Total War: WARHAMMER III

Total War: WARHAMMER III

Spirit of Grungni mechanic scaling adjustments
55 Comments
Nukular Power 29 Jan @ 10:30pm 
would love an update
Daverin2112 6 Jan @ 9:23am 
Hey Cerb, since this mod hasn’t been updated since the various balance passes on the barges, it accidentally unnerfs them. Would you be able to do a balance sweep, or do you feel the nerfs were in error and consider that part of the mod? If so, does this at least still have the fixed hitboxes from later patches? Thanks on advance!
Son Gohan 13 Jul, 2024 @ 1:40pm 
Passive bombs sounds too good to be eliminated ((
Cerb  [author] 12 Jun, 2024 @ 3:27pm 
All good buddy, glad its working for you :)
sigmars_disciple 11 Jun, 2024 @ 10:58pm 
I did have another prob which must be related to Klissan's World Tour, the "Adventure!", Norse Dwarves and this one 2gether, but I'm 90% sure it's this Adventurer panel (not a fan of it) - any kind of secondary recruit/building panel, usually hordes + tons of otherwise compatible mods = still problem. Have been since 4.0. Grrrrr. Turned all Mala mods off except this for a new try.

Long story short: THIS MOD WORKS FINE! <3

If I don't come back with breathtaking news, thoroughly verified in a real test scenario, with steps for you to reproduce any potential issue w/ minimal time investment on your end, then consider both my issues resolved - file under "the usual mix of overconfident modlist and partial, THC-induced buffer underruns in user brain". Forgive me Sir, I am not worthy!
sigmars_disciple 11 Jun, 2024 @ 10:58pm 
Bro, appreciate the reply... If it's due to my (admittedly pretty decked out) mod setup as seems to be the case, your mod is totally fine in either case :) More importantly, the cannon problem I had was REALLY hard to bear, and you said here there was an issue so I thought I am looking at the issue - but also false alarm.

My issue was bad. 2 or three beams of fire randomly just straight for 20 mins into nothingness. Battle unaffacted by it. So I turned your mod off and the issue was still there. Turned off everything shooting-related, couldn't figure out what was wrong...

Built off an early version of my modlist. Problem's disappeared, now with >250 mods. So whatever the bug or problem is your mod *might* be having is totally minor. Don't stress yourself. My bad, @Cerb! <3
Cerb  [author] 6 Jun, 2024 @ 3:50pm 
Thanks mate, appreciate the feedback :)

In the base game you fight a small army of nurgle and then the garrison separately, which makes each fight quite easy, so i think thats on the other mods you're using sadly, is that fight difficult without this mod too?

I want to fix that cannon bug, but ive got so many other mods in the works/needing updating at the moment, and its such an unknown fix that i just havent brought myself to start on it, i really should though, would make it a lot nicer feeling.
sigmars_disciple 6 Jun, 2024 @ 10:40am 
This is a 12 of 10 stars mod, but due to the sightly bumpy "onboarding experience" I will have to deduct a point - so it's only 11 out of 10 points and a platinum award this time for @Cerb. Sorry! <3
sigmars_disciple 6 Jun, 2024 @ 10:38am 
Very cool, @Cerb. 2 things you'd consider to put in CAPS here so even the slightly reading-impaired mod users (not that these would exist!) will MAKE SURE TO READ THESE:

1.) This can make the fight on campaign start, which is usually easy-peasy, completely unwinnable manually. For me, it's vs. Maggoth Kin with LL & his army plus garrison reinforcement army). If my situation differs from what it should be for most players - I play on IEE with LCCP/TOTN - then ignore this. But for me, the only way to win here was setting both battle sliders to the easiest (with max debuff for AI) - and auto resolve for a Heroic victory :)

