Total War: WARHAMMER III

Total War: WARHAMMER III

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Mercenaries of Khuresh
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Tags: mod
File Size
Posted
Updated
293.995 MB
20 Jun @ 7:09am
18 Jul @ 12:27pm
7 Change Notes ( view )

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Mercenaries of Khuresh

Description
The Agents of the Naga Queens Stir...
Hey there Warhammer 3 enthusiasts! We are very proud to announce a preview mod from the Khuresh Project team. This mod adds a unique unusual location that grants certain factions up to 4 new units through occasional dilemmas, with existing locations of this type upgrading over time.

Mercenaries of Khuresh Mechanic
Throughout your campaign your settlements may be approached by strange figures bearing interesting dilemmas for you. If you choose to accept their terms, the settlement will host this unusual location and grant you some mercenary units. Each location will eventually upgrade and notify you when a significant milestone has been reached.

The mod is designed to go "wide" first, seeding the world with these locations, before they're likely to upgrade. This allows the content to ramp up over the course of a full campaign. If you ever tire of the dilemmas, they can be disabled using MCT so that the locations will be accepted automatically. Not every region is valid for this location, however approximately 50% of the Immortal Empires campaign map is valid, to give you an idea of how prevalent the location is.



By default the location is only available to the supported cultures listed below. These cultures have unique lore interactions via dilemmas. An MCT option is included to allow other cultures access to this location, but they do not have any loreful dilemmas, instead the location will appear silently.

Supported Cultures
1. Chaos Dwarfs
2. Dark Elves
3. Khorne
4. Norsca
5. Nurgle
6. Ogre Kingdoms
7. Skaven
8. Slaanesh
9. Tzeentch
10. Vampire Coast
11. Vampire Counts
12. Warriors of Chaos

Additional Supported Factions
1. Followers of Nagash (Arkhan the Black)
2. Wargrove of Woe (Drycha)


Units included in this mod

1. Orobagor Herd: A malevolently playful nature drives these exotic Beastmen tricksters into acts of perplexing carnage.


2. Spitting Naja: Rangers of the Khureshi Snake Men, if an enemy blinks they can kill it.


3. Dread Maw: Giant serpents created to bar approach to Khuresh long ago, the tunneling Dread Maw have since spread across the world to menace uncounted civilizations.


4. Sawanak Pyrenaga: Massive tunneling bioweapons infused with Aqshy, the horned Sawanak epitomize the fierce image of their Naga creators.

Campaign and Mod Compatibility
1. Mod Configuration Tool (can be used to adjust the spawn settings)
2. Immortal Empires Extended
3. The Old World Campaign
4. Realms of Chaos

Community Translations
русский
中国人

Mod Credits
Modeling, Textures, Animation, 2D Art:
1. Flimp: Unit Cards
2. Kou: Modeling,Textures, Animations, Unit Cards, Event Artwork, 2d Icons and UI
3. Gabesky: Unit Cards
4. Fin: Screenshots
5. 47KKR: Concept Sketching and 2d Icons work
6. Cobol Yu: Concept Art
7. Ruo Yu: Concept Art

Database Work, Audio Programming, Scripting, Localisation:
1. Kou: Data-basing
2. Acephelos: Mechanical Work, Data-basing, and Script
3. BasedMemes: Audio Stuff & Data-basing
4. Dead Baron: Data-basing & Unit Abilities
5. 47KKR: Localisation & Lore writing

Voice Acting:
1. SethicustheBrave: Spitting Naja 1

Playtesters:
1. Great Book of Grudges
2. Acephelos
3. Gabesky
4. Valas
5. 47KKR

Emotional Support:
1. BasedMemes
2. GabeSky
3. Urgat

Art and Audio Disclaimer:
The Khuresh mod team does not endorse the use of AI-generated art or voice assets in any form. High-quality creative contributions are a privilege earned through trust and respect for our community. We will not support or assist anyone who exploits or violates that trust, especially at the expense of our artists' work.

Come visit and discuss!
For more on the Khuresh Fan Project, click here[www.worldanvil.com]. You can also stop by the #skeleton_crew on Da Modding Den - https://discord.gg/Sg2Vf9hSZy - This is the preferred place to drop any questions or feedback for the team, since we check that channel constantly.

