Total War: WARHAMMER III

Total War: WARHAMMER III

True Champions of Chaos
106 Comments
Cerb  [author] 1 Jun @ 12:24am 
Youre right thanks will fix
Vaxar Kun 31 May @ 9:20pm 
thanks for the change.
Minor bug report: Chaos Knights of Tzeeenth still have The Gods Own Eyes ability - i believe it was for all chosen/knights but its now supposed to be undivided only. At least none of the other marked ones have it
Cerb  [author] 31 May @ 5:13am 
<3
OHM 31 May @ 5:00am 
Thanks to Sigmar that you're still about Cerb. I appreciate your mods.
Cerb  [author] 30 May @ 10:35pm 
Always love mate, give me feedback i give you changes :)
Revelation 30 May @ 9:59pm 
Love that these are getting love. These mods are godly for lore reasons.
Cerb  [author] 29 May @ 2:49pm 
Increased their health by 100, melee attack by 3, melee defence by 2, base weapon strength by 30, and armor by 10
Cerb  [author] 29 May @ 2:44pm 
Will do
Vaxar Kun 29 May @ 1:07pm 
Any chance you could tweak the chaos knight ror (sword of chaos unit)? They are supposed to be the elite chaos knight cavalry yet in my archaon campaign the standard chaos knight of tzeeentzh performs better or equal all the time (even from turn 3 or so when there is also 9 level difference between the 2). Maybe some charge bonus could help?

Or maybe i am just using them wrong.
Cerb  [author] 5 May @ 5:59pm 
Thanks mate, appreciated
Revelation 5 May @ 5:55pm 
Awesome.
Cerb  [author] 2 Mar @ 4:39pm 
Fixed
Cerb  [author] 26 Feb @ 12:21pm 
will fix ty
Vaxar Kun 26 Feb @ 7:47am 
khorne warriors/chosen have 33 speed. New chosen ror only 28 - may be an oversight
Cerb  [author] 1 Feb @ 3:42pm 
You can always balance them with negatives, such as upkeep increases, or debuffs to their army/faction when they get strong
josetrabajoarcos 31 Jan @ 11:32am 
I also wanted to try to make the lords, chaos sorcerer lords and demon princes a little more capable in hand-to-hand combat, at the level of what a chaos lord is for Warhammer.
This would unbalance the game a lot but it's always fun for me to fight powerful chaos factions in the campaign.

But the chaos lord tables are really as chaotic as the faction itself, I will continue exploring.
I also can't find what be'lakor is named in the files :S
josetrabajoarcos 31 Jan @ 11:24am 
It's normal, as you say it usually happens with modified units, everyone wants their units to stand out from the rest. I was simply using it as an example. By increasing the number of models I got the exact result I wanted, thanks again for your mod, without it I would never have had it. And by the way, the ability of the slanesh units is wonderful and gives a lot of diversity to the gameplay, good idea
Cerb  [author] 29 Jan @ 5:10pm 
I talked to one of the devs behind champions of undeath and his exact words are 'I mean everything in Champions of Undead is very strong, It has gotten better tho "other dev name here" is still working on balance some'

