Total War: WARHAMMER III

Total War: WARHAMMER III

Legendary Coast of Vampire - Vampire Coast 6.0
54 Comments
Backmechuisa  [author] 17 Jul @ 4:36am 
@Cypher
Apart from adding a research speed bonus to the five technologies available at the start, there are no incompatible elements in the technology tree.
If any issues occur with other mods, it is highly likely that elements not mentioned in that mod's description are conflicting with this one.
Cypher 17 Jul @ 4:00am 
Does this mod affect the technology-tree?
Didn't read anything about it but it is not compatible with the better technology-mod.
Backmechuisa  [author] 16 Jul @ 12:27am 
Notice

The link to the submod for "Gunfire of Abyss" has been added.
Special thanks to 'Das Boots' and '梣' for creating the great mods.
Backmechuisa  [author] 2 Jul @ 8:30am 
New Update

1) Bloated Corpse (Leadbelchers) added.
- They are slow and fragile, but its firepower is utterly devastating.
- Included as a starting unit for "The Dreadfleet" Count Noctilus.
Remys de Rem 18 Jun @ 9:53am 
Need Gunfire of Abyss submod(
Zhong Xi Na 16 Jun @ 7:28pm 
@Red_Snuffy no it isnt, you will need to use the actual runcher launcher and use the unit size sql to increase the modded unit size.
Red_Snuffy 11 Jun @ 4:31pm 
Is this affected by True Unit Size?
Springtrap0915 27 May @ 9:00am 
Lets go thanks
Backmechuisa  [author] 23 May @ 10:15pm 
New Updates
Vampire Coast Confederation System Added
-Defeating a faction leader allows confederation. (like nosca, greenskins, ogre kingdom)
Springtrap0915 23 May @ 11:26am 
Does this mod allow confederation between the legendary lords? Because I want that.
Bungledorf 20 May @ 5:55pm 
thanks for the quick response, i ended up testing it with a friend and only seem to have a de-sync upon entering the first combat in the campaign. after that we had no issues with that campaign.
Backmechuisa  [author] 19 May @ 8:27pm 
@Bungledorf
I designed my mod to be compatible with multiplayer, but I haven’t tested it myself since I’ve never actually played multiplayer. I hope it works well, but there might be a few things that aren’t perfect.
Bungledorf 19 May @ 1:26pm 
just started getting into this game with a few friends of mine doing a co-op campaign and was curious how this mod works with that if anyone has experience themselves.
Juuzaam 19 May @ 7:51am 
Apologies for the inconvenience. I can confirm that the correct unit cap becomes visible once the player is able to recruit heroes. Great Mod :)
Backmechuisa  [author] 19 May @ 12:52am 
@Juuzaam
Thanks for your reporting. I tested it and it works fine.
The pirate cove building increases a cap, but to unlock heroes recruitment you need 3 tier infantry building or ship cabin.
Juuzaam 18 May @ 9:14am 
There might be a bug. Both buildings of the pirate cove should increase the cap of Mourngul Haunter Heros, but neither does it.
JumpOutTheWindow 14 May @ 5:26am 
Such a great mod! I really appreciate your eagerness toward the neglected factions
Backmechuisa  [author] 13 May @ 10:54am 
New Updates

1) Bloated Corpse (Bullet Sponge) Added
- A core unit that can dramatically change the Vampire Coast’s battlefield tactics.

2) Treasure Hunt Mechanics Established
- Upon acquiring a treasure map, a random region owned by the player will spawn treasure hunt markers.
- One of the two markers is a decoy.
- However, interacting with the fake marker will restore the character’s movement points.

3) Luther Harkon’s Sail Graphics Restored
- Black color and emblem overlays have been applied.
ANIMEmus 15 Apr @ 1:04pm 
Sad that this mod is not compatible with Building Progress Icon III
Backmechuisa  [author] 11 Apr @ 9:05pm 
@ProJH
mod has been updated to improve stability.
however, since I am unable to test it in a multiplayer environment, I cannot be completely certain that the issue has been fully resolved.
thank you for reporting it.
ProJH 11 Apr @ 4:53pm 
Harbor attack causes de-sync in co-op campaign.
Backmechuisa  [author] 1 Apr @ 3:18am 
New update
1) added "Follower of the Pirate Cove" event

-A Pirate Fleet Captain will now be recruited near one of the richest port settlements every 10 levels of your faction leader.
Backmechuisa  [author] 1 Apr @ 3:17am 
@Jey [FR]
fixed an issue. if a similar error occurs again, please report it anytime.
Jey [FR] 31 Mar @ 3:02pm 
There's an issue with other vamprie coast AI, sometimes they will not do their turn and the game get stuck, happened two times around turn 45. Campaign is dead after that because nothing I could do made them pass their turn.
Fibrewarrior 11 Feb @ 8:11am 
Would it be possible to have the coastal raid markers as a standalone mod ?
Krakenous 25 Jan @ 3:31am 
I'm not asking for that, or for you to make sweeping changes. I'm just letting you know this mod makes sweeping changes and what are known as "hard edits" to the games buildings and mechanics, that doesn't play nice with mods that JUST add units, on a basic level. That's all.

