Total War: WARHAMMER III

Total War: WARHAMMER III

OvN Lost Factions: Dread King Legions SFO Submod
16 Comments
D3LTA WAV3 23 Jul @ 4:42pm 
They get access to crypt ghouls, fell bats, and dire wolves but they're not balanced for SFO here.
Gorieus 8 Apr @ 3:51am 
up pls
LimeUser 3 Sep, 2024 @ 3:12am 
Could you add corruption reduction to some buildings/tech?
The only way to combat corruption is through followers and province commandments.
GabeSky  [author] 22 Jul, 2024 @ 3:43am 
Added unspottable to the skill.
evcastello 13 Jul, 2024 @ 2:08am 
The Hellwraith gets Stalk if you pick Poltergeist, but all ethereal units already have stalk in SFO. Maybe Unspottable? More charge? Not sure it makes sense, but fire resist?
evcastello 12 Jul, 2024 @ 11:30am 
The Peltasts are so strong, definitely agree on keeping them as is. Overall, the faction feels very strong.
Except the wraith form of Gunther, it's just kind of fine. I almost feel like he's more useful existing quietly nearby to give the passive necromancer regen. He's plenty tanky, but he doesn't feel like he actually accomplishes much in melee. I feel like he could use a slight buff to his Haunting skills.

Realistically I don't think I'll ever actually use that form until he can enter it without dying, which is like 30-40 turns. And by that time he's just not enough of a statstick to really matter.
DarkRite 11 Jul, 2024 @ 1:10pm 
Alright, thanks for the update and explanation. Also thanks for the hard work, I know that handling a lot of submods can be difficult, I used to submod for Radious, was a part of or in charge of, about 100 submods, give or take, most of the ones I wasn't personally in charge of have long since been removed from the workshop. But that's in the past, just know I appreciate anyone who has the dedication to submod multiple mods.
Milk! 10 Jul, 2024 @ 8:40am 
damn imagine if the Nagash mod would be able to have a submod
GabeSky  [author] 9 Jul, 2024 @ 7:21pm 
Updated hellwraith. Peltasts were chosen on purpose not to have a cap increase.
DarkRite 30 Jun, 2024 @ 2:46pm 
The Hellwraith has a skill that reduces the cooldown for tomb scream, however they do not possess this ability so the skill is useless. I recommend either changing it, or merely giving them the ability since SFO did grant that ability to banshees and they're basically banshees anyway so eh. Also Royal Guard Peltasts do not get increased by the cap increases from the ancient kingdom building that grants unit caps to various units. This building does increase capacity for the other royal guard units, just not the peltasts.
GabeSky  [author] 10 Jun, 2024 @ 3:25pm 
Mummies are a lot stronger then you think. The contact effect that causes a fatigue draining is where they shine. Fatigue is so important! I will take a second look at the unit.
nab 1 May, 2024 @ 2:27am 
Great stuff, thanks for the mod.

Suggestion to buff or rework the mummies unit, making them more on par with other tier 3 units (they are currently extremely weak). Currently, even tho 'defender' and 'embalmed bodies' traits suggest they are highly resistant, in reality the unit has stats comparable to tier 1 skeletons but with ~25% more health, and vastly worse in every aspect than tier 2 Royal Guards.

In the wh2 version of the (sub)mod they were more elite, with lesser unit count, but better stats, resistances and defenses, which worked great and complimented the tier 3 'legionnaire' units.
Evan 11 Apr, 2024 @ 4:38am 
Thank you!
IsoMS 4 Apr, 2024 @ 6:51am 
Thank you!
NeoKorp 25 Mar, 2024 @ 6:18pm 
Works fine.
Horny Jail 21 Mar, 2024 @ 2:35am 
thk