Total War: WARHAMMER III

Total War: WARHAMMER III

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Rebalanced Trickster Cults & Mechanics
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File Size
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915.123 KB
9 Sep, 2023 @ 9:43am
25 Mar @ 3:43pm
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Rebalanced Trickster Cults & Mechanics

Description


The building screenshots are only of the fully upgraded buildings in each building chain, or those with significant changes to note. Some images of the scheme rewards have been uploaded as well.

Highlights
This mod is a work-in-progress, but is playable.
- Rebalanced cult building effects.
- Parasitic cult buildings no longer hide armies.
- Military cult buildings no longer hide armies.
- Symbiotic cult buildings offer significant bonuses to the settlement owner.
- Parasitic and Military cult buildings generate much more Discoverability.
- Channeling stance hides armies at the cost of a 25% movement penalty.
- Added 5/10/20% chance (per turn) to reveal local Trickster Cults to all vanilla Protection building chain buildings.
- *The Changeling is rewarded when unlocking a new transformation.
- *Cults are razed when the settlement is razed, either partially, entirely, or not at all.
- *Forts and Gates may only have single slot cults.
- *Random starting position for The Changeling. (Here is a standalone mod for this feature.)
- Added occupation option to Sack a settlement without creating a Trickster Cult.
- *25 alternate minor schemes that are typically more challenging and rewarding, with more to come.
- *Shuffled minor scheme reward effects, for more challenge and/or replay value.
* Optional via MCT


MCT Settings
I recommend changing MCT settings for this mod in the Main Menu before starting a new campaign, as some settings are only applied at the start of a new campaign.


Philosophy
I felt that The Changeling's trickster cults were too unbalanced for multiplayer play, so this is my attempt at rebalancing them. With this rebalance The Changeling is a bit more challenging to play, but I find it more rewarding this way. With this mod, cult buildings that reduce Discoverability do so in a way that benefits the faction that owns the settlement, with reduced gains for The Changeling (such is the price of playing it safe). Cult buildings that harm the settlement owner, or provide more aggressive gains to The Changeling, do so at a higher Discoverability cost. I've also tried to make all the scheme rewards more enticing and worthwhile.

The general idea is that cults that are impossible for players to find are likely granting significant bonuses to the player anyway, so they're less of a problem. Though The Changeling is still virtually impossible to be rid of entirely, unless he's played very poorly.


Planned Features
- Deceiver's Diplomacy - A more interesting and engaging High Elf Intrigue mechanic.
- Improved Grand Scheme quest battles, and rewards.


Known Issues
- There is a vanilla bug where removing a Cult or Outpost will remove the option for armies to recruit from that region, until the army leave that region/province and returns. This has been reported to CA a couple times already.


Feedback
Enjoy, and let me know if you have any issues, questions, or suggestions. I'm curious to know how others feel about the balance and the campaign over all. Also, if you notice any bugs please mention it in the comments. I'm not able to play an entire campaign to test each update, and I'd appreciate the help, thanks!
Popular Discussions View All (1)
25
29 Sep, 2024 @ 2:37pm
PINNED: Suggestions
Acephelos
315 Comments
Xoatl 18 Jul @ 9:51am 
okay fair
Acephelos  [author] 16 Jul @ 3:24pm 
@Xoatl - It could be that the mod is finally falling apart after going so long without updates. But it could be also a sign of an error from another mod. If you have a save you can load right before you should get a cultist, you can try loading and see if it works then.

I'm surprised the mod is as playable as it is. From my perspective it still needs a lot of work.
Xoatl 16 Jul @ 1:33pm 
Im not getting trickster cultists. Normally they are rewards from schemes. But Im not getting any on the campain map nor in my tech tree. Not game breaking but still kind of annoying since I was promised cultists and didnt get them. I like the slow burn on the economy though. Great mod for that.
Nogsan 9 Jul @ 5:28pm 
Still a faster update than CA :WH3_greasus_rofl:
No worries, mod is very fun and playable.
Acephelos  [author] 9 Jul @ 11:44am 
@Nogsan - This mod is long overdue for a major update, so everything is subject to change when I next get around to it. At the moment it looks like it'll be sometime next year though.
Nogsan 9 Jul @ 11:35am 
This mod is amazing, but I feel the economy might be way too weak now. I always found Changeling's economy slow at least on the beginning. Does it get better on the long run? Or could we maybe get MCT to toggle these changes?
Lokki 5 Jul @ 4:11am 
Agreed. Changeling with this mod is one of my favourite campaigns.
no brains 4 Jul @ 8:48am 
Your mods are so cool
Guvenoren 26 Mar @ 8:44am 
I am almost shocked.
Acephelos  [author] 26 Mar @ 7:58am 
@Guvenoren - There were capital letters in the name of a script file. As of game update 6.1 capital letters in file names or table names will prevent the game from opening (crash). Apparently CA is looking to address the issue in a hotfix now.