It's unfortunate but it just means I can't use this mod. If by chance, you decide to just make a units only mod of this mod then, I'd love to support it.
Backmechuisa  [author] 25 Jan @ 1:35am 
@
Thank you for loving this mod.
However, to ensure compatibility between two different mods, several essential conditions must be met.
Most importantly, I need access to the data from other author mod.
I cannot incorporate another mod's data into my mod's database without the original mod creator's permission. Moreover, I have no intention of modifying the original data to assign units to buildings or make skill points apply their effects.

I fully allow individual users to modify and use my mod's data as needed for personal use.
However, I do not plan to create or distribute additional compatibility packs for other mods, as maintaining mod data requires ongoing updates with every game patch.

Thank you.
Otto 24 Jan @ 1:03pm 
@krakenous
The last update was on January 22nd. I wouldn’t say the author is inactive at all.
Still, I’m also waiting to see if they can fix the compatibility issues, really looking forward to it!
Krakenous 24 Jan @ 3:00am 
I can't use this mod until the author fixes the issues as described. They don't seem to be very communicative or active on the mod at the moment unfortunately so, I'll have to unsubscribe until it's fixed. Best of luck.
BlindBaron 22 Jan @ 6:39pm 
Thanks for the mod!
Krakenous 22 Jan @ 2:13pm 
Yeah after more testing it's not a load order issue, this mod is definitely doing hard overrides as it causes a lot of the units to vanish out of buildings from other mods. Hopefully this is something that can be fixed as I love again what this mod is setting out to do!
Krakenous 22 Jan @ 7:08am 
Other VC units I mean*
Krakenous 22 Jan @ 7:08am 
Yes indeed. This mod is hard overriding other mods units when in reality, it shouldn't do because I use a lot of others together and they add the units to buildings absolutely fine.

I love what this mod does but it needs to be updated to be a little less heavy handed with it's additions, or, some kind of submod to be added but I don't think that needs to be done, or anything drastic.
mailasdqwe 22 Jan @ 12:58am 
Unit mods incompatibility
Same thing with Nanu's Pirates of Sartosa. Your Pirated Hellhammer Cannon building seems to overwrite the vanilla one and all artillery pieces added by mods are no longer available for recruiting. There must be a way to add the Pirated Hellhammer Cannon without screwing other mods, because there are mods out there that add new units without preventing other mods from adding their own.
Pirated Hellhammer Cannon not getting xp
Other than these 2, the mod is amazing. A must have for vampirates!
Otto 21 Jan @ 9:55am 
Do you know the 'Scrambled Eggs Vampire Coast Unit Expansion' mod? For me, it's the best Vampire Coast mod after yours. It has some really fun units, following the line of the Deck Droppers (Bloated Corpse). The thing is, even though it's compatible with your mod, some of its units don't appear. I don't want to have to choose between their 'Altar of the Abyss' and your flying Bloated Corpse. It would be great if they were fully compatible :er_heart:
Backmechuisa  [author] 20 Jan @ 7:46pm 
@Otto
Made it to respond to multiplay, but haven't tested.
Otto 20 Jan @ 5:58pm 
Nice mod! It's compatible with coop? :mhwgood:
Hokuto 19 Jan @ 9:50am 
Appreciate it, great mod
Backmechuisa  [author] 18 Jan @ 11:26pm 
@Hokuto
Thanks to report. fixed an issue.
Hokuto 18 Jan @ 10:28pm 
I unno what it is but those new Deck Gunners simply will not fire, tested it in manual and campaign
Sin 18 Jan @ 11:23am 
This mod does NOT play nice with Gunfire Abyss unit mod, possible sub-mod? I'd love to use these two together
Backmechuisa  [author] 18 Jan @ 6:40am 
New updates

Harbor Intelligence added
-every 5 turns, receive news about the richest harbor in the campaign.

Necrofex Colossus combat ability enhanced (buff)
-melee attack range of the Necrofex Colossus has been extended to include the area directly under its feet.
-added melee explosion damage to compensate for the removal of multi-hit mechanics of second gam
Cardoc 17 Jan @ 5:37pm 
@Backmechuisa Thanks for the consideration homie! Great work, thanks again for doing this mod.
Herls 16 Jan @ 7:45pm 
You should make this compat with Naus Vamp coast mods. I believe the two of these together would make for the ultimate, true to intention VC experience.
xxCCOLAxx 16 Jan @ 11:04am 
Cardoc, literally the same experience here. Just finished a slog of a campaign (although ghost ships were kinda fun). Eager to see how this mod develops.
Backmechuisa  [author] 16 Jan @ 10:15am 
@Cardoc
Currently, there is no feature to confederate with other Vampire Coast factions, but I'll consider it later.
Cardoc 16 Jan @ 8:51am 
Dammit all to heck i JUST finished a VCoast slog through this morning, was painful. Not a lot of mods for VCoast or they havent been updated yet, so this is great.
Can we confederate other pirate factions with this mod by chance?
Cheers! :)
케모노프렌즈 16 Jan @ 3:06am 
good
Backmechuisa  [author] 15 Jan @ 8:48pm 
@Leo
I've been thinking about that too, but pirate cove is an attractive element of vampire coast, so you still need cove for hero hiring.
BigBadBob7070 15 Jan @ 5:21pm 
So I'm gonna guess that this is incompatible with Nanu's Sartosa Overhaul?