Total War: WARHAMMER III

Total War: WARHAMMER III

Valorkin
141 Comments
Peskyfletch 2 hours ago 
Sorry boss, one thing I'm struggling with is the resource called glory. I might be being super thick here, but what does it do?
Caribou Lou  [author] 11 Jul @ 7:01pm 
@Peskyfletch Glad to hear you are enjoying!

@Jyggalag Grimvar will retain recruitment of all units for the race. The new factions will have bonuses towards certain units, but I'm not sure if I want to flat out restrict units altogether. For example: Grau will buff beasts/wilds, Invireth will buff undead, etc. Something like a faction-wide buff to upkeep or stats to encourage certain types of units (like Ungrim with slayers). As the factions develop they may begin to have more distinct separation, going from units, to buildings, even into the tech tree. I tend to build thematic armies myself, so I'll probably come up with skills and mechanics that encourage that type of play. Thanks for the suggestion!
Jyggalag 10 Jul @ 9:10am 
It would be cool to have the separate factions unique with respect to their units. Have the legion be separate (human lords/units) (order), the monster units/lords separate (wild/neutral), and then the undead/demon? lord/units separate (evil?).
Peskyfletch 8 Jul @ 11:59am 
Great mod ta
Caribou Lou  [author] 7 Jul @ 6:25pm 
@Jyggalag Thanks! I thought the cavalry building chain needed some love. It's going to take some time but I think separate factions will be the next major addition. The factions will all be similar on initial release with regard to mechanics, but eventually I will be able to give each its own flavor.
Jyggalag 6 Jul @ 6:48am 
Great work so far! Love the new additions. Can't wait for the separate factions for all the LLs! Would be so cool to either fight against or team up with them.
Caribou Lou  [author] 4 Jul @ 10:24am 
@AvioreYT Thanks for the note, glad you like the additions! Grimvar is slow on purpose, if he also had good mobility he'd be too OP. I like having a strong foot lord for the faction, and honestly I might nerf his items a bit in a future update as CA has tuned down other LLs like Vlad to be more reasonable to deal with. I have glanced through TOW and it looks like I will need faction keys to implement Valorkin. They need a separate culture so I'll have to commandeer one to include them as I doubt I'll get one at this time. I'll keep looking for a way to implement but TOW is on the back burner for now.

@BeatAsser I agree that the long turn timer and tunneling make it easy to maintain the win streak, but that's by design to overcome the poor growth in the early game and help the faction snowball. This also assumes that you never get an army wiped out and lose the bonus entirely. I'll keep an eye on bloodletting for balance, thanks for the suggestion!
BeatAsser 4 Jul @ 1:11am 
I think the low growth is a good limiter for the settlements, the turns until decaying for the bloodlettingesque mechanic is a nice addition but I think its a bit too much since the faction has tunneling stance which makes it impossible to lose the streak so maybe having decreasing the amount of turns needed for it to decline or removing the turn timer entirely would be a good nerf.
AvioreYT 3 Jul @ 3:48pm 
oh another selfish request sorry, is it possible for the faction to be added to The Old World Map?
AvioreYT 3 Jul @ 3:45pm 
another great update Caribou Lou....i look forward to your updates a lot cant wait for legendary heroes also, i know Grim var is already op but what if hear me out now, what if you had a flight transformation to him like him getting wings that provided a speed boost since he quite slow on ground, why not mounts? i just think mounts takes away a characters foot animations which are super cool to me but yh enough ranting from me your doing good progress non the less so thank you
Caribou Lou  [author] 3 Jul @ 10:23am 
@everyone Update today! Adding a few new units to round out the roster:

-Ballista - low tier anti large artillery
-Crude Ballista - trash tier anti large artillery
-Catapult - low tier anti-infantry artillery
-Crude Catapult - trash tier anti-infantry artillery
-Falcon Warcast - low tier flying harasser
-Sun Bears - anti-large war beasts
-Duskgleam Lions - anti-infantry war beasts
-Warhawks - armor piercing flying war beasts
-Golden Plains Griffon - single entity flying war beast
-Updated unit cards to not steal from vanilla for all units

Next steps will be to play through the mod a few times and review all current content, adjusting as needed.

