Total War: WARHAMMER III

Total War: WARHAMMER III

Rebalanced Trickster Cults & Mechanics
315 Comments
Xoatl 18 Jul @ 9:51am 
okay fair
Acephelos  [author] 16 Jul @ 3:24pm 
@Xoatl - It could be that the mod is finally falling apart after going so long without updates. But it could be also a sign of an error from another mod. If you have a save you can load right before you should get a cultist, you can try loading and see if it works then.

I'm surprised the mod is as playable as it is. From my perspective it still needs a lot of work.
Xoatl 16 Jul @ 1:33pm 
Im not getting trickster cultists. Normally they are rewards from schemes. But Im not getting any on the campain map nor in my tech tree. Not game breaking but still kind of annoying since I was promised cultists and didnt get them. I like the slow burn on the economy though. Great mod for that.
Nogsan 9 Jul @ 5:28pm 
Still a faster update than CA :WH3_greasus_rofl:
No worries, mod is very fun and playable.
Acephelos  [author] 9 Jul @ 11:44am 
@Nogsan - This mod is long overdue for a major update, so everything is subject to change when I next get around to it. At the moment it looks like it'll be sometime next year though.
Nogsan 9 Jul @ 11:35am 
This mod is amazing, but I feel the economy might be way too weak now. I always found Changeling's economy slow at least on the beginning. Does it get better on the long run? Or could we maybe get MCT to toggle these changes?
Lokki 5 Jul @ 4:11am 
Agreed. Changeling with this mod is one of my favourite campaigns.
no brains 4 Jul @ 8:48am 
Your mods are so cool
Guvenoren 26 Mar @ 8:44am 
I am almost shocked.
Acephelos  [author] 26 Mar @ 7:58am 
@Guvenoren - There were capital letters in the name of a script file. As of game update 6.1 capital letters in file names or table names will prevent the game from opening (crash). Apparently CA is looking to address the issue in a hotfix now.
Guvenoren 26 Mar @ 12:32am 
@Acephelos

What caused the issue if I may as?
Acephelos  [author] 25 Mar @ 3:44pm 
The latest update fixes an issue that prevented the game from starting as of game update 6.1. No other changes have been made at this time.
Lokki 28 Feb @ 2:17am 
with certain settings, yes.
Guvenoren 28 Feb @ 1:48am 
Is it possible to lose as the Changeling with this mod on? :)
Krakenous 24 Feb @ 1:05am 
Yeah a lot of people seem to be having the same issue finding the key lol, also curious no mod or technology yet finds a way to "reduce" build times but, no worries! Keep up the good work with this mod, I look forward to more updates :).
Acephelos  [author] 23 Feb @ 6:02pm 
@Krakenous - I don't know if you're talking about for this mod or not, but there are a lot of construction time effects, and one looks like it applies to all non-cult buildings: wh3_main_effect_building_construction_time_add_mod_all

I see CA use it to reduce construction time. I'm pretty sure that doesn't work for cult buildings, or under-city buildings though. If you're wanting the construction time reduced for the Changeling's buildings; it's on my list of things to look into.
Krakenous 23 Feb @ 6:38am 
Is it possible to reduce construction times? Or add an effect that does? I'm trying to find a way to do it myself but not sure what the "effect key" is supposed to be...
羽入 5 Feb @ 7:54am 
@Acephelos looking at an unmodded playthrough it seems it might just be a vanilla bug because i can see the same thing happening there
Acephelos  [author] 5 Feb @ 6:42am 
@羽入 - I'll add it to the list of things to look into, thanks for reporting it.
羽入 5 Feb @ 6:01am 
Hello the flat income from buildings (any buildings) does not seem to be boosted by the boost% income in () and therefore the income in the () tooltip is inaccurate
Kasus 23 Jan @ 1:23am 
Too bad the changeling cannot change his model for the transformation on the campaign map and gain some attributes based on that
Nukular Power 16 Jan @ 8:47am 
greatly improves the Changeling experience, thank you
Acephelos  [author] 15 Jan @ 6:10am 
@Writesout.ttv - There's more to come for this mod, it's my largest mod at the moment and there's still a lot of work to be done. Once the schemes are done they might be able to be their own mod, but I wouldn't do that until they're all done, so that would come at the end.
Writesout.ttv 14 Jan @ 1:29pm 
Hi! I really appreciate someone showing some extra love to the Changeling. I wanted to ask: are you planning on making more of the features configurable with MCT? I admit that there are parts of this I adore and others I'm not as thrilled about. I obviously wouldn't ask you to completely rework balancing based on one rando's comment though 😅

