Total War: WARHAMMER III

Total War: WARHAMMER III

Old Ones' New Era - Lizardmen 5.0
64 Comments
HotPizza87 16 Jul @ 10:33am 
Regarding the graphical glitch I mentioned before: you are right. When I started a new save with no mods except this one, the glitch wasn't there and the Geomantic Web building tree looked like it should.
HotPizza87 16 Jul @ 10:26am 
Hi again. Some feedback. I got the long victory on turn 92 with Hexoatl with the mod on. I also got long victory with Malus Darkblade turn 96. So I think that likely means the mod isn't upsetting game balance or making the Lizardmen OP. I enjoyed the Temple Striders unit a lot too. I felt it was a shame Mazdamundi had to have some skills locked off but I understand why you did that. I know maybe there aren't enough skill points for all those skills plus campaign and battle skills but maybe let players choose between those skills and battle/campaign skills?
HotPizza87 13 Jul @ 1:58am 
No I have about 10 other mods on. I will try without them.
Backmechuisa  [author] 13 Jul @ 1:47am 
@HotPizza87
Did you test it using only this mod? That bug usually occurs when a user’s mod contains an outdated version of the file. It’s likely a mod conflict.
HotPizza87 13 Jul @ 12:32am 
Outside the building browser, hovering the Geomantic Energy building chain displays two forked pairs instead of one. Inside the building browser, this doesn't happen and it appears correctly. There's no practical difference however. It's just an aesthetic mistake.
HotPizza87 12 Jul @ 2:13am 
Now you've done that, it seems to be flawless! Wow! I'll be sure to give you some feedback about any issues.
Backmechuisa  [author] 11 Jul @ 1:19am 
@
lol. spell that can be used as a single point is very attractive, but -10% definitely makes more sense.
Modified done.
HotPizza87 11 Jul @ 12:40am 
I greatly appreciate that! However, I have to say -2 to all spells is a little too much - that's why I said only 10%. Just look at the 2nd point of each of his spells then add your reduction and you'll see why -2 is overkill.
Backmechuisa  [author] 10 Jul @ 7:12am 
@HotPizza87
Thank you for your suggestion.
The set item effects and faction bonuses for Mazdamundi have been enhanced.
HotPizza87 10 Jul @ 3:16am 
By the way, I think you meant to write "Cold-Bloods Scales" as "Cold-Bloods' Scales".
HotPizza87 10 Jul @ 2:34am 
Since Mazdamundi's quest items are relatively weak and his set vanilla bonus is very dull, I think if you added 10% cheaper spells for Mazdamundi only and +5 Winds of Magic power reserve per turn (Lord's army) to the set bonus, that would really be the cherry on the cake.
HotPizza87 10 Jul @ 2:29am 
Just for comparison, current game state means Spirit of the Jungle can cast spells 20% cheaper factionwide from 8 different lores of magic via the Temples of Xholankha, and Tehenhauin can cast Beasts magic 10% cheaper. If Tehenhauin is confederated by Spirit of the Jungle and he defeats Yuan Bo, he can cast 50% cheaper. At the very least, I don't think it's outrageous to wish that Mazdamundi can potentially cast just as efficiently as Tehenhauin!
HotPizza87 10 Jul @ 2:20am 
I like what you did with Mazdamundi but I still think he needs something that makes him stand out more from the other Slaan-Mages when it comes to spellcasting efficiency. It's great that he has all the passives like Teclis but if he had 10% cheaper spells and a small bonus of +5 Winds of Magic per turn from his set bonus that would be befitting of the world's greatest spellcaster.
Backmechuisa  [author] 10 Jul @ 12:19am 
New updates.

1) "Hexoatl" Lord Mazdamundi Enhance.
- The skill set of Lord Mazdamundi has been enhanced.
- The great Slann Lord can now access all passive abilities from all 9 common lores of magic.
- However, to prevent excessive skill point consumption, the existing enhancement skill tree has been limited to one selectable path.

