Total War: WARHAMMER III

Total War: WARHAMMER III

1,016 ratings
Dynasty of the Damned [6.0]
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overhaul
Tags: mod
File Size
Posted
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634.632 MB
18 Jun, 2023 @ 3:39pm
24 Jun @ 9:39am
42 Change Notes ( view )

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Dynasty of the Damned [6.0]

Description
Remember this is a BETA
This mod functions well but there are a few bugs, we are aware of them, feel free to report things you see in the Modding den Discord SCM channel. Thank you and enjoy




Feel like leaving a Tip? Donate to protect our Oceans instead [act.oceana.org]



Hello All,

This is Theakrus, on behalf of the SCM team we present Dynasty of the Damned.

Dynasty of the Damned is an overhaul to the VC faction of the Jiangshi Rebels found in the Nonchang Basin of Cathay. The faction is lead by Yuwei Ha Feng, an ex-cathayan ambassador to Lahmia previously known as Xian Ha Feng. Centuries ago Xian returned to Cathay with vials of Neferatas blood after making a pact with the Lahmian Queen, in the midst of a civil war he all but disappeared... until now. At the head of an undead host and with the aid of his cadre of powerful Necromancers and Dark Magicians known as the "Tribunal of Night" Xian Ha Feng, now known as Yuwei Ha Feng, is raising the sleeping armies of long forgotten dynasties in order to dominate Cathay in the name of Harakhte.



The Dynasty of the Damned faction functions like a combination of Vampire Counts, Vampire Coast & Cathay.

There is a heavy focus on staunch lines of defensive infantry, supporting ranged units/war engines and powerful casters.



Lores of Magic include a mix of Lore of Yin, Vampires, and Darkness (with a touch of Shadows and Deep)

Custom Technologies, Rites, Buildings, Building Chains, Stances, UI, Art, Province Proclamations, Units, Heroes, Lords & Legendary Lords are all included to give you an authentic Eastern Undead experience.

Yes this mod is compatible with the Curse of Nonchang by Poljanan

You can find the faction under the Vampire Counts Lord Group (when using Mixer)



This mod's unit cards were commissioned by R1iko & Khamar

Most of the infantry models, skeletal assets/the Dracoleth and a good amount of Yuwei were done by Moloch as well as All is Dust (Big thanks to Moloch for getting me so far into this it turned into a whole faction haha)

The vfx special effects and unique unit animations are thanks to Loupi, GreenPhoenix, OrangeJulivs & All is Dust

Thank you to BasedMemes, Rhox, & Jangry for getting this baby over the finish line, wouldn't have happened without them.

Not so Skelly Bones, Fin & Matthew39 for the awesome cinematic screenshots.(coming soon)

Spartan VI for the cover resource.

Stratovarius, Dead Baron, Poljanan, Xoudad, and other SCM Members for technical support, script help and DB questions at times.

Thank you to BarboMarsh for the custom Tuareg asset

Thank you to Trikarrotops for creating the horrifically beautiful Copsewight

A special thanks to
Cancerincarnate
Draco100000
Ferrond
Tutur
SmileNorFrown
for Alpha testing!!!!!

I met all these, and many more amazingly talented people on The Modding Den Discord [discord.gg] If you want to get into modding but have no idea where to start: this is that place.




I cannot make/add any AoS specific units (not detailed in warhammer fantasy)as it breaks the EULA.

Current list of to do's

-Fix PLACEHOLDER text in a few details/abilities
-VMDs for Zombie Longspears
-VMD's for Knights
-Add Glow to Copsewight Lanterns
-Fix Necromancer UI
-Add new Wight King/Banshee/Necro UI /Portraits
-Adjust Zombow anim slightly

-Theakrus



Checkout the steam profiles of the contributors to see other cool projects!



Q: Will you make this mod compatible with X-Y-Z/make a sub mod for X-Y-Z?

A: No, this is the most annoying request for modders, please DO NOT ask for this, there are plenty of people who only do submods, please ask them.

-

Q: Why is this mod making my game crash?

A: Please uncheck and check all of your mods, if this mod works alone then it isn't crashing your game it is conflicting with another mod editing the same tables. I will not respond to vague "my game crash" posts (and they will be removed). Please find the mod conflict yourself in your mod pool first. This mod has been tested for 6-8 hours a day for the last week, it works.

-

Q: Can you add these units?

A: I rarely update my mods with new unit requests as I am constantly moving to and assisting other projects.

I love comments and feedback but with the volume of them all I ask is you read these descriptions before commenting, if your comment was deleted/ignored there is a 99% chance it was addressed in this description.

Thanks!

Resources:
TTC Caps Compatibility by CaptainFreakout (submod for DrunkFlamingos TTC Mod)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2812165190

Chinese Translation Submod by Tutur
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2991698163

Korean Translation Submod by Tutur
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3423971103
243 Comments
Economic Terrorist 23 Jun @ 8:57am 
Lo Pan!
0rionO7 22 May @ 9:26am 
I love this mod, but for some reason the black knights are bugged for me. They don't ever have attack animations nor do they do any damage.

I did tests with all the cavalry of the faction, and only both variants of black knights do nothing.
Azerbaijan_Technology 19 May @ 6:09pm 
No updates?
Pfleger Von Yggdrasill 3 Apr @ 3:26pm 
Imcompatible with Mortals, Mercs & Management mod, somehow make the mod's main function totally unusable, but other faction mods works with it normally, I can't see why
the_neakarian 24 Mar @ 2:02am 
This mod is beautiful but i think it would be even better if the legendary lord could give a defeated trait. It's always something i miss in SCM's mods, even if they are still great.
killjoint666 14 Mar @ 6:54pm 
As beautiful as this mod is, with a lot of other faction and unit mods, especially the ones for Cathay, I get my ass handed to me on a consistent basis. It is amazing, but it would be nice to be able to have a few Tier IV and V units to balance things out.
Illegal FQ 13 Feb @ 11:02am 
@Barrain
Thank you, I ended up just taking all the factions out instead and only leaving Curse of Nonchang since the description says its compatible. Rather just play a fun campaign without any crashes than having a lot of factions in it, but thanks again.
Barrain 12 Feb @ 1:30pm 
@illegal FQ - you can figure out the faction if you have PJ's Console mod installed and use the "diplo" command before hitting end turn. This causes you to meet all factions in the game, so you don't need to guess whose faction it is as the coats of arms rotate on by.
Dragon32 10 Feb @ 7:54am 
@Illegal FAQ
I think the advice you got on The Jade-Blooded Vampires: Curse of Nongchang still applies
Poljanan  [author] 9 Feb @ 5:02am  
Hello Illegal FQ, faction/race mods usually crash when another mod tries to edit similar values that cause conflicts. Do you have any mods that drastically edit the vampire counts? Probably has something to do with a mod that either edits technologies, buildings, or the raise dead mechanic./i]
Illegal FQ 9 Feb @ 6:26pm 
First time it crashed on faction 326 and now after reloading a previous save crashed on turn 228