Total War: WARHAMMER III

Total War: WARHAMMER III

Mutants and Cults (STS) - Monogods factions added
125 Comments
Dragen Everchosen 12 Jul @ 4:14am 
sick! thank you
stiginge-oy  [author] 12 Jul @ 1:25am 
@luthurram - How ?
stiginge-oy  [author] 12 Jul @ 1:24am 
@Dragen Everchosen - yes
Dragen Everchosen 11 Jul @ 5:08am 
does belakor get these?
Coach Awesome 3 Jul @ 10:29am 
Holy hell, this is amazing!
luthurram 28 Jun @ 1:00am 
The flies are a busted gimmick.
Doge Reincarnated 26 Jun @ 10:43pm 
I really like the gimmick of mutant mobs.
goatlegs 25 Jun @ 6:43pm 
Such a great mod, brilliant implementation
Hey Vsauce 20 Jun @ 12:27pm 
This thing here could make for a nice Tzeentch faction. You get bonuses for forsaken and spawn, but you also get to choose what upgrades your mutants get.
Plaguelord 20 Jun @ 2:14am 
I dedicated a settlement to Tzeentch and was able to recruit them from there.
stiginge-oy  [author] 19 Jun @ 1:05pm 
You can't recriuit them as Daniel. So I don't know how you achieved that :)
Plaguelord 19 Jun @ 12:46pm 
No, it's with Daniel's faction.
stiginge-oy  [author] 19 Jun @ 11:16am 
@Plaguelord - with Belakor ? I will have a look
I don't know what that mod is doing but if both mods use scrap mechanic expect bugs.
Plaguelord 19 Jun @ 4:29am 
There's a slight issue when playing as Daemon of Chaos - their Mutant Mobs don't get any random mutations and if you're playing with the Scrap UI Framework mod you can take the HIDDEN upgrade and then purchase as many of the other mutations as you want. It's fun but seriously OP.
Mechanicus Loremaster 16 Jun @ 11:36am 
Heya! First off, I love the mod. The new units are great, and I especially love the new ritual units. Adds a whole new defensive playstyle that chaos didn't have originally. The only thing I would change is the upkeep costs. Most of these cult units end up more expensive to maintain then *chosen*.
stiginge-oy  [author] 6 Jun @ 8:32pm 
@Altey - I just don't see them for Norsca. The treatment of mutants is different among tribes of chaos then among civilised races
stiginge-oy  [author] 6 Jun @ 8:03pm 
@DASSBEAR - wow thank you so much. I left longer comment under your video.
DASSBEAR 6 Jun @ 1:37pm 
Covered this mod over on YouTube. Loved it, great job to the creator. https://youtu.be/x-Uigq8MAIo?si=eSg-mN9c6mVooQLq
Altey 6 Jun @ 12:15pm 
But norsca do? Skin wolves count as mutants
Plaguelord 6 Jun @ 11:30am 
Any chance you could make these recruitable from allied outposts?
stiginge-oy  [author] 2 Jun @ 10:58pm 
@Quade - I feel like Norsca shouldn't be Chaos lite. Also it dosn't make sense from lore point, as chaos tribes don't treat mutants and cults like rest of human world.
@S_SacredSerpent_SS - I will add Daniel as soon as i find time.
@Unexpected Katz - Not all, but Forsaken, Chaos Spawn and monsters.
Unexpected Katz 2 Jun @ 8:18pm 
Would you reconsider adding mutation mechanic to all units in-game as separate mod? I must say it's amazing and adds both uncertainty and risk-reward that is so much better than vanilla copy/paste every unit stats and effects recruitment. Love your mod. :cchearts:
SS_SacredSerpent_SS 2 Jun @ 2:27pm 
great mod but you forgot about daniel
Quade 2 Jun @ 2:52am 
With the inclusion of Sayl for Norsca and the whole faction kind of being rebranded as Tribes of Chaos, are there any plans to bring them to Norsca? The mutants in particular would be really thematic for both Sayl and Throgg.
KarlFooknTanner 26 Apr @ 3:09am 
Yes I saw them in custom battle only.
stiginge-oy  [author] 26 Apr @ 2:42am 
@KarlFooknTanner Ups- Its only in custom battles ? my mistake. It's something I'm working on and it shopuldn't be added
KarlFooknTanner 26 Apr @ 1:41am 
@stiginge-oy

