Total War: WARHAMMER III

Total War: WARHAMMER III

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LtD's High Tide for the Vampire Coast
   
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File Size
Posted
Updated
208.158 KB
7 Jun, 2024 @ 9:47am
6 Aug, 2024 @ 7:56am
2 Change Notes ( view )

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LtD's High Tide for the Vampire Coast

In 1 collection by LtD
LtD's Mods
9 items
Description
What is it?

A lightweight tweak mod for the Vampire Coast, with a focus on Pirate Coves:
  • Two new Pirate Coves - the Wreckers' Point hides your armies and inflicts attrition on enemies, while the Shipbreaker Yard enables artillery recruitment and grants The Drowned Dead summon as an army ability
  • All Pirate Coves aside from the Picaroon's Hideout grant 500 Income
  • Pirates' Rest grants Casualty Replenishment
  • Corrupted Tavern increases Vampire Fleet Captain capacity and enables recruitment of Deckhands and Gunnery Mob infantry units
  • Smuggler's Cove grants Vanguard Deployment

In addition:
  • Animated Hulks have a new passive ability, Soaked & Sodden Corpses, providing a Leadership and Physical Resistance buff in a small area
  • Vampire Fleet Captain cooldown on Establish Pirate Cove lowered to 10 turns
  • Generic major settlement income reduced by half (Lvl.1 50 to Lvl.5 250 Income)

Why?

The Vampire Coast roster is not very resilient, especially in the early game, and Animated Hulks are an underutilised unit. Hopefully the extra ability gives them a little niche protection.

One common complaint about the Vampire Coast is their weak economy (again, especially early game). Thematically I think the Vampire Coast should play very "tall", but when a faction's economy is not stable the incentive can be to take as much territory as possible to stabilise income through building spam. This can lead to overextension etc.

Pirate Coves are a cool and thematic mechanic that were aggressively rebalanced after release - they compare poorly to Skaven Undercities and Trickster Cults. The extra income and features should make Pirate Coves more enticing than simple conquest. (All Coves get income because otherwise they're actually an opportunity cost, not just compared to other Coves but to a full Settlement).

How does it work? (Compatibility)

The mod overwrites the action_results table (Captain action cooldown) and building_effects table (Major Settlement and Smuggler's Cove income). It makes use of the vanilla Drowned Dead ability and the existing Pirate Cove buildings. It should be compatible with anything that doesn't modify these items.
2 Comments
Balor 17 Feb @ 6:38am 
Also should the rank 2 of the smuggler's cover go down from 500 to 400 and lose the vanguard deployment option?
Balor 17 Feb @ 6:13am 
I like the cove changes but I have been playing with the hulks and that skill is very strong. If it was just for them and not an AOE it would be more balanced. Even going down the 15% resist on them would still go a long way to giving them a roll in the game. If you wanted it to be an aoe thing a -melee attack debuff might be more balanced. Either way I love that you put effort into both the hulks and the coves.