Total War: WARHAMMER III

Total War: WARHAMMER III

Bruiser Careers
183 bình luận
Sagez69 11 giờ trước 
Damn it is a beautiful mod and a must have. Thank you!
Calm&NormalTime  [tác giả] 15 Thg07 @ 11:43am 
I would expect it to work as it only adds skill and mount options to bruisers, which should work regardless of the faction the bruiser belongs to
Alexandros Megas 15 Thg07 @ 10:34am 
Any idea if this mod is compatible with SCM Might of the Maw?
REITERPALLASCH 19 Thg06 @ 12:08pm 
@shangrila
I can confirm that the two mods overlap and half of the careers are unavailable. Hopefully someone will make a patch
Skullgar 18 Thg04 @ 9:08am 
Yeah it works 100% fine in multiplayer. Any possible issue would be fixed permanently after a single desync reload too, but shouldn't be an issue.
NorscanWarlord 17 Thg04 @ 5:55am 
Nice, I'll give it a go then
Calm&NormalTime  [tác giả] 17 Thg04 @ 1:34am 
The only script is one for swapping out the bruisers unit cards to match the skills they pick, so there should be no desync issues
NorscanWarlord 17 Thg04 @ 12:09am 
has anyone tested this mod in multiplayer? if so, does it play nice? no crashes etc?
Calm&NormalTime  [tác giả] 15 Thg04 @ 3:42am 
Its not. Read the description
Skullface0666 14 Thg04 @ 7:08pm 
hey bud is it just for Golgfag? if so how does it work?
shangrila 5 Thg04 @ 4:04pm 
Just a heads up, it looks like this conflicts a bit with maffers' Expanded Hero Skill Trees mod.

I've got Drunkard and Broadsider available as normal, then Bodyguard locked behind a different skill. None of the others are showing up. Guessing it's because you're both using the same row.

Everything seems to work fine for both mods, just looks like they're overlapping.
Skullgar 27 Thg03 @ 8:58am 
Man, I would pay good money for a full Fomorian ogre faction. Reminds me a lot of the Millwood Knights from Dark Souls 3, who I also loved.
Calm&NormalTime  [tác giả] 26 Thg02 @ 4:59pm 
thanks for taking the time to make the summary. I'll also add that
Drunkard: lowered armour piercing, gains anti infantry damage, combined with whisky breath specializes in clearing chaff
Smeltergut. Gains armour sundering attacks and higher splash damage max targets
Pit fighter and ironhide gain anti large damage
sellsword, gains magical attacks, anti infantry damage and higher splash damage max targets, making him very good at killing elite demon infantry
Kurobuta, ironhide, pitfighter, and broadsider all get lower splash damage max targets, as they either specialize in taking down large targets, duelling other agents, or ranged attacks
Calm&NormalTime  [tác giả] 26 Thg02 @ 4:50pm 
wish I could pin this comment
Tremist 26 Thg02 @ 4:30pm 
Here's a general list of the abilities each career gets because I couldn't find any. All also get Ogre Charge, stat changes are not included.

Drunkard - Whiskey Breath Magic Missle attack
Smeltergut - Weaponsmith Ability, Armorer Passive
Bodyguard - Take a Breather Boss active regen ability and Guardian passive
Merc Captain - Missile attack, with Restock and Lead Pepperer Passive
Pit Fighter - Are you not entertained passive, Charge defense against Large, Immune to psychology
Sellsword - Swift Step active and Whirling Dirvish active
Fomorian - Gold shield, Bulwark active and Charge reflection
Kurobuta - Slippery, devastating flanker, Backstab active, Loner passive, vanguard deployment
Broadsider - Missile attack (1.1k strength, with armor piercing and speed debuff)
Ironhide - Loner and Strider (and presumably a rhinox mount)

