Total War: WARHAMMER III

Total War: WARHAMMER III

Nurgle Plus
43 Comments
Adamsevs  [author] 14 Jul @ 12:49pm 
Thanks for the appreciation my dude
Mushroomancer 14 Jul @ 11:50am 
Update: It's not this mod, it was a mod conflict causing the problem. Disregard my comment, S+ tier mod my guy
Mushroomancer 14 Jul @ 11:40am 
Right now, this disables the advanced military buildings for Nurgle when used.
GrumpyBadger 19 Mar @ 6:20am 
I noticed a bit ago my furies just constantly died horribly. Only just did the research to find out why!

Great mod, keep it up!
Adamsevs  [author] 19 Mar @ 6:12am 
@GrumpyBadger
You were right ! I just fixed that, thanks for your notice
GrumpyBadger 19 Mar @ 5:43am 
It seems this mod knocks about 1500 health off of Nurgle Furies.
Adamsevs  [author] 4 Feb @ 12:38pm 
@Disciple Toki
It should work well, and for Festus he will be able to use the modded traits for Nurgle heroes and the daemon prince, not much.
It is focused on Nurgle faction
Disciple Toki 4 Feb @ 11:06am 
I am curious, will this clash with Skill and tech overhaul mods? Also, will it work for factions like Festus if he goes Nurgle focus?
Adamsevs  [author] 17 Dec, 2024 @ 6:06am 
@senate thanks i found the issue and fixed it, it will shows up now in your campaign without needing a restart
senate 16 Dec, 2024 @ 8:01pm 
@adamsevs I started an Epidimius campaign today and just got my first exalted nurgle deamon and the added skills are missing. No other mod is turned on except for this one. FYI
Adamsevs  [author] 16 Dec, 2024 @ 2:50am 
@senate I don't think it works on previous saves without the mod being active at the start, the traits at least doesn't shows up and i think it is the same for new skill nodes and abilities.
The game doesn't appreciate new entries beind added
senate 16 Dec, 2024 @ 12:30am 
Hi, would the added skills to Exalted deamon of nurgle work on saved games ? I've tested on vanilla game with a save and with the instant exalted recruit mod and none of the lords have the extra skills.
Adamsevs  [author] 28 Sep, 2024 @ 1:24am 
@kinghamza262 Hi, i understand the issue that arise with it, but this is one the other mod who allows 20 local recruitement cap have to fix.

If i were to double or triple the availability of units for Nurgle here, this would break the balance for everyone else, even without this mod activated there's people who complains Tamurkhan is OP, because he's very tough and able to recruit a full stack in one turn, forcing the player to beat nurgle armies in waves until he empty his pools of units.
kinghamza262 27 Sep, 2024 @ 4:14pm 
hello, is there a way to increase the unit caps for nurgle units? I play a mod which allows factions to have 20 local recruitment capacity, unfortunately nurgle factions lack in this format because of their limited recruitment options.
Sire Aymeri 30 Jun, 2024 @ 3:40pm 
If it's a buff or a debuff, I would like it if it affected vigour.

As a way to keep your units fresh for longer or to tire ennemy units faster.

It could also have a secondary effect, like leadership and/or the classic melee/defence alterations.
Adamsevs  [author] 30 Jun, 2024 @ 1:27pm 
@Sire Aymeri
I didn't think of changing these but it would be doable indeed.
I find myself using the first army ability rarely, mostly to secure the kill of a routing enemy if needed.
army ability 2 being healing and 3 damaging it narrows army ability 1 to be either buff or debuff.
Since you asks, what effect do you think would be interesting as replacement ?
Sire Aymeri 30 Jun, 2024 @ 12:36pm 
A personal request, is it posiible to buff some of the army abilities? like remving the spread limit or changing the effect? I am atalking about the 3 army abilities that are charged when spreding debuffs. The first one is kind of lack luster compared to the other chaos gods
Sire Aymeri 30 Jun, 2024 @ 12:27pm 
Cool!
Adamsevs  [author] 7 Jun, 2024 @ 6:31am 
Mod is now udpated gents !
Adamsevs  [author] 4 Jun, 2024 @ 6:18pm 
Have been delayed but it will be uploaded soon, i'm hunting and correcting bugs for the time being
Adamsevs  [author] 15 May, 2024 @ 12:31am 
@Echo yes my thoughts exactly.
Nurgle cults doesn't bring anything up so my mod fix this, same for manifestations and ancillaries.

Tech may be a bit better, nurgle now boost more their non-demonic units but others units got some nerf, plaguebearers could have +7% ward save from tech and the special recipe plague which gave them extra 20% physical resistance, both are gone !

Meanwhile Ku'gath unique skill nodes gives factionwide bonus instead of his own armies, like regeneration for nurglings or slime trait for great unclean ones which is great.

Buildings gives way more units per cycles like my mod did too so i don't need to fix that anymore...
Perhaps still some pricing issues concerning recruting costs of unit and slight upkeep tweaks are needed here and there.

Better nurgle traits will still be on the menu aswell, perhaps making unique cheiftain getting a 5 turn debuff instead of being wounded, since getting your heroes out of your stack was a bit of a pain
Echo 14 May, 2024 @ 8:13am 
I'm playing a Tamurkhan campaign right now, and I feel the same way. It's a lot better than before.

What could be still improved are resource/cult buildings (some are decent, some are crap, depends on the resource), manifestations are still meh, ancillaries could do with a slight buff.

Naturally, the garrison effecting plagues and unique traits are always welcome.
Adamsevs  [author] 14 May, 2024 @ 1:32am 
I'll update the mod before the end of the month if you guys were wondering !