2.) The known cannon GFX issue is basically the 1st thing users will encounter after turning on the mod. I'd mention that all units perform exactly as they would otherwise (at least for the barge that's not clear). Keep in mind it does do around a tenth of its damage as it did before so it's easy to think there's a larger problem... Thanks for this! <3
=[NK]= Col. Jack O'Neil 28 May, 2024 @ 8:54pm 
Sick 👌
Cerb  [author] 28 May, 2024 @ 6:14pm 
Made sure that you dont lose the small bombs when you upgrade to the top tier bombs, so now youll get both small and larger bombs, also made sure the thunderbarge summon for units in area of effect summons the correct barge.
Cerb  [author] 22 May, 2024 @ 2:08pm 
No worries mate, glad youre enjoying it :)
Klissan 22 May, 2024 @ 10:58am 
Love your mod,Thanks!
Cerb  [author] 21 May, 2024 @ 5:38pm 
I just tried them together and theyre working for me, you may have a different conflict.
Cerb  [author] 20 May, 2024 @ 5:14am 
fair enough, ill see what i can do, but might just not be compatible
rayden_solo 20 May, 2024 @ 4:10am 
this mod is conflicting with Malakai's World Tour (+AoR Rework)
when both mods are active, Felix and Gotrek and all starting grudges are removed among other bugs
S0LIDUSTER 19 May, 2024 @ 9:59pm 
tested it and its working perfectly now
Cerb  [author] 19 May, 2024 @ 5:04pm 
Let me know if it hasnt worked and ill look into it more :)
S0LIDUSTER 19 May, 2024 @ 4:56pm 
awesome, thanks mate
Cerb  [author] 19 May, 2024 @ 4:23pm 
Just uploaded a fix, thanks for letting me know :)
S0LIDUSTER 19 May, 2024 @ 4:15pm 
for some reason, building the final tier of the airship disable the ability to summon the airship
Cerb  [author] 19 May, 2024 @ 2:53pm 
No worries mate, glad you enjoy :)
Shamaster 19 May, 2024 @ 12:13pm 
I play with Permanent summons on as a rule because its the only thing that makes them viable for both me and the AI (who honestly can't get any value out of them period otherwise)... This was fine and dandy since the game's release up until this gods forsaken airship. I got 9 turns into a dwarf campaign before realizing EXACTLY how big of a problem this was. My choices were going to be between disabling the perma summons or just refuse to use the summon myself and miss out on the whole mechanic. Really appreciate the work you've put in it's basically exactly what I needed.
Cerb  [author] 14 May, 2024 @ 5:07pm 
Yeah that's probably the best idea to do with passive bombs to keep scaling power, but i have a feeling some people wont like it still lol
lthull 14 May, 2024 @ 3:39pm 
I really appreciate what you've done with this ability. I hope it stays just the way it was before this latest patch. As far as the passive bombs go, maybe introduce them once they upgrade to level 5.
Cerb  [author] 10 May, 2024 @ 12:07am 
I'm probably going to put back a 'bombing' version of this mod since a few people have asked for the passive bombing back. Issue is the power levels, if you add the passive bombs right from the start it can annihilate entire armies especially against the AI, and if i leave them off until later on then the micro is still less since youd have the on use bombs instead by that stage.. if i make them too weak then youre just baiting people into flying their ship into a bad position to get shot to pieces
Candyman 9 May, 2024 @ 10:52pm 
I was wondering does this change the behaviour for all thunderbarges regarding the bombing ability?
I find it really boring that you dont have to micro the thing at all.
Cerb  [author] 9 May, 2024 @ 4:45pm 
How was the endgame thunderbarge btw? it wasnt too op?
Cerb  [author] 9 May, 2024 @ 4:16pm 
Thanks mate, i couldnt honestly stand the passive bombs, felt like i had less control over it and made the micro super easy at the same time :D
Dr Charko 9 May, 2024 @ 6:58am 
Just did a whole ass campaign with this mod and wanted to come back and say cheers, the pacing with this version feeels so much better. Missing auto bombing ofcourse but it ended up being a smaller issue than I thought
Cerb  [author] 5 May, 2024 @ 4:05pm 
Holy shit, that sounds hilarious, im sorry :D, found the bug, should be fixed now :)
Nutwit 5 May, 2024 @ 4:24am 
Hi, does this mod add the "tiny bombs" ability to the game, the one that has 40 uses? If so, I think the ability has been added to every single dawi unit by mistake leading to hilarious dawi suicide troops. Every single unit in clan angrund has this in my elspeth campaign and they use the ability and die instantly if engaged in melee and take my melee unit with them lol. Just wanted to give you a heads up.
sigmars_disciple 4 May, 2024 @ 5:23pm 
@Saubär Brother, that sounds maybe like the type of issue you could prob fix yourself, no? Like close Steam, reopen Steam, the blue icon is a download icon... You have used a computer before, right? :)

All good, brother. I thought this reply might be a bit funny, especially to poor Certb, so I went with it. Forgive me <3

Because I'm actually a good guy and like to help people: Like he said, "Verify game files" is the way to go with all of such problems. Right click game name in Steam lib -> Properties -> Local files -> Verify game files

It will ensure all game/installation files AND all Workshop files are not only there but also check that they're the latest version. Also, if you like mods, this game and your own sanity, get WH3MM (Mod Manager) on github.com for free.

