Total War: WARHAMMER III

Total War: WARHAMMER III

Mercenaries of Khuresh
106 Comments
Phukface 18 Jul @ 5:56pm 
I second Polymide, this as a faction would be amazing!
Kou  [author] 18 Jul @ 12:29pm 
@[NC] Will Francesco Thanks for bringing that to my attention, unit has been made to a similar scale than ogres are size wise, and entity count increased to 24 while lowering health per entity from 464 to 444, left them with a little boost in health total cause they are a bigger target for missiles now
Polyamide Knight 17 Jul @ 11:35am 
Wish it was full faction. We need it as much as Amazon, Halflings, Nippon, Ind. Very good work BTW.
Acephelos  [author] 17 Jul @ 6:51am 
@海音线的枫茜 - I was able to open the Tamurkhan's Chieftains panel before acquiring this unusual location, immediately after accepting the unusual location, and the turn after accepting the unusual location without issue. I was also able to open the recruitment panel for the Chieftain units without issue.

You mentioned the Khorne mercenary building though, is that the Khorne version of this unusual location that you're talking about? Or are you talking about the Outpost that can be built when allying with a Khorne faction?

If it's easier, you can send screenshots to me over Discord.
Acephelos  [author] 17 Jul @ 5:52am 
@海音线的枫茜 - I suspect that isn't related to this mod, but I'll see if I can replicate the issue.
海音线的枫茜 17 Jul @ 5:11am 
Hi,
I encountered a bug while playing as Tamurkhan the Scourge. After selecting the option to build the Khorne Mercenary Building in the event, the game crashes every time I click on the faction mechanic "Tamurkhan's Warband."
Thanks for your help!,let me know if you need any adjustments
[NC] Will Francesco 16 Jul @ 10:42am 
Everything feels great, I love the immersive text in the dilemmas specific to the player faction. CA take note! except... personally... the Spitting Naja is a weird unit size (at 20 models, which no other unit in the game has) that breaks immersion and doesn't fit the overall feel of the game (they could have 16 models, like Sepulchral Stalkers, or even 24 models instead). The Spitting Naja models also look a bit small and skinny to me, to be Monstrous Infantry / Large. I hope you might consider increasing the size of the individual models, or classing them as an Infantry Unit / Small, so that spears and anti-Large are not so effective against them.
Ydok4 11 Jul @ 4:05pm 
@Acephelos Sorry I missed your other post for the logs. Thanks for getting this resolved quickly!
Velber 11 Jul @ 3:26pm 
oh, okay thanks
Acephelos  [author] 11 Jul @ 1:16pm 
@Velber - Not at this time. However there is an MCT setting you can enable that will let unsupported factions use this mod. Unsupported factions don't get custom dilemmas or buildings however.
Velber 11 Jul @ 10:53am 
will this also be added to the legion of chaos/ daemon prince faction?
Acephelos  [author] 11 Jul @ 6:38am 
@Ydok4 - Kou should have the mod updated with the fix within the next 24 hours. After you download the update let me know if that fixes your issue. I'm pretty sure it will, but I'd like to be sure if possible.
Acephelos  [author] 11 Jul @ 5:56am 
@Ydok4 - I think I see the issue, thanks for reporting it.
Ydok4 11 Jul @ 3:20am 
I've had an end of turn crash while using the mod. Looking at the script log it looks like the spawn logic for the unusual location had an infinite loop.

I can share the full log if you need it but the logs show 4 Bad rolls, then it starts repeating the following until the game froze:
[out] <2883.3s> kou_ace_km: Turn 53 - wh3_main_ogr_thunderguts is rolling for unusual location spawn chance for wh3_main_combi_region_the_daemons_stump. Chance: 100%
[out] <2883.3s> kou_ace_km: Turn 53 - No location found in wh3_main_combi_region_the_daemons_stump and province is at the location limit of 1 . Checking other owned regions in province for upgrade opportunities...
[out] <2883.3s> kou_ace_km: Turn 53 - Unusual location building ( false ) found in wh3_main_combi_region_the_daemons_stump of the same province. An upgrade will be attempted soon.
Jack Greedy 7 Jul @ 12:35pm 
Seeing You cooperating with Dead Baron, one of most talented modders on the WH scene, makes me happy.
Acephelos  [author] 7 Jul @ 9:07am 
We plan to update the requirements on the mod page when the main Audio Mixer mod has been updated. For now you'll need to continue using the Audio Dev pack if you want to hear the custom voice lines for this mod.
Dragon32 7 Jul @ 7:56am 
@Krakenous
Audio Mixer hasn't updated though, it's still the February version from what I can see.
Krakenous 6 Jul @ 11:31pm 
I assume the audio dev pack is still required yeah? Despite the main audio reservoir mod being updated? Just checking because I know that says use until the main one updates.
tehswordninja 6 Jul @ 12:53pm 
Would be super cool to have them available for the Fimir from OvN!
Ītzpāpālōtl 6 Jul @ 2:20am 
dread maws are absurd lmao
Mercenary JAX 5 Jul @ 11:10pm 
Love the statement on AI. Wish more teams had as much artistic integrity as your group.
Sindral 5 Jul @ 8:12pm 
So this is a "preview" mod, what I gather is that this will be its own faction mod eventually yes? In which case HECK YES!!
Flow 5 Jul @ 8:54am 
If anyone feels called to make an SFO submod... I would be a happy gamer. :D
Acephelos  [author] 3 Jul @ 5:56pm 
I've started a Discussion thread for lore questions and answers, which should give everyone more room to discuss those topics there.
Acephelos  [author] 2 Jul @ 8:17pm 
@Haunter - 47KKR had a lot of info in response to that question, but it's too much to put in these comments. We may look into a more appropriate forum for these types of questions.
Haunter 2 Jul @ 3:16pm 
This is more of a lore question that im curious on;