On the horizon: Experimenting with a few faction mechanics around the pooled resource. RoR additions as I have time to work on them. Separate factions for all LLs. Incorporation into TOW on hold for now.
Caribou Lou  [author] 3 Jul @ 9:09am 
@ccooooll Thank you for the comment! Do you have specific examples of what needs to be nerfed? I am always looking to balance units, the economy, and lords so that they are impactful, but not overpowered. Please let me know your thoughts and I will take a closer look at your suggestions.
ccooooll 2 Jul @ 3:32am 
The mod is great, BUT nerf, nerf, nerf, otherwise it’s not interesting to play at all!!!
Caribou Lou  [author] 29 Jun @ 10:23am 
@AceuvSprays I've been meaning to look into the random ancillaries gained, especially after the CA update. Although the random items (weapons, armor) seem to be dropping I do want to review the drop table to be sure there are not too many exclusions. I'll also look into the banners and followers. Followers are probably more faction specific so I might have to make some of those myself. Thanks for bringing this to my attention, I should be able to ensure random ancillaries are linked to this faction without too much trouble (I hope).
AceuvSprays 28 Jun @ 10:37pm 
At turn 42, with nearly level 30 lords. I've managed to find 2 ancillaries. So they exist, just not many.
AceuvSprays 28 Jun @ 9:15pm 
I'm not 100% if this is caused by this mod alone, but I'm on turn 23 as the Valorkin. I have plenty of gear items (armor, weapons, trinkets). However, I don't have a single Ancillary, no banners or any others.
Caribou Lou  [author] 23 Jun @ 6:14pm 
@ycfmtbswarp Thank you! Love to hear people are enjoying the mod. After a bit more polishing I'll advertise in the modding discord again, maybe that will help this mod find its way to more people who will enjoy it. I'll also look into the official TW discord, I think they also have a platform for modders to advertise.
ycfmtbswarp 22 Jun @ 7:18pm 
Bro this mod is fantastic I had more fun with your new faction than 90% of the vanilla’s even without being finished. Keep up the awesome work the only thing keeping this from being top highlighted is people just haven’t found it yet.
Caribou Lou  [author] 18 Jun @ 4:34pm 
@raydahn Thank you, very glad you are enjoying the mod! I plan to continuously improve all aspects of the mod over time until I have something as well made as the Nagash mod.
raydahn 17 Jun @ 4:58pm 
just wanted to say that your the GOAT. this has rapidly become one of my favorite mods, the quality is top notch almost at the tier of the nagash mod.
Caribou Lou  [author] 15 Jun @ 9:17am 
@everyone Small update today!

Added "skill dumps" for all lords and heroes (health, melee, magic, ranged)
Changed bloodletting mechanic - 5 turns until streak reset but streak reset will completely remove all progress.
Unit balance changes to Meteor Cannon, Sanctum Guardian, Wardens, Leadmongers, and Zverag Grovekeepers.
Messing around with pooled resource "Glory" for faction. Currently has no use.
Fixed an issue where Disciple hero skills to reduce magic cost and cooldown did not appear.

Next steps:
1. Consider adding low tier artillery units
2. Consider adding additional units to round out cavalry building chain (unit selection seems sparse in comparison to other building chains)
3. Experiment with pooled resource faction mechanics (current implementation unknown, may be scrapped)
4. Research TOW mod and determine if adding Valorkin is possible.

As always please provide feedback regarding bugs, the current state of the mod, and any ideas you have for further additions.
Caribou Lou  [author] 5 Jun @ 4:43pm 
@everyone Update today! I have added more options to expand minor settlements themed around the Kanati/Zverag tribes. Expanding minor settlements is costly in terms of time and resources but greatly increases the potential for each province.

Please report any bugs/issues to me and I will address them.

Please also comment with any thoughts you have on the new additions.

Next I will be looking into changing the "bloodletting" mechanic to be faction-wide instead of local to each army to see if it works better with the faction.
FentanylBandit 31 May @ 5:22am 
Thank you for updates!
Aelfric 31 May @ 1:24am 
Great update as usual
Caribou Lou  [author] 30 May @ 5:55pm 
@everyone Update today!

New Generic Lord: Zverag Grovelord - Melee/range/magic hybrid
New Generic Hero: Kanati Mystic - caster
New Unit: Zverag Grovekeepers - elite monstrous infantry
New Lore of Magic: Lore of the Earth - used by new generic lord and hero. Also has overcast options similar to vanilla lores.