It seems to be Khorne's corrupted crossbow, from what Igathered when looking at the mod files. Odd that Khorne would have ranged human crossbowmen units. That seems to be more like Slaanesh or Tzeentch kinda thing. Either way there's something wrong with the unit as it doesn't seem to be finished.
KarlFooknTanner 26 Apr @ 1:34am 
Hello, this mod seems to add some kind of unfinished crossbowmen unit for warriors of chaos that has a default empire xbow unit card and in game is just a recolored crossbowmen unit with a fucked up crossbow model. I disabled mods one by one until I found out it was this mod. The unit has no name, default xbow unit description and stats. I assume its unintended?
DracoMcGee 20 Apr @ 11:39am 
Pit fighters have a habit of rampaging randomly before contact with an enemy and will just kinda wander around the map doing nothing lol.
Blackstorm 20 Apr @ 10:43am 
Do you ever intend to give representation to the Skaven cults?
Seraphim 15 Apr @ 12:30pm 
It would be really cool if modded factions had them as well:steamhappy::er_heart:
stiginge-oy  [author] 14 Apr @ 12:07pm 
Immposible. Unless its playable vvanila.
.4 14 Apr @ 11:57am 
</3 That's weird because one of Mixu's Slaanesh factions that is near Egrimm at the start has the modded units.
stiginge-oy  [author] 14 Apr @ 11:54am 
@.4 - for Warrior of Chaos units has to be added by script to each faction. I didn't added any moded faction. Will think about it if there is enuogh demand.
.4 14 Apr @ 11:21am 
I'm playing as Egrimm from Mixu and none of the units appear to be showing up to recruit? Any ideas guys?
Hey Vsauce 14 Apr @ 8:43am 
If the flies are meant to be mundane flies, ensorcelled by Nurgle's influence, they shouldn't degrade as they are fully natural. They also have less melee attack and defense than skavenslaves, so they serve a purpose as nets. Yes, they will make certain that low tier infantry and missile infantry is offensively useless, but any magical attacks, spells, or more bodies than the flies will make them inconsequential. Honestly, the speed is probably the least believable part of them in terms of balance, but we've all seen how difficult it is to catch a fly with just our hands...

Ultimately, the cultists only get 3 uses of those summons and 1 unit of actual rot flies that degrade over time. The AI will never use them properly, and if it did, 3 sacrificial units can be caught up in the net while some cavalry takes out the cultists so that the next fight is more manageable.
MonstersAbound 13 Apr @ 2:25pm 
Granted, but early on your access to magic is fairly limited making them nigh on impossible to deal with. I really think they should degrade, otherwise you just end up with immortal flies everywhere.
stiginge-oy  [author] 13 Apr @ 1:45pm 
And idea is you have to burn them. Or use magic :) Sword is not very good tool against small flies.
stiginge-oy  [author] 13 Apr @ 1:44pm 
@MonstersAbound - yes. But they are more like net then unit to pin someone in place. And please, hover over chaos icon on mutants to see mutation. You might be missing really good buffs :)
MonstersAbound 13 Apr @ 1:39pm 
Am I missing something, the Swarm of Flies are 80% physically resistant, 80% missile resistant, have blind, are unbreakable are 100 speed and... last forever? That seems wildly overpowered.
Hey Vsauce 12 Apr @ 3:47am 
I can hardly wait
stiginge-oy  [author] 12 Apr @ 1:48am 
For now we are on the way to have big Khorne update on 1st of May :) 9 Cultist for Khorne including cavalary and siege engines
stiginge-oy  [author] 12 Apr @ 1:47am 
I will have a look how complcated it is
Derzerker 11 Apr @ 10:35pm 
Like the option to disable units for factions on the configuration tool mod (just an idea, as @hey Vsauce said, dont want you to get burned)
stiginge-oy  [author] 11 Apr @ 4:27am 
@Derzerker - I don't play RoC, but I will have a look to add them : What kind of config options ?
Derzerker 11 Apr @ 2:59am 
The mutants appear in Festus roster on Immortal Empires, but not on RoC (seems like kugath has them on both) may this need an update?
Btw, really nice mod, would you consider adding a config option?
Hey Vsauce 10 Apr @ 4:34pm 
Completely fair, and no rush. This mod is already pretty good as is, and I would hate for you to get burned out by anyone's demands.
stiginge-oy  [author] 10 Apr @ 12:21pm 
@Hey Vsauce - the only thing I can see them changing into is forsaken / chaos spawn. But argument against it is that with right mutation they might be very powerfull. I;m still debating that with myself.
Hey Vsauce 10 Apr @ 11:13am 
I very much enjoy this mod, especially the various cultists already present, and can hardly wait for the updates to come. I just have 1 minor request; I have a crippling addiction to the warband upgrade system, and there is nothing I can upgrade my mutants into. Could you also include an upgrade for them? I hate to just have them be like the skavenslaves of chaos permanently, maybe they could upgrade into marauders or forsaken? Or a panel that allows us to change the mutations they have? Though that might be too against the spirit of the mod...
aa云淡风轻aa 9 Apr @ 3:47am 
chinese translation 中文翻译
id is 3460777459
very interesting and amazing mod,thank for your hard work and hope for more new units or other new things