So i wouldnt take that as a good level of balance, seems like they still have a lot of work to tone things down a little.
Cerb  [author] 29 Jan @ 1:28pm 
All good mate, you do what you need to :)
josetrabajoarcos 29 Jan @ 1:27pm 
I totally understand what you're saying. What I will do is edit the table myself and add a few more entities, since I understand that it is something very personal and you will have tested your own mod a lot more. Thanks for the contribution friend
Cerb  [author] 29 Jan @ 12:33pm 
I can't really control how powerful other mods units are, i tend to not use them due to them being too powerful for base game balance and hence they often just make the game far too easy. If you choose to use these mods bear in mind they are often just free power for that faction, even if the units are balanced more variety of unit choice improves a faction significantly, as do new mechanics etc.. If you want things to be balanced, generally not a good idea to use many mods that add stuff to a faction, the base game is easy enough as is imo
Cerb  [author] 29 Jan @ 12:32pm 
Which units do they do worse against than in vanilla? When making this mod i tested every unit against 3 different units and they all came to be within about 5% of vanilla, they will be slightly weaker due to entity count as they will get surrounded more often especially if you let them push into an enemy unit, but if you use them as a champion unit is intended, i.e. inside another unit of friendly troops, theyll do significantly better than vanilla.
josetrabajoarcos 29 Jan @ 3:34am 
I really like the proposal of this mod, I really love chaos warriors, but when testing 1 vs 1 against other infantry and cavalry they usually lose, even units with 400 pts less. Especially against units from other mods, I understand that it cannot be taken into account how strong the units from other people's mods will be but they really have a long way to go to reach units from, for example, Champions Of Undeath and that makes the mod not viable for a game with mods
Cerb  [author] 16 Dec, 2024 @ 4:19pm 
Done, thanks for the reminder
Vaxar Kun 16 Dec, 2024 @ 2:52pm 
yea, fair enough. Btw could you add the changes of skullreapers/wrathmongers to the description?
Cerb  [author] 16 Dec, 2024 @ 1:59pm 
70 would put them almost at empire knight levels of speed tbf, but yeah its not really fast youre right :)
Vaxar Kun 16 Dec, 2024 @ 1:27pm 
i wouldnt call 70 fast but it is what it is :)
just hope i get banner of swiftness on them like before (playing back to back 2 arbaal campaign, first without ,2nd with this mod)
Cerb  [author] 16 Dec, 2024 @ 12:20pm 
I'll keep them lower, theyre not supposed to be fast
Vaxar Kun 16 Dec, 2024 @ 10:46am 
in this DLC CA changed skullcrusher (and other juggernaut cavalry) speed to 70. Mod still uses the old 62
not sure if by design or an oversight
[Project KT-Mod] Grimgor Thraka 15 Dec, 2024 @ 12:52pm 
True. Thank you for considering it and looking forward.
Cerb  [author] 15 Dec, 2024 @ 12:27pm 
Im probably going to add some lizardmen, might do black orks too eventually, but probably not empire, theyre only human after all
[Project KT-Mod] Grimgor Thraka 15 Dec, 2024 @ 3:41am 
Hi Cerb. Thank you for your mods. I especially like this one and Dying Races. Loves these smaller more focused units. Was wondering if you could do the same for other races like Greenskins, Empire with their higher tier units being smaller and more powerful? Thank for everything you do brother. Appreciate it.
Cerb  [author] 13 Dec, 2024 @ 1:02pm 
Yep
Vaxar Kun 13 Dec, 2024 @ 12:19pm 
i assume the quick update was just ot make sure things didnt crash, and not to balance the new units?
Cerb  [author] 26 Jun, 2024 @ 8:34pm 
Changed them to 40/50% in mod now
Cerb  [author] 25 Jun, 2024 @ 2:34pm 
Will do, thanks.
Vaxar Kun 25 Jun, 2024 @ 9:14am 
Might need to tweak Khorne mortal units - all of them have 35% spell resistance in vanilla now - some of the units with this mod have lower
Cerb  [author] 12 May, 2024 @ 1:08am 
I sent you a friend request, just accept, dump info in and then block me if you want lol
Elemental Israelite 11 May, 2024 @ 9:33pm 
Okay! Um... how do I PM somebody in Steam? Lol...
Cerb  [author] 11 May, 2024 @ 7:18pm 
Yeah ill be doing an SFO version, i like how themed each of the chaos factions are in this mod, they all seem significantly different, which i dont even feel in SFO tbh.

And yeah of course, always looking for ideas :)
Elemental Israelite 11 May, 2024 @ 5:18pm 
I imagine this mod does not need an SFO equivalent because they already do something similar with the chaos warriors and the chosen on their own? Or would you consider making an SFO version of this mod that gives them this version's model count but strengthens them even further than SFO?

Also... any chance I could toss an idea to you through PM? I have no clue how to message mod authors on here but I have a comprehensive Chaos faction mod idea and I need to tell someone with modding capabilities before I burst! :3
Cerb  [author] 10 May, 2024 @ 3:34pm 
Didnt work anyway, the charge distance seemed to be the same regardless of what i set it to, upped their base speed a little instead and their acceleration.
Cerb  [author] 9 May, 2024 @ 5:42am 
Different for each unit type, cav is often 30-40, inf usually 20-30
Vaxar Kun 9 May, 2024 @ 5:37am 
damn, if i wanted to micro, i'd play slaanesh /s

Thanks for the update. Normally, when does a unit start charging? 30m?
Cerb  [author] 9 May, 2024 @ 4:15am 
Yeah thats fair, in keeping with the nurgle theme ive kept their base speed low, but on the charge (which they start at 60m away), they'll speed up to nearly double their base speed. So theyre fast if you keep them charging and frenzied, but amazing for long distance repositioning, if that makes sense
Vaxar Kun 9 May, 2024 @ 2:45am 
ah - the DoT icon looks the same for all, didnt catch that. Will see how they are. Shame about the speed though - them having less armor, and not as bulky mount could warrant for minor speed increase i think?
Cerb  [author] 9 May, 2024 @ 12:01am 
Theyre the only one of the nurgle roster touched by this mod to have a poison, and its a different poison effect that stacks with regular poison, and they should be considerably higher AP damage with a lot higher melee attack balancing the lower overall damage, and they also have 500 hp/entity compared to chaos knights at 320
Vaxar Kun 8 May, 2024 @ 11:56pm 
looking at the rot knights (ongoing campaign), feel like they just became bit worse than chaos knights while they are supposed to be somewhat an upgrade i think, further blessed by nurgle. (with TTC on they are special 3 instead of special 2 of knights)

Sure they have more AP damage but otherwise pretty much similar stats, except 20% lower ward save - also no shield and lower armor. Havent tested them out in battle yet, but they no longer seem that amazing.

just initial rumblings, will see how it goes
Cerb  [author] 8 May, 2024 @ 5:50pm 
Updated, brought rot knights into similar balance levels, but kept their high damage flavour.

Fixed chieftain units number counts.
Vaxar Kun 7 May, 2024 @ 2:52am 
he also has some chaos dwarf units, so those would need to be tweaked in your other mod
thanks for the quick replies / actions