Oh, one last tip:"Have you already tried plugging the cable in again?" :) HAHAHA
(Sorry, I had to.)
Cerb  [author] 4 May, 2024 @ 7:28am 
Try to unsubscribe and resubscribe, or verify your game files, otherwise not sure sorry :(
Questionmarc 4 May, 2024 @ 7:12am 
When i try to load the mod in mod manager there is only a blue icon and the mod is not donwloading. Am i doiing something wrong?
Cerb  [author] 4 May, 2024 @ 12:14am 
Fixed up a few tooltips, added the engine ability for prototype at t2 engine building, removed upgraded engine ability from t2/t4 engine building
Cerb  [author] 3 May, 2024 @ 11:45pm 
and if youre not happy with that i have a bunch of mods that would help, dying races and all my 'fear the x' mods to customise which factions will do better
Cerb  [author] 3 May, 2024 @ 11:36pm 
Use RPFM, nobody uses Dave, its really bad :(

I'd suggest trying this mod, it nerfs the initial grugni a lot, so it feels a lot more balanced overall :)
ThaddiusX 3 May, 2024 @ 11:26pm 
Looking in DaVe editor for various things, easier to follow dependencies. I haven't modded officially, releasing things, since Shogun 2, so it's a bit more complicated than before. I'll get back in to it I suppose. :-)

I'm either going to remove it completely, and if that is too difficult or gives undesirable effects that are not immediately seen, a version where you only get it for 30 seconds in any fight and that's it. Something along those lines.

I'm kinda sad to be honest to see CA go down this route, making each new faction overpowerd. Power creep is a very real thing, and Dwarves were already really strong. 9 out of 10 games dwarves totally owned the center of the map on this end. Harder difficulties. Pre patch 5.
Cerb  [author] 3 May, 2024 @ 11:00pm 
you could stop people from recruiting it, and auto calc values are varied slightly - but its mostly just the army ability, its not an actual unit for this mod, just a summon that summons various strength thunderbarges essentially - with different upgrades based on what buildings youve made
ThaddiusX 3 May, 2024 @ 10:55pm 
This shows promise, I like this idea a lot better than the vanilla. Question though, did you change any value for the auto-calc values for this particular unit?

Secondary question, since I am looking to downright remove this ship completely from my game, is that even possible since you've gone through the game-files? If not that would save me a lot of time looking. If you know.

Great work though! :-)
Cerb  [author] 3 May, 2024 @ 5:57pm 
I changed the engine ability a lot, its now a staged buff that starts strong, but the longer you keep it on the worse it gets, but it has a 30s cooldown after activation :)
Sosvo 3 May, 2024 @ 5:32pm 
+1 for a lite version with just scaling power, very interesting mod.
Dr Charko 3 May, 2024 @ 4:08pm 
Yeah, the building normally adds duration to the spirit but since thats not a thing in this version perhaps it could be replaced with soemthing? Maybe when it hits 25% it still persists for a bit longer?
Cerb  [author] 3 May, 2024 @ 3:40pm 
I'll have a look at the upgraded engine, probably make it t5 only :)
Cerb  [author] 3 May, 2024 @ 3:33pm 
The quest should be fixed now, thanks for letting me know
Cerb  [author] 3 May, 2024 @ 3:13pm 
I'll try to fix that up, shouldnt be too hard, engine building as in upgrading thunderburner?
Dr Charko 3 May, 2024 @ 2:56pm 
Oh also it doesn't seem like your summon fills the "Spirit SUmmoned" quest requiremements from turn one.
Dr Charko 3 May, 2024 @ 2:54pm 
Any plans for reworking the engine building to remove or replace the duration?
Cerb  [author] 3 May, 2024 @ 2:53pm 
I'll bash out a passive version for you Wei nps