2) New Skill: "Repentance of Hexoatl"
- Replaces the existing lord-exclusive army ability, "Deliverance of Itza".

3) "Hexoatl" Faction Penalty Adjustment
- The meaningless -10 global diplomacy penalty has been changed to +10 instead.

4) Other Minor Fixes.
- Removed the "Geomantic Nexus Avatar" feature in this mod, which had already been patched in last update.
- Reorganized the passive skill trees of Slann lords from all 9 lores to match vanilla standards.
Backmechuisa  [author] 29 May @ 6:45pm 
@HotPizza87
Do you want Nakai to be a normal faction with the horde system? I’ve had similar thoughts, but it would take some time to implement that change. I’ll keep your suggestion in mind.
HotPizza87 29 May @ 5:00pm 
Does Nakai still have the temples and vassal when he occupies? I like Nakai and his armies being hordes but not having access to settlement trading and regular diplomatic options is a bummer.
Backmechuisa  [author] 13 May @ 8:18pm 
@Aatxe
OMG. I had no idea the UI had changed since the Kislev patch.
Thank you for reporting. an issue has fixed.
Aatxelaric Swyne 13 May @ 11:26am 
Activating this mod disables the army invocations for Kislev. There is no need to use this mod when playing Kislev, but it is a curious interaction!
Backmechuisa  [author] 25 Apr @ 7:40pm 
@Serious Lee
Currently, there are no plans to rework the skill trees.
Also, the issue with Nakai's world tour has been fixed. Thanks for reporting.
Serious Lee 20 Apr @ 2:31am 
do you plan to rework some of the skilltrees too? (lowkey asking for Nakai to get regeneration somewhere down the line)

Also Nakais event does not trigger on my end. Probably a mod conflict though. Could it be IEE?
Rhodes 10 Apr @ 10:59am 
What an amazing mod! It really adds so much to lizardmen!
Backmechuisa  [author] 28 Mar @ 6:20am 
1) UI Changes
Updated the color of the resource bar.


2) Balance Changes
Geomantic Nexus
-Increased initial construction cost (nerf).
-Reduced upgrade costs and construction time (buff).
-It is now easier to toggle the On/Off state.

Geomantic Nexus Resource Output
-Reduced resource production (nerf).

Battery Storage
-Slightly reduced resource storage capacity (nerf).
Backmechuisa  [author] 27 Mar @ 3:34am 
@atlan2007
6.1 updated. it works well.
atlan2007 25 Mar @ 6:47pm 
Great mod I have been enjoying it a lot. Will it still work after the latest patch or will it need an update?
Backmechuisa  [author] 23 Mar @ 3:53am 
@Championxs
thanks. but I didn't.
Championxs 22 Mar @ 8:47am 
my only question is why you choose to restrict the main gold building to one per province for them? We are not Khorne who gains most their money through conquest, or high elves who pushes tariffs to gain the most money.
Backmechuisa  [author] 1 Feb @ 8:55pm 
@NyuuGG
Mod updated so that it does not appear for non-Lizardmen factions in multiplayer.
However, due to the lack of a multiplayer testing environment,(I never played) this change has not been tested.
NyuuGG 1 Feb @ 9:04am 
In a multiplayer campain, are other players (not lizardmen) supposed to see the geomantic web bar at the topside of their ui ?
Backmechuisa  [author] 21 Jan @ 8:55pm 
@Greeny363
Skill is working normally. Scales provide the highest level of defense when no damage is done, and they are designed to be weaker as they are damaged.
Greeny363 21 Jan @ 3:45pm 
Hey, idk if this is what you intended but the cold blooded scales ability is backwards, the more damage the unit takes, the better the missile resistance gets instead of the other way around. It disabling after the 50% health threshold does work however
Tesrali 9 Jan @ 7:19am 
(mind blown)
Backmechuisa  [author] 3 Jan @ 11:58pm 
@Ty of Troy
If "Old World Campaign" mod has geomantic web data with settlements, yes it would work.
Ty of Troy 3 Jan @ 11:47pm 
does this work with Old World
Backmechuisa  [author] 3 Jan @ 3:48am 
New updates.