Alternatively, I'd love to see another stand-alone mod that keeps the reworked schemes. The only mod I found that otherwise should keep them from getting randomly cancelled (I know it's not really random) doesn't actually work, and it's been over a year since it got updated 😭
Acephelos  [author] 2 Jan @ 7:18am 
@Kasus - I'd try the Toggle Fog of War mod or maybe the Console Commands mod to see if you can turn fog of war back on.
Kasus 2 Jan @ 6:02am 
then i might have a bug or mod conflict because it keeps constant vision over an area once it is revealed with the reward
Acephelos  [author] 2 Jan @ 5:34am 
@Kasus - The reveal should only last for a turn, then the fog of war returns to conceal AI movement. What you're asking for is possible, but if you're still having performance issues after the fog of war returns, I'd think you have a bigger issue. Because you'd still run into performance issues later by just playing the game more and revealing more of the map naturally.
Kasus 2 Jan @ 5:27am 
is there a way to disable the revealing of a whole area reward? it tanks my fps once i reveal wast swathes of the map, would be cool if i could make a submod myself or do some edits, can you help?
Randomnames 31 Dec, 2024 @ 10:54am 
What i found, since i didn't manage to disable poison attacks from the weapon entirely, is just setting it to 0 in the ancillary to effects table.

I don't think there's any way to prioritize some contact effects above others.
Acephelos  [author] 31 Dec, 2024 @ 7:33am 
@Randomnames - That might be a vanilla issue, but I'll add it to my list, thanks for letting me know.
Randomnames 31 Dec, 2024 @ 3:56am 
Could you disable the poison contact effect from the Warpstone Knife? In every safe i run, it overrides the weeping blade contact effect.
Lokki 20 Dec, 2024 @ 6:21am 
i feel like the upcoming Slaneeshi dlc could give a mechanic for diplomacy which could be adapted to work with the Changeling's faction.
Amalie 19 Dec, 2024 @ 4:47pm 
That makes sense. Feels like something that is both low-impact and not worth investing time in for now.
Acephelos  [author] 19 Dec, 2024 @ 12:24pm 
@arabeschi.caleidoscopici - Not yet. I want to see how some of the new features introduced in the latest DLCs might be used. The Deceiver's Diplomacy feature is not an easy thing to get working unfortunately, so it's at the bottom of the list so I don't waste too much time on it.
arabeschi.caleidoscopici 19 Dec, 2024 @ 10:29am 
Planned features are really interesting, i haven't understood if you need someone to test it
Amalie 19 Dec, 2024 @ 3:03am 
@Acephelos - Perfect! Thank you!
Acephelos  [author] 18 Dec, 2024 @ 2:46pm 
@Lokki - Yup. I don't think it matters much since anyone can find me on Discord anyway. I suppose this steam page is public on the internet though, so I'll delete my last comment tomorrow, after it's been up for 24 hours.
Lokki 18 Dec, 2024 @ 7:07am 
@Acephelos Do you know that anyone can use that link?
Amalie 17 Dec, 2024 @ 1:40pm 
@Acephelos, With pleasure! Got a link or anything?
Acephelos  [author] 17 Dec, 2024 @ 5:57am 
@Amalie - If you could reach out to me on Discord I can let you know when we're ready for testing.
Amalie 16 Dec, 2024 @ 11:42pm 
@ Acephalos In regards to your asking for a testing group, I would be glad to be part of that group, since I am a big fan of this mod, and would love to contribute to its development however I can!
Acephelos  [author] 13 Dec, 2024 @ 8:08am 
@Lokki - Not in this last update at least, no, sorry. This mod is 2nd on my ToDo list at the moment so it'll be getting some much needed attention soon if all goes well.
Lokki 13 Dec, 2024 @ 2:59am 
Please tell me you fixed that one trickster reward thats applying to all units in your faction instead of only screamers?
Acephelos  [author] 12 Dec, 2024 @ 2:27pm 
I made a small update to the mod that should let it remain playable while it waits for the next content update. There shouldn't be any noticeable difference in the mod content.
Guvenoren 11 Dec, 2024 @ 11:38pm 
@arabeschi.caleidoscopici
Well, to be fair, changeling is far from the only faction or even race designed poorly.
WoC, Chaos Dwarfs, Beastmen etc are both poorly executed. For the AI that is.
Guvenoren 11 Dec, 2024 @ 11:37pm 
Good luck with that buddy!
Acephelos  [author] 11 Dec, 2024 @ 5:31pm 
This mod is my biggest dumpster fire. It needs a lot of effort from me to keep burning. Hopefully it still works after tomorrow's update. If not, it'll be quite a while until it works again. On the brighter side though, it would (eventually) come back better than before.

I'll probably ask for volunteers, in order to form a beta testing group to help things along, when the time comes.
Lokki 11 Dec, 2024 @ 7:16am 
no point in asking now since tomorrow we will get a new patch.
arabeschi.caleidoscopici 11 Dec, 2024 @ 7:14am 
Is this updated? I love this mod, the Changeling is such a fun concept but executed... not very well
Guvenoren 19 Nov, 2024 @ 11:15pm 
Ugh, I just want the Changeling to be cool and ACTUALLY DO SOMETHING!! :'(
(complaint towards CA)