesting list of mods, thank you. ;)
MichaelGFI 11 May, 2024 @ 3:29pm 
@Railgun I've included your excellent mod in an updated video of Best Mods For Grand Strategy: https://www.youtube.com/watch?v=cp3Nc3444x4

Thank you so much for your hard work.
Railgun  [author] 9 May, 2024 @ 2:55am 
@Sotek28
Yeah sorry, I had lost all my motivation/interest having the sensation to continually fight against CA power creep to have fun, and following the SoC debacle... But I'm back on the game, hopping CA will address the lack of depth of core mechanics one day lol.
Sotek28 8 May, 2024 @ 4:00pm 
Wicked!! Thought this mod wasn't being supported, glad it is!
Railgun  [author] 7 May, 2024 @ 2:24am 
*Updated for 5.0.1*
If you want to give me your feedback or ideas, I made a thread for that Here .
MichaelGFI 4 May, 2024 @ 10:56pm 
@Railgun Yes! I love that mod, it reminds me a lot of DEI. I consider it an overhaul and am planning to do a different video review for those.

I'll be testing the strategy mods over the next week or so and I'll be checking in often to see any changes to any of them or error reports, so the video will come out after that.

Thanks so much for your work.
Railgun  [author] 4 May, 2024 @ 12:25pm 
@mikojb
I think the state of the mod is fine, but keep in mind the unique effects for Soc and ToD lords are not present for now. The mod is not up to date for them but I'm currently working on it, I don't know how long it will take me though (probably few days).

If I may suggest you a great mod that need more attention for me, I recommand you to take a look at Crisis of Mortals, Mercs and Management (Adds Pop, Merc and Food Mechanics).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2815401013
MichaelGFI 4 May, 2024 @ 9:06am 
@Railgun I'm planning to do a showcase collection and video similar to this older one: https://www.youtube.com/watch?v=KUwcM8i-cHU&t=397s
on the best mods to improve the strategic experience post-ToD and I'd like to include this one in the test. Are you comfortable with the state of the mod right now, or would you prefer I wait before testing it?

Thank you for your work.
Railgun  [author] 23 Apr, 2024 @ 8:23pm 
Hum, honestly I think it's fine like that, I forgot but you have a stance that give you +15 winds of magic for 10% move penalty for all factions I looked.

But I will look to switch on infections for some Nurgle factions and souls for Belakor.
Autumnchain 23 Apr, 2024 @ 7:01pm 
The values you put in might be a holdover from when there were effects that increase/reduce the gain in Winds of Magic that an army gets by a percentage value which have since been replaced with increases to Max Winds of Magic. If I'm reading the mod description correctly, those effects were changed over to reducing the Winds of Magic by a specific number each turn rather than a percentage value, which of course, would result in far greater Winds of Magic loss with the same numbers put into the game.
Railgun  [author] 23 Apr, 2024 @ 6:50pm 
@Autumnchain
I scaled them depending of the original mod, That doesn't sound too excessive for me but I will take a look.

I will return on the game with ToD, so I will take a look at SoC too. But I'm not sure of what I could do for the Changeling, I would have liked to make its armies or cults visible, but CA already change that.
Autumnchain 23 Apr, 2024 @ 3:08pm 
Those reductions in Winds of Magic Power Reserve for turn seem a bit excessive.
螺旋肥狗王 21 Dec, 2023 @ 11:19pm 
Thank you for your update. I really like this MOD
Railgun  [author] 15 Sep, 2023 @ 10:14am 
* Updated *
I played chaos dwarfs since, so I changed their effects according to my impression on them, I hope that will be more interesting like that. Don't hesitate to tell me if you think it's too much.

I don't think I will buy the SoC DLC anytime soon, depending of the current state of the game, I think it's a scam. So I can't test its factions, but I will try to think about something for them. For now they have only common effects.
I also added them for OvN Lost Factions: Grudgebringers.
BankWorker 3 Sep, 2023 @ 10:24pm 
update?
Railgun  [author] 2 Aug, 2023 @ 5:00am 
@wjdrngus53
Skavens are already supported by the original mod.
정구현 31 Jul, 2023 @ 4:18am 
where are the skaven
Railgun  [author] 27 Jun, 2023 @ 8:49am 
I must finish updating 2 of my private mods first, after that I will return on this mod to try to improve balance and give more faction related effects for vanilla races, specially for chaos dwarfs and move out the mod of WIP, but I must play them to understand their new resources.
I'm not sure about Khazrak too.