Please report any bugs and I will get to them ASAP.

Please also leave your thoughts on the new units and lore of magic, especially with regards to balance (overpowered/underpowered).

Working on minor settlement buildings expansion next.

Considering updating the Lore of the Sun to have overpower/miscast options similar to the Lore of the Earth.
EOD_DEMO 6 May @ 9:17am 
"4. Attempt inclusion into TOW mod - likely a submod"

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Jyggalag 3 May @ 8:02am 
Can't wait!
Caribou Lou  [author] 2 May @ 5:58pm 
@moojiber Thanks! Always great to hear others love this faction as much as I do. My break from content creation is over and I have plans for the next few additions:

1. New generic lord, generic hero, 1 unit, 1 new lore of magic
2. Minor settlement buildings expansion - kanati/zverag options for minor settlements that require more investment but pay out more in the long run
3. Experiment with win streak mechanic faction wide instead of individual to each army
4. Attempt inclusion into TOW mod - likely a submod
5. Experiment with separate factions for each LL
6. Sporadic addition of RoRs

More stuff on the horizon but I have a skeleton put together for most of these new additions.
moojiber 30 Apr @ 8:49am 
@Caribou Lou thats awesome to hear how much passion you have! i do think that a cost increase would make sense, its true, i hadnt considered the accuracy issue of a high cost unit like that. Also, let me know if you need anything else to help realise this project dude. I'm starting yet another Valor campaign today :D idk if you need things like custom voice lines or anything but feel free to give me a shout! this is one of the most enjoyable mods I have seen in all my countless warhammer hours. you should be incredibly proud!
Caribou Lou  [author] 22 Apr @ 4:21pm 
@Jyggalag Confederating all of the LLs into a single faction is also pretty fun. I have some ideas for how to do this, but its going to take some time to rework textures on a bunch of units for faction color diversity. Then I could look into unique mechanics for each faction, but that would probably be added incrementally as I develop ideas for what each campaign should entail. Thanks for the suggestion!
Jyggalag 21 Apr @ 9:23pm 
It would be cool if you could separate each Legendary Lord into their own subfaction so you can either ally with them or face off against them in campaign
Caribou Lou  [author] 13 Apr @ 5:33pm 
@moojiber Thank you for the criticism, this is exactly the kind of feedback I am looking for! Balancing completely new units is tough, and the meteor cannon has always been challenging. While extremely powerful against lots of infantry, fast flanking units, enemy spellcasters with projectile spells, and enemy artillery counter the unit pretty well. I like the extremely powerful nature of the unit and would lean towards a cost increase as opposed to a nerf. Watching a dreadquake 100% miss shots just feels lame. As I play more I will see if a small cost increase (500 --> 525 or 550) is warranted for this unit. Campaign buffs also help the unit immensely as the relatively low ammo and long reload time become negligible; but I feel that a good campaign should have an appropriate amount of powercreep to highlight the progression of the faction towards the late game. Thanks again for the feedback, I'll play with this unit more in campaign and reevaluate the current strength of the unit.
moojiber 8 Apr @ 10:16am 
hey man just finished my first campaign with valor. i think the only thing i would suggest to look into would be the meteorcannon. i love it, but i think the 100 percent splash accuracy is insanely busted OP wise. if you have two of those units you can kill 8 full units of almost any tier before they even reach your main force. i dont know jack about modding but like i said that would be my only tweak. i love all these units man!
Caribou Lou  [author] 6 Apr @ 6:09pm 
@Gwir I will look into this as it has gotten several requests. Depends on how difficult it will be to implement a new culture into TOW (or find another culture I can overwrite without messing with the campaign too much). Currently taking a short sabbatical from modding but I have a new generic lord, generic hero, unit, and lore of magic I am planning to add. Ideas for several RoR as well. Some ideas for adding more buildings to minor settlements that will be forest themed (more investment of time/money/growth, but higher ultimate payout). I would expect the addition of the lord/hero/unit/lore of magic first, then if the submod will be easyish to add I would look to do that afterwards.
Gwir 3 Apr @ 9:27am 
Thanks for update - can you make submod for Old World Camp?
Caribou Lou  [author] 2 Apr @ 4:15pm 
@moojiber Thank you! Happy to hear you are enjoying the mod.
moojiber 31 Mar @ 9:44pm 
this is one of the coolest most original mods ive ever seen dude
Caribou Lou  [author] 17 Mar @ 6:19pm 
@AvioreYT Glad to hear you're enjoying the mod! I do like the idea of Grimvar becoming the elemental incarnate of Sunlight. I'm going to think about how to best implement. Definitely going to be a level 50 unlock. Could be a mount so you can switch between foot lord and incarnate at will. Could also make it a summon similar to Krell, or a transform similar to Malus as you suggested. Could also be a permanent change like herald to greater demon through an event. Consider this added to my list of stuff to add. Gonna take some time though, I want to thoroughly think through the models, abilities, and implementation before I start to work through it. Thanks again for the suggestion!
AvioreYT 16 Mar @ 2:48pm 
great mod i truly love it. i only have one selfish suggestion as it regards to the leader of the faction. since it might fit in you could make him be able to have a transformation or even have formless horror and name it something else just to be different. maybe the lore behind that could be that his race is basically a mix of every race but he got those ideas from the lords he transform into? or just a simple transformation ability to transform in to the sun god a or which he serves like a shell i dont know im just ranting but yh anything you do you'll do it well the mod is great thank you
Caribou Lou  [author] 4 Mar @ 6:48pm 
@Aelfric A post-battle option where you can return a settlement to a specific order faction for money and diplomacy bonus was one. Another is reworking the bloodletting system to be a global bonus instead of an individual army bonus. I'm happy with the current state of the mod and just need to play it enough to get inspired for what will be a mechanic addition that does not feel forced.
Aelfric 4 Mar @ 3:21am 
What are your ideas for additional mechanics?
Caribou Lou  [author] 3 Mar @ 3:56pm 
@everyone Big update today! 10 new units:
6 undead
-Returned Laborers (trash melee infantry)
-Returned Warriors (low tier melee infantry axe & shield)
-Returned Guardians (mid tier melee infantry axe & shield)
-Returned Champions (high tier melee infantry axe & shield)
-Returned Horsemen (mid tier melee cavalry)
-Returned Knights (high tier melee cavalry)

