Total War: WARHAMMER III

Total War: WARHAMMER III

Arkhan The Black: Expanded: SFO Submod
Stephen  [developer] 31 Jan, 2023 @ 12:29pm
Bugs
Please report bugs here.
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Showing 1-15 of 41 comments
S3NS3S 31 Jan, 2023 @ 8:33pm 
Idk if count as a bug, but in SFO the Crypt Horrors can be healed by the realm of souls, while this isn't the case anymore with this mod (which i found strange, given the fact that the 'mourngul' have access to it).
S3NS3S 31 Jan, 2023 @ 10:01pm 
Also, Arkhan mounting a Dragon in the 4x map, but a Sphynx in battle.
Stephen  [developer] 31 Jan, 2023 @ 10:33pm 
I'll get those fixed when I'm home later!
Stephen  [developer] 1 Feb, 2023 @ 10:31am 
I've fixed the 'Realm of Souls' passive not appearing on Crypt Horrors. I've tested custom battles with Arkhan on a Zombie Dragon and that displays correctly.
S3NS3S 1 Feb, 2023 @ 6:20pm 
Me again. The 'Hunted Graveyards' doesn't increase the 'vargheist' capacity, so it's impossible to recruit them . And like the Crypt Horrors, they also don't have the Syphon of Souls pasive (but that's more of a preference than a bug, to be honest).

Also, both they and the Crypt horrors don't seem to be affected by Arkhan 'Right hand of Nagash' ability, which makes me think that they aren't being considered as 'vampiric units'.
Last edited by S3NS3S; 1 Feb, 2023 @ 6:50pm
Stephen  [developer] 1 Feb, 2023 @ 10:33pm 
No worries, will fix those once I'm back home.
Stephen  [developer] 2 Feb, 2023 @ 9:25am 
All of those should now be fixed in the hotfix I've pushed.
TheMustardTiger 2 Feb, 2023 @ 2:57pm 
Dunno if this one is either, but Arkhan isn't going north when i choose it anymore for me. Used to before SFO and this compat patch so i am putting this here. Besides that incredible friggin work.
Last edited by TheMustardTiger; 2 Feb, 2023 @ 3:07pm
Stephen  [developer] 2 Feb, 2023 @ 10:14pm 
Do you mean when you issue commands?
S3NS3S 3 Feb, 2023 @ 10:43am 
This may be more complicated, but in SFO all but the infrastructure and the SFO ancient kingdom buildings give some sort of garrison, but the mod removes them. For example, the 'grave hill', building, which i assume is the less touched, still add troops to the garrison 1( fell bat and 1 CH at tier III), but the new barracks removes the usual garrison (1 archer and 1 tomb guard at tier III).

This next 3 thing may be more of a balance decision than bugs, but the new lords don't have access to the 'Grand Vizier's Command' skill line, which buff the vampiric units (namely the ghost ones, the crypts and the bats and wolf). The 2nd thing is that the 'first monarch' ability of Arkhan only affects the tainted liche priest and no the normal ones. Lastly the tainted variant lacks the 'High priest' SFO skill line of the normal priest, which buff magic reserves and the artillery units (casket and skull).

Still, awesome mod and a must for the right hand of Nagash.
Stephen  [developer] 3 Feb, 2023 @ 10:47am 
Thanks, I'll take a look at those and get some fixes sorted out later.
Last edited by Stephen; 3 Feb, 2023 @ 10:47am
Stephen  [developer] 3 Feb, 2023 @ 1:32pm 
@S3NS3S I've pushed a fix to the main mod so spell mastery now applies to all liche priest heroes. I'm just finishing up the above fixes for the SFO submod that you've highlighted.
Stephen  [developer] 3 Feb, 2023 @ 1:56pm 
Fixed the above with the exception of skills for the liche priests. Will work on those now.
S3NS3S 4 Feb, 2023 @ 7:11am 
Found a problem with the Ushabti GB. Basically, they considerable weaker than the SFO normal variant. Idk if it's their accuracy or that they may lack the 2m projectile explosion (or maybe both, but it's seem to be the explosion damage imo) They indeed lack the explosion damage, just checked the detailed stats.

When i test them side to side vs Greatsword, the Arkhan Ushabti dealt like a 10-15% hp worth of damage in the first volley and then proceed to do like another 10 before entering melee, while the normal TK variant dealt almost a 50% a then proceed to annihilate them. The damage varied between test, but the result where pretty much the same: the tainted Ushabti failled to rout the GS and ended up in melee, while the non-tainted one didn't even smell them.

This problem seem to be exclusive to them, 'cause i also tested the Bonegiant (because it was a similar ranged monster unit) and the Cain Wraith and Necropolis Knights (to check if they still have their area of attack trait) and both groups seem to fine, they just seem to lack the descriptor (hell, i would even say the CW are deadlier).

Well, that it's for my TED talk.
Last edited by S3NS3S; 4 Feb, 2023 @ 7:14am
Stephen  [developer] 4 Feb, 2023 @ 8:06am 
Will get that fixed later this evening.
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