Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Chaos Cults
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overhaul
Tags: mod
File Size
Posted
Updated
705.744 KB
24 Dec, 2022 @ 5:58pm
11 Jul @ 3:45pm
45 Change Notes ( view )

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Better Chaos Cults

Description


Overview
With the new cult features introduced in update 5.2, cults can become more complex and engaging. This mod adds several new cult buildings and mechanics, aims to provide thematic and useful rewards for engaging with cults, and reworks vanilla cult buildings. Due to the increase in complexity, each dark god's cults will be released individually. Here is the current state of the mod:

- Nurgle: Complete and playable
- Khorne: Open Beta (see below)
- Tzeentch: Development pending
- Slaanesh: Development pending

Features
2 Free Random Starting Cults
After CA's 5.2 update, cults no longer randomly spawn. With this mod, cults may spawn randomly after turns 10 and 20 for a total of 2 free cults. These cults will always be far away from your current territory, and will never be near each other. This lets you interact with parts of the campaign map your faction may not have access to as easily. This feature is configurable with MCT.

Passive Cult Expansion
Magus cults will be able to expand passively to adjacent regions. This expansion creates regular (non-magus) cults. Regular cults cannot expand passively. This makes your magus cults the heart of cult cluster networks.

Establish Cults Skill
Cultists will only be able to establish cults after reaching level 5. This is for balance reasons when taking the other new features into account.

Cults in Abandoned Regions
Cults will be able to expand to abandoned regions and persist in razed regions. This can be disabled via MCT.

Cult Rituals
Cults will be able to set up ritual arrays that, when activated, provide potent and/or large-scale effects. These rituals will require regular cults and magus cults to work together, and cultist heroes can empower local rituals to enhance their effects.

Hero Recruitment
Cults can allow the recruitment of new heroes once they have been sufficiently developed.


Beta Testing
There will be a short time between each release where development is in progress without access for beta testing. See the Overview above for information on current beta testing opportunities. If beta testing is available, and you're interested, reach out to me directly on Discord.
Additional Credits
A huge thanks to the following people for their help with the mod in various ways, with their help the mod is able to be higher quality and with less bugs:

UI
- Jangry
Art
- Maclinger
Beta Testers
- EE∞EternaL
- Zach
- Belial
- Samuro
- Ultimate Lifeform
308 Comments
Acephelos  [author] 11 Jul @ 4:31pm 
@glospey - Yup. Tzeentch is next. I can't balance Slaanesh cults until after the DLC is released.
glospey 11 Jul @ 4:21pm 
Thanks for the update! Does this mean Tzeentch is next?
LOn3 11 Jul @ 4:12pm 
@acephelos Alright just making sure thx :steamthumbsup:
Acephelos  [author] 11 Jul @ 4:11pm 
@LOn3 - You mean MCT? It should be fine. I was using it just today for testing.
LOn3 11 Jul @ 4:09pm 
So the mod config mod hasn't been updated yet. Will that effect this mod in anyway?
Acephelos  [author] 11 Jul @ 3:41pm 
I've released the next major update which introduces the new Khorne cults. Existing Khorne and maybe Nurgle campaigns are likely incompatible with this update however. See the Change Notes for a full list of changes:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2906399542
Egirl Seat 6 Jun @ 7:12am 
Thank you for the frame of reference, that's exactly what I was looking for. Please take your time and do whatever you feel necessary to feel satisfied with it, we appreciate all your great work :)
Acephelos  [author] 5 Jun @ 5:56pm 
@Egirl Seat - I think each god takes a couple months, but then I won't start on Slaanesh until the Slaanesh DLC releases and, depending on the state of the DLC, I might wait for the first hotfix for it too.

At the moment I don't see why the mod couldn't be completely finished by the end of this year. I'm eager to finish the mod, since I won't let myself play the game until all my mods are updated and complete.
Egirl Seat 5 Jun @ 2:17pm 
Is there any timeline on the "completion" of this mod? Just as in how long the work itself would take, obviously you have whatever else going on in life, just curious how expansive the remaining plans are
Acephelos  [author] 3 Jun @ 6:00am 
@SuDDi - The Khorne cults have been mostly done for months now, I just haven't had time to come back and finish them up. I'm working my way back to them though.