1 construct
-Ferrolith Mutilators (High tier melee infantry)

3 hybrid melee infantry
-Peacemakers (low tier axe and pistol)
-Powderfiends (mid tier axe and pistol)
-Leadmongers (high tier axe and pistol)

Spear melee infantry have been rebalanced to fit in with these new units.

Please let me know if you encounter any issues with the new additions.
Caribou Lou  [author] 2 Mar @ 6:11pm 
@Estupricio I think the faction has adequate tools to combat attrition by using encamp stance and tunneling stance. The chaos wastes should be difficult to move in for a non-chaos faction.

@fredrowe234 Glad you are enjoying! I may add the ability to vassalize/subjugate other order factions only. Everything else wouldn't make sense for this faction.
fredrowe234 2 Mar @ 9:28am 
This is a great work! It would be neat in my opinion of the ability to vassalize/subjugate other factions was added. I'm enjoying the mod!
vergewaltigen 26 Feb @ 4:48pm 
maybe you should remove the attrition from the lords at least from the non demon units
Caribou Lou  [author] 26 Feb @ 3:12pm 
@Estupricio This is intended. There are 2 types of attrition from chaos. The first comes from chaos corruption and can be present in any region with high corruption. The second is attrition due to terrain. "Chaos wastes" terrain causes attrition the same way "mountain" or "swamp" terrain can cause attrition.
vergewaltigen 25 Feb @ 5:21pm 
no problem friend ! i also have some issues in chaos regions since even if you reduce the corruption to zero % the lords keeps getting attriction and dying a little per turn
Caribou Lou  [author] 25 Feb @ 5:10pm 
@Estupricio Glad to hear you are enjoying the mod! I do like the idea of having custom models for Valorkin cities, consider this idea added to my to-do list. Keep in mind it will take me some time to implement this addition.
vergewaltigen 25 Feb @ 12:29pm 
can you add any models to the valokin's cities? i want ot use them with the dynamic seetlements mod :steamsad:
vergewaltigen 25 Feb @ 12:28pm 
very great faction bro nice work