Questions and Answers
Q: Do I have to run the Audio Dev Pack?
A: For the moment yes if you want unique audio for the Spitting Naja.

Q: Do I need the Audio Mixer too?
A: NO YOU SHOULD ONLY HAVE ONE OR THE OTHER. For the time being, please run the Audio Dev pack by itself in your load order while using this mod.

Q: SFO, Radious, Translation submods when?
A: When someone makes them. We will likely not publish a submod ourselves. If someone does post one please let us know and we'll link it in our description so people can find it.

Q: Why is my dilemma missing an option it normally has?
A: The previous settlement owner already accepted the Unusual Location, so you can only decide to accept it or remove it.

Q: Can this be added to an ongoing campaign?
A: You should be able to, but I wouldn't remove it from an ongoing campaign, or your game may crash.

Q: What about the Beastmen?
A: Unfortunately it was decided that the Beastmen culture wouldn't be tolerant to these strangers in their sacred Herdstone sites.

Q: Is this multiplayer compatible?
A: It was designed to be multiplayer compatible, but we haven't tested that yet.

Q: Will you be adding more units to the this mod?
A: As we tackle more and more units of the roster, we plan on updating the mod with the ones that might fit the description and role of mercenaries in the context of this mechanic, so whenever we finalise a unit that fits here, it will get added through an update.

Q: Can the AI recruit these new units?
A: Yes. AI factions may choose to accept this Unusual Location and may also recruit these units.
Popular Discussions View All (1)
6
7 Jul @ 7:23pm
PINNED: Kureshi Lore Questions/Answers
Acephelos
106 Comments
Phukface 18 Jul @ 5:56pm 
I second Polymide, this as a faction would be amazing!
Kou  [author] 18 Jul @ 12:29pm 
@[NC] Will Francesco Thanks for bringing that to my attention, unit has been made to a similar scale than ogres are size wise, and entity count increased to 24 while lowering health per entity from 464 to 444, left them with a little boost in health total cause they are a bigger target for missiles now
Polyamide Knight 17 Jul @ 11:35am 
Wish it was full faction. We need it as much as Amazon, Halflings, Nippon, Ind. Very good work BTW.
Acephelos  [author] 17 Jul @ 6:51am 
@海音线的枫茜 - I was able to open the Tamurkhan's Chieftains panel before acquiring this unusual location, immediately after accepting the unusual location, and the turn after accepting the unusual location without issue. I was also able to open the recruitment panel for the Chieftain units without issue.

You mentioned the Khorne mercenary building though, is that the Khorne version of this unusual location that you're talking about? Or are you talking about the Outpost that can be built when allying with a Khorne faction?

If it's easier, you can send screenshots to me over Discord.
Acephelos  [author] 17 Jul @ 5:52am 
@海音线的枫茜 - I suspect that isn't related to this mod, but I'll see if I can replicate the issue.
海音线的枫茜 17 Jul @ 5:11am 
Hi,
I encountered a bug while playing as Tamurkhan the Scourge. After selecting the option to build the Khorne Mercenary Building in the event, the game crashes every time I click on the faction mechanic "Tamurkhan's Warband."
Thanks for your help!,let me know if you need any adjustments
[NC] Will Francesco 16 Jul @ 10:42am 
Everything feels great, I love the immersive text in the dilemmas specific to the player faction. CA take note! except... personally... the Spitting Naja is a weird unit size (at 20 models, which no other unit in the game has) that breaks immersion and doesn't fit the overall feel of the game (they could have 16 models, like Sepulchral Stalkers, or even 24 models instead). The Spitting Naja models also look a bit small and skinny to me, to be Monstrous Infantry / Large. I hope you might consider increasing the size of the individual models, or classing them as an Infantry Unit / Small, so that spears and anti-Large are not so effective against them.
Ydok4 11 Jul @ 4:05pm 
@Acephelos Sorry I missed your other post for the logs. Thanks for getting this resolved quickly!
Velber 11 Jul @ 3:26pm 
oh, okay thanks
Acephelos  [author] 11 Jul @ 1:16pm 
@Velber - Not at this time. However there is an MCT setting you can enable that will let unsupported factions use this mod. Unsupported factions don't get custom dilemmas or buildings however.