Total War: WARHAMMER III

Total War: WARHAMMER III

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Valorkin
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overhaul
Tags: mod
File Size
Posted
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498.333 MB
23 Nov, 2024 @ 9:26am
3 Jul @ 10:03am
22 Change Notes ( view )

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Valorkin

Description
Valorkin introduces a homebrew race to the game for the Immortal Empires campaign. Mixu’s Unlocker is required for this mod to work. The Valorkin have a full custom roster with units inspired from other factions across the game. Additional content will be added to the mod as I come up with more ideas to make the race distinct.

Current Additions Include:
5 Legendary Lords
5 Generic Lords
5 Generic Heroes
58 Units
Completely custom building tree
2 New Lores of Magic

Planned Additions Include:
Separate culture/faction for Valorkin
Fully custom tech tree
Custom voice lines
Additional faction mechanics
Legendary heroes
More generic lord choices
Better quests surrounding legendary lords
Regiments of Renown

Continuous improvements will be made in regards to:
Unit Balancing
Building changes to add effects or tweak the economy
Meshes/textures/unit cards and other visuals
Lore blurbs to make units more interesting or fit into the setting better

Please comment with any bugs or issues you find. I am open to any suggestions or additions to improve the mod.

Mod Compatibility:
- Incompatible with Vlad's Dominion Project.
- Probably incompatible with any other mod that messes with or uses the same culture as Vlad's Dominion Project.
- No other compatibility issues foreseen, but please report any.
Popular Discussions View All (3)
2
13 Jun @ 4:57pm
Ideas for New Additions
Caribou Lou
0
5 Jun @ 4:38pm
Comments on Current Mod
Caribou Lou
0
5 Jun @ 4:35pm
Bug Reporting
Caribou Lou
140 Comments
Caribou Lou  [author] 11 Jul @ 7:01pm 
@Peskyfletch Glad to hear you are enjoying!

@Jyggalag Grimvar will retain recruitment of all units for the race. The new factions will have bonuses towards certain units, but I'm not sure if I want to flat out restrict units altogether. For example: Grau will buff beasts/wilds, Invireth will buff undead, etc. Something like a faction-wide buff to upkeep or stats to encourage certain types of units (like Ungrim with slayers). As the factions develop they may begin to have more distinct separation, going from units, to buildings, even into the tech tree. I tend to build thematic armies myself, so I'll probably come up with skills and mechanics that encourage that type of play. Thanks for the suggestion!
Jyggalag 10 Jul @ 9:10am 
It would be cool to have the separate factions unique with respect to their units. Have the legion be separate (human lords/units) (order), the monster units/lords separate (wild/neutral), and then the undead/demon? lord/units separate (evil?).
Peskyfletch 8 Jul @ 11:59am 
Great mod ta
Caribou Lou  [author] 7 Jul @ 6:25pm 
@Jyggalag Thanks! I thought the cavalry building chain needed some love. It's going to take some time but I think separate factions will be the next major addition. The factions will all be similar on initial release with regard to mechanics, but eventually I will be able to give each its own flavor.
Jyggalag 6 Jul @ 6:48am 
Great work so far! Love the new additions. Can't wait for the separate factions for all the LLs! Would be so cool to either fight against or team up with them.
Caribou Lou  [author] 4 Jul @ 10:24am 
@AvioreYT Thanks for the note, glad you like the additions! Grimvar is slow on purpose, if he also had good mobility he'd be too OP. I like having a strong foot lord for the faction, and honestly I might nerf his items a bit in a future update as CA has tuned down other LLs like Vlad to be more reasonable to deal with. I have glanced through TOW and it looks like I will need faction keys to implement Valorkin. They need a separate culture so I'll have to commandeer one to include them as I doubt I'll get one at this time. I'll keep looking for a way to implement but TOW is on the back burner for now.

@BeatAsser I agree that the long turn timer and tunneling make it easy to maintain the win streak, but that's by design to overcome the poor growth in the early game and help the faction snowball. This also assumes that you never get an army wiped out and lose the bonus entirely. I'll keep an eye on bloodletting for balance, thanks for the suggestion!
BeatAsser 4 Jul @ 1:11am 
I think the low growth is a good limiter for the settlements, the turns until decaying for the bloodlettingesque mechanic is a nice addition but I think its a bit too much since the faction has tunneling stance which makes it impossible to lose the streak so maybe having decreasing the amount of turns needed for it to decline or removing the turn timer entirely would be a good nerf.
AvioreYT 3 Jul @ 3:48pm 
oh another selfish request sorry, is it possible for the faction to be added to The Old World Map?
AvioreYT 3 Jul @ 3:45pm 
another great update Caribou Lou....i look forward to your updates a lot cant wait for legendary heroes also, i know Grim var is already op but what if hear me out now, what if you had a flight transformation to him like him getting wings that provided a speed boost since he quite slow on ground, why not mounts? i just think mounts takes away a characters foot animations which are super cool to me but yh enough ranting from me your doing good progress non the less so thank you
Caribou Lou  [author] 3 Jul @ 10:23am 
@everyone Update today! Adding a few new units to round out the roster:

-Ballista - low tier anti large artillery
-Crude Ballista - trash tier anti large artillery
-Catapult - low tier anti-infantry artillery
-Crude Catapult - trash tier anti-infantry artillery
-Falcon Warcast - low tier flying harasser
-Sun Bears - anti-large war beasts
-Duskgleam Lions - anti-infantry war beasts
-Warhawks - armor piercing flying war beasts
-Golden Plains Griffon - single entity flying war beast
-Updated unit cards to not steal from vanilla for all units

Next steps will be to play through the mod a few times and review all current content, adjusting as needed.

On the horizon: Experimenting with a few faction mechanics around the pooled resource. RoR additions as I have time to work on them. Separate factions for all LLs. Incorporation into TOW on hold for now.