What are the Snakemen's thoughts on the Fimir? Especially curious since it seems like both factions make heavy use of the Lore of Shadows magic
Acephelos  [author] 2 Jul @ 12:37pm 
The latest update adds an MCT setting allowing all cultures to spawn the location. Unsupported cultures (those that aren't listed in the mod description) won't get dilemmas or custom building effects however, so you'll need to keep an eye out, they'll sneak right in!
Acephelos  [author] 1 Jul @ 2:53pm 
@Blue Waffle - I'm not able to recreate the issue you describe. When playing as Golgfag Maneater, I'm able to recruit from the RoR pool and Khureshi pool without issue.
Fiction 1 Jul @ 1:11pm 
@leon see the comment below :)
Fiction 1 Jul @ 1:01pm 
@ArlinRenamon Check out the lorebeards episode about this project. Ill link it here, if you like snake-men and this mod you will be very excited for this :)

https://www.youtube.com/live/xABXQRquZHQ?si=d0AoYEicmJrxJzqd
Blue Waffle 1 Jul @ 7:55am 
Hello! I am playing with your mod for the ogres, and the hire mercenaries takes over the recruit ROR button for the ogres, so i cant recruit any of them while playing the mod! just wanted to point it out to see if theres a way to fix it, other wise loving the mod.
NotSoSaneMason 27 Jun @ 4:20am 
Came here from your lorebeards presentation and im just as impressed ingame as i was watching that episode fantastic work truly excellent.
Oh I hope someone makes a radious submod for this, I love snake monsters and human hybrids!
Michael 26 Jun @ 1:42pm 
Will there be a compatability patch for "The Old World" Map mod?
Dragon32 26 Jun @ 1:10pm 
@ArlinRenamon
Just three posts down from yours
ArlinRenamon 26 Jun @ 12:25pm 
I apologize if this is a common question, but do you intend to make a full Khuresh faction?
YTMightBeRuku 26 Jun @ 10:21am 
@Kou wow thank you so much!
Moa Rider 26 Jun @ 8:44am 
I love mods like this because it tells CA that people really want factions like Khuresh added to the game.
Acephelos  [author] 26 Jun @ 6:41am 
I've updated the mod description above to try and make how the mod works a bit more transparent.

@leon - This is the prequel/teaser mod to the full faction mod, as the faction mod will take much longer to develop.
leon 25 Jun @ 10:30pm 
Could you maybe make it into its own faction? That would be cool?
Kou  [author] 25 Jun @ 8:06pm 
@YTMightBeRuku Thanks for the showcase! Added to the steam page.

@EnumaEllis I might look into their balance sheet once more cause maybe i over nerfed them when doing the testing before release. Thanks for bringing that to my attention.

@若遂凌云志 Thank you! Added to the description.
Einherjar 25 Jun @ 10:34am 
always wanted Khuresh as a faction! def trying this
AkumulatoR 25 Jun @ 10:17am 
Ok that sounds much more reasonable then. Gonna try it out, cheers.
YTMightBeRuku 25 Jun @ 10:03am 
Congrats on the mod guys! Loving the work you've put into this, even though its only a sneak peak! I've done a mod showcase on it and i look forward to seeing this develop in the future! Keep it up!
Acephelos  [author] 25 Jun @ 5:55am 
@Skullface0666 - The simplest way to use it is to just play as you usually do with the mod active. You will either get the opportunity to recruit new units, or battle against them. For the best experience I recommend starting a new campaign.

@AkumulatoR - Only certain factions can get the location and recruit the units. The units are capped based on how many locations a faction has. In other words, with the default settings, there's a limited number of these units in the world. And of course, if you feel there are too many of them, you can adjust the settings to your liking, or disable them for AI entirely.
AkumulatoR 25 Jun @ 3:41am 
So in reality does it work like that fishmen mod? As in every ai and their mother recruits these units and you fight them no matter who you fight? Because that's the reason fishmen mod sucks.
EnumaEllis 24 Jun @ 7:22pm 
I'm not a big fan of Sepulchar Stalker equivalent, they aren't good and their missile are not long enough and they don't last too long in a fight, but these Khuresh troops do decently well. And they dont' disintegrate, which is a boost already.

The roster so far have fast skirmishing infantry, decent front line with good missile damage, and giant mosnsters that serves as their shock troop. Looking very good so far! I find they have good enough uses in a lot of their factions.
Skullface0666 24 Jun @ 7:11pm 
idk how this mod works..
若遂凌云志 23 Jun @ 9:20pm 
@Kou Thanks for your devotion and creation,this mod is a masterpiece,which CA itself should say thank you to you,bravo!!!!!!
Anyway,I made a translation for chinese players,I wish them can play your mod as well.Thank you again.
This is my translation link for chinese players:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3506018563
sleepy 23 Jun @ 7:29pm 
this is awesome. totally. awesome.