Nakai's World-Wandering Event Added.

-Choose 1 of 6 starting positions (option to refuse included.)
-AI Nakai also uses this feature when starting a new game.
-AI Nakai has a 1/6 chance (include no change) for each destination.
Backmechuisa  [author] 1 Jan @ 3:45pm 
@Broseidon
added compatibility with Scrap Upgrade UI Framework.
Broseidon 1 Jan @ 9:24am 
Love the changes you've made. Curious to try out your new Geomantic Web System but that particular feature seems to conflict with the Scrap Upgrade UI Framework mod.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3384239916
I know nothing about modding, is it possible for you to make it compatible?
Solyaris 30 Dec, 2024 @ 8:43am 
I've yet to play with it, but I think what you're doing with Geomantic Energy looks very interesting/engaging. The old system felt so off.
Backmechuisa  [author] 29 Dec, 2024 @ 6:50am 
New update
-Geomantic Web System Overhaul
now Edicts enhanced beyond Strength 5 by using Geomantic Energy.
Backmechuisa  [author] 29 Dec, 2024 @ 12:33am 
@Hoo the fool
Perhaps someday?
However, Dwarf heroes do not have mount equipment. On the other hand, Lizardmen heroes have access to some of the most powerful beasts as their mounts among all factions.
At the moment, there are no plans to grant skill values that would bridge that gap.
Hoo the fool 29 Dec, 2024 @ 12:09am 
Would you consider adding some new skill tree for each Heroes? CA has added some new skills for Dwarf's heroes so I'd like to see a few additional skills for Lizardmen similar with those.
Solyaris 26 Dec, 2024 @ 9:07am 
I'm loving this mod. Thank you for your work! Currently playing with my boy Gor-Rok and having a good time. And while I'm at it, Merry Christmas.
Backmechuisa  [author] 20 Dec, 2024 @ 10:25am 
New update
-the "Konquata" region upgraded into a 8 slots sub-special settlement.
(start with 2 slots in Tier 1)
JumpOutTheWindow 18 Nov, 2024 @ 6:23pm 
@Backmechuisa
Thanks! that cleared my doubt.
Backmechuisa  [author] 15 Nov, 2024 @ 9:20am 
@JumpOutTheWindow
A number of airborne units has doubled. Unit mass remains unchanged.
JumpOutTheWindow 15 Nov, 2024 @ 2:05am 
Ripperdactyl riders have more than 9000 hp at large size. Is this intended?
Backmechuisa  [author] 1 Oct, 2024 @ 9:59pm 
Now added compatibility with Tabletop Caps by DrunkFlamingo.
it works when two mods activated.
Backmechuisa  [author] 26 Sep, 2024 @ 6:12am 
@themilkman074
I will fix the mod if I find bugs or errors while playing the game.
TheMilkMan 25 Sep, 2024 @ 3:53pm 
@Backmechuisa Are you going to continue reworking factions?
Duke Melvin 8 Aug, 2024 @ 6:49pm 
Have started using this and really love the style and balance of it, Love the Tech Tree and was the major reason I picked it up along with the Temple Guard on Horned ones.

if you are planning on doing anything more with this mod with it not being completely compatible with other lizardmen mods you have a lot of options.
Something for the character skill trees to make it so once you have everything on the scar veterans and chiefs there is something more, Sfo does this well with making the scar veterans be able to either buff units in the army or become lone hunters, or the skink chiefs can buff the skink units.
Potentially looking at the landmark spawning mod and working out how to integrate their units.
Same for the Lizardmen upgrade mod which lets you upgrade units in a similar manner as the orcs and goblin scrap.

Overall I love this mod and might be worth posting it on Loremaster of Sotecs Discord as I feel he would love this.
rocketboyspecial 29 Jun, 2024 @ 1:36pm 
You're welcome I can always be relied on to complain lol