Plenty of my modifications just got either fixed with 5.0 patch or doesn't works anymore because of changes.

I think i will ends up bringing less changes in the final version since Nurgle is now an overall better faction than before, thus requiring less buffs and fixing.

The gameplay "identity" have changed too, less focused on heroes and big sacking, now more on a regular faction with fixed economy and with a nerf on spamming heroes early for an overall buffed roster and units.

But worry not, just as before 5.0, this mod aims at making the faction even better / more enjoyable
Echo 14 Apr, 2024 @ 1:31pm 
Indeed, take your time if you need to, there's no rush.
Adamsevs  [author] 14 Apr, 2024 @ 5:31am 
@Echo hi Echo, yes i'll update it after ToD, i'll need somes times thought, as i will familiarize myself with the new way nurgle works, especially the plague cauldron in mind !
So it will takes days after the release of the DLC for me to update the mod, to keep providing a better experience that doesn't make the race OP or out of touch !
Echo 14 Apr, 2024 @ 2:01am 
Hey Adam. I hope you'll continue to support the mod even after ToD release, as much of it will still be applicable (better traits, ancillaries, unique trait, better manifestations).
Adamsevs  [author] 24 Mar, 2024 @ 6:13pm 
@pyromaniac7777 thanks for your appreciation !
Pyrodysseus 24 Mar, 2024 @ 2:45pm 
I'm listening to Plague War right now, might be time to return this mod... thanks for keeping it updated!
Adamsevs  [author] 3 Dec, 2023 @ 2:35pm 
Warning guys !
You might have blank traits now on your lords and heroes, this is because I just updated the mod to fix the issues and i'm afraid you'll have to start a fresh campaign with plague daddy to enjoy the benefits !

I didn't just fix the traits for great unclean ones & daemon princes of nurgle... I also added 3 great and useful unique traits to plague cultists, exalted heroes.
I get rid of generic traits for all lords and heroes.
Multiple tech have been improved !

Enjoy !
Adamsevs  [author] 2 Dec, 2023 @ 1:32am 
@Swallowed_Light I can run the game fine with this mod on, you may have an issue with an other one it seems.

@Umbra That's nice to read, i'm very curious to which changes and additions CA will bring to Nurgle in the next update
Swallowed_Light 1 Dec, 2023 @ 9:51pm 
Not sure if this is a known issue, but, when using this mod, the game crashed while loading. It could be a mod conflict, though I don't really wanna go through the effort of testing it.
ZEKAY 1 Dec, 2023 @ 12:31pm 
@Adamsevs :steamthumbsup: Nurgle really needs an update but until then your mod is fantastic to bring them somewhat in line with the other chaos gods
Adamsevs  [author] 29 Nov, 2023 @ 10:39pm 
You were right, the trait is given to the exalted but the bonus are empty.
The last patch broke it, i'm on it
Adamsevs  [author] 29 Nov, 2023 @ 2:07am 
@Umbra I just started a new campaign with nurgle myself, i'm going to check.
What is certain is it worked before the update
ZEKAY 28 Nov, 2023 @ 9:17am 
@Adamsevs I agree with @TigerLikePie I have tried with a clean install & new game but the Traits for the Great Unclean Ones & Demon Princes does not work. No wardsave or abilites. Have played a few turns and battles and nothing. Clearly doesn't work and that's a shame :steamsad:
TigerLikePie 11 Sep, 2023 @ 5:53pm 
Ahhh gotcha, thx
Adamsevs  [author] 11 Sep, 2023 @ 5:10pm 
@TigerLikePie
The effects of their traits are not displayed if you continued your campaign after having downloaded this mod, for reasons, the game doesn't like much the change of traits linking in between :/
At least they works isn't it ? You should be able to tell with the upkeep reduction of maraudeurs/chaos warriors units in your demon prince army, and the extra ability for the two great unclean ones.
TigerLikePie 10 Sep, 2023 @ 3:09pm 
the great unclean one and daemon prince traits don't show what they do in game
Adamsevs  [author] 10 Sep, 2023 @ 4:14am 
@Ooh-la-la, It's GAGA!! I wrote every changed i made in the dedicated topic https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/2995643873
Ooh-la-la, It's GAGA!! 10 Sep, 2023 @ 3:16am 
You need to be more specific in your text or screenshots, like show me what "Scabrous, Infectious" traits actually do, "Plague doctor, Nurgle mutant", etc, cuz i dont even know to what im subscribing, and my mod list already crowded.
Adamsevs  [author] 29 Jun, 2023 @ 8:39am 
Hi Kel'Thuzad.
With this mod you can drasticly reduce building cost with the Septic ancillary (now does -7% building cost) i have an army with just 6 heroes atm, they all have it plus the lord for a -49% cost on buildings !

Then on the other side, my others armies with the plague who gives +100% sacking income allows me to get plenty of cash.

Still yes, as you said, the economy is fragile indeed, but it is more bearable now.
You need to focus on your main settlements first and doesn't care about the other for some time until you got some good money, and a Ku gath army with mostly nurglings and a few heroes is rather cheap (2k gold)

If you are tired of nurglings as cheap infantry, marauders do the thing since their cost/upkeep have been reduced, especially on a demon prince who now reduce the upkeep further by 30% for all humans dedicated to nurgle.
Kel'Thuzad 29 Jun, 2023 @ 7:35am 
I appreciate the idea but Nurgle is still too weak. Their issues are related entirely to economy. Terrible income, slow burn pace, prices are all insane. Compare/contrast with Festus who has good economy and lower costs.