Concerning mods compatibility, I can give them common effects easily (I will do it for the latest OvN soon, if you want that for other ones too, tell me which mods).
However, if you want particular related faction effects on them, give me your thoughts. Unless I want to play them on my side I have no time to look for each ones, so I have no plan for them.
Autumnchain 25 Jun, 2023 @ 3:09pm 
Legendary Characters has also made a bunch of it's lords into faction leaders. Seems like those factions would be the next ones to modify.
Railgun  [author] 25 Jun, 2023 @ 2:44pm 
@Neil
Unfortunately, it's still the same. As your character is considered as wounded, effects are applied, I think you can't probably change that.
Neil 25 Jun, 2023 @ 2:13pm 
Do these negative effects still kick in when you replace/kick your LL manually? As opposedto being wounded in battle? That was a lil sad for me in the original mod.
Railgun  [author] 12 Jun, 2023 @ 10:00am 
@Autumnchain
Yes thank you, its fixed :p
I think I must increase the amount of corruption too, +3 seems to me a bit light finally.
Autumnchain 12 Jun, 2023 @ 9:57am 
You seem to have made a mistake with the description, I suggested that Dural being wounded causes less winds of magic and chaos corruption while Mhorranian being wounded causes higher upkeep and recruitment cost.
Railgun  [author] 12 Jun, 2023 @ 9:43am 
* First update is here. I don't have many time to play currently, so I'm not sure of what I'm doing for Chaos Dwarfs and modded factions, this is why it's a WIP. So I will continue to think about them, any ideas or feedback are welcome. *
Railgun  [author] 11 Jun, 2023 @ 4:32pm 
@Autumnchain
Thank you very much.
Non playable factions are affected by the common effects too if their original leader is wounded, but from what I saw, they don't have specific faction effects currently.
Autumnchain 11 Jun, 2023 @ 4:14pm 
In regards to Mhorranian, she's on an expedition to take the fight to the Chaos Wastes so being wounded should make her entire faction suffer Recruitment Cost and Upkeep penalties due to the sight of the expedition not going well. Dural Durak could have Winds of Magic Power Reserve increased Chaos Corruption. For Fimir, Kroll should cause corruption reduction as well as some other things. Not sure about Skathatch though. I have one more question, how does the mod affect factions that aren't playable in the vanilla game? There are countless mods that make these factions playable.
Railgun  [author] 11 Jun, 2023 @ 4:07pm 
@Autumnchain
Oh ok, thank you for the information, I will add them so.
If you have any idea of what negative effects could fit them, don't hesitate to tell me.
Autumnchain 11 Jun, 2023 @ 4:01pm 
Adding a key to the script doesn't cause dependency, just as how this mod won't crash if every faction with a specific subculture on the map is destroyed.
Railgun  [author] 11 Jun, 2023 @ 4:00pm 
@Deeyourelf
Yes, I didn't ask any permission to re-upload, so it's only a patch.

@Autumnchain
Yeah probably, I'm not sure if I can add them into the script without making dependency, I don't have great experience with lua. Maybe I will look that later, but currently I have no plan for as I don't use them.
Deeyourelf 11 Jun, 2023 @ 3:51pm 
Does this require activating the other mod as well?
Autumnchain 11 Jun, 2023 @ 3:47pm 
@Railgun I think Southern Realms use a vanilla subculture but I am sure that the OvN team have made their creations use a different subculture.
Railgun  [author] 11 Jun, 2023 @ 3:43pm 
@Autumnchain
If they use a vanilla subculture they should have the common effects. If they have their own subculture you need a compatibility patch to affect them too. Same for specific faction effects, they need to belong a vanilla faction that is affected by the mod.
Autumnchain 11 Jun, 2023 @ 2:44pm 
Say, what about modded races such as Southern Realms and OvN?
Railgun  [author] 11 Jun, 2023 @ 12:14pm 
@Guvenoren
I will look that, honestly for now I just gave them the same as daemons.
I would like to make Kholek a bit different too, but I would like to look at Chaos Dwarf first.
Guvenoren 11 Jun, 2023 @ 10:43am 
Belakor might easily be the most punishing. Casualty replenishment is really strong and sad to lose