Really enjoying the mod!! :D
Calm&NormalTime  [tác giả] 22 Thg02 @ 4:30pm 
there's no guarantee an empire faction would pick the bodyguard over any other career though, i'd say give this mod a skip unless you're playing ogres yourself
Calm&NormalTime  [tác giả] 22 Thg02 @ 4:29pm 
pretty sure ai can pick skills added by mods
Axios2002 22 Thg02 @ 3:39pm 
Can the AI make use of this? I keep going back and forth on my opinion of a mod that unlocks bruisers for other cultures and would like it more if I could see, say for example, imperials using Bodyguard career ogres rather than the generic one.
Calm&NormalTime  [tác giả] 21 Thg02 @ 2:21pm 
part of the last dlc
Calm&NormalTime  [tác giả] 21 Thg02 @ 2:21pm 
they're a vanilla hero
Calm&NormalTime  [tác giả] 21 Thg02 @ 2:20pm 
hire bruisers?
MAKAVELI 21 Thg02 @ 11:13am 
Why can't I hire them?
Faust 17 Thg02 @ 9:59am 
Thank you! I'll give it a try
Calm&NormalTime  [tác giả] 17 Thg02 @ 9:21am 
Id imagine its compatible. See no reason it wouldnt be
Faust 17 Thg02 @ 3:00am 
Is this save game compatible or I should start a new campaign?
Teddy 16 Thg02 @ 10:03pm 
did the ogre Bruisers mercs mod get changed the one that allow other factions to recruit them get changes to this one?
Calm&NormalTime  [tác giả] 15 Thg02 @ 7:31am 
No list sorry. I kinda forget what some of them do. More a visuals guy than a stats guy
Tremist 14 Thg02 @ 2:06pm 
Love the mod. Is there a list of what each career gets as features?

As it is I'm just reloading saves to see what each one does. Thanks!
GizzardWizard 4 Thg02 @ 7:18am 
Does anyone know if there's an sfo submod in the making?
Calm&NormalTime  [tác giả] 4 Thg02 @ 3:34am 
Ok let me know if you encounter any bugs
Fenrir4life 3 Thg02 @ 6:17pm 
That's my recollection, but it WAS a while ago. Next ogres campaign, I'll make getting an ironhide a priority to test.

At any rate, amazing mod; thanks for all the awesome ogrework!
Calm&NormalTime  [tác giả] 3 Thg02 @ 5:40pm 
That would be unintentional,
you mean they're on foot in battle?
Fenrir4life 3 Thg02 @ 4:56pm 
Unrelated to other ask:
Is it intended that Ironhides be infantry instead of Crushers, now?
Fenrir4life 3 Thg02 @ 4:52pm 
Since this makes the bruisers functionally Maneaters - roving xenophiles weaponizing foreign cultures - would it be possible to grant "upgraded" bruisers the same Maneater tag that lets Golg equip his contract reward banners on himself?
Calm&NormalTime  [tác giả] 3 Thg02 @ 6:44am 
Once you pick a career skill the bruiser equips a 'mount' that changes its appearence, animations and stats. It also changes its unit card, porthole and unit name.
Loony 2 Thg02 @ 11:56pm 
So just for clarification on my side since I might be a bit new to this. Bruisers can take on careers in a campaign later down the line correct? Or is just a skill somewhere in the skilltree
Skullgar 2 Thg02 @ 6:09pm 
Love when people ask if something is lore accurate. Like brother, Warhammer 3 isn't lore accurate.
ukee49 2 Thg02 @ 2:05am 
Nice. These look amazing. Especially like the Broadsider!
Calm&NormalTime  [tác giả] 31 Thg01 @ 11:29am 
Who care
vargasguerrero113 31 Thg01 @ 3:05am 
is this lore accurate????
Vitatious 26 Thg01 @ 7:36pm 
haha kurobuta black pig lol
Calm&NormalTime  [tác giả] 26 Thg01 @ 3:55pm 
what give different stats attributes and abilities which can be seen by hovering over the skill, or hoverin g over the mount option in custom battle
Nukular Power 26 Thg01 @ 1:20pm 
Is there a list somewhere of what these do?
Nixon#1 25 Thg01 @ 10:26am 
Arigato.:lunar2019piginablanket:
Calm&NormalTime  [tác giả] 25 Thg01 @ 9:50am 
there is a compatibility submod on the workshop though
Calm&NormalTime  [tác giả] 25 Thg01 @ 8:51am 
No it doesnt. That mod will replace several career options with its stat boost skills.
Last i checked anyways
Nixon#1 25 Thg01 @ 6:34am 
Good day, sir.
Wanted to ask, does ur mod work with the "Expanded Hero Skill Trees Compilation"?
Thank you for the asnwer beforehead.:blight:
Calm&NormalTime  [tác giả] 25 Thg01 @ 5:02am 
bruisers were added by the ogre dlc, if you own the dlc you get bruisers. This mod just adds costume/stat build options to the regular CA bruisers
AoffyDosy 25 Thg01 @ 4:31am 
Does SFO have bruiser already before 6.0? I played ogres and I can't see it
Calm&NormalTime  [tác giả] 25 Thg01 @ 4:21am 
I think i know whats happening.
Youre using an sfo patch for my older and now abandoned mod that adds bruisers.
Since CA has now added bruisers, this mod just adds parts of the original.
This is likely the cause off the crash