Total War: WARHAMMER III

Total War: WARHAMMER III

Lustria Rises - Lizardmen Overhaul
 This topic has been pinned, so it's probably important
Conflagration  [developer] 1 Mar, 2023 @ 9:59am
Balance and Feedback Suggestions
Feel free to post any ideas you have on balance and feedback for content from the mod over here. No promises I will make any changes, but maybe you'll sell me on it. "I don't like X, so please remove it" doesn't work without a valid reason.
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Showing 1-15 of 109 comments
Mortrau 2 Mar, 2023 @ 7:44am 
First of all - great mod! I even don't want to use my own little mod for Nakai buffs now, but there are two things that I wish to be changed in his skills.

1) Frenzy for Nakai himself - he is also a kroxigor, so why he has a skill to give frenzy to kroxies, but don't have frenzy himself? Is it some lore unfriendly thing? Otherwise it is unlogical.

2) Ogham Shard and Golden Tributes need to swap their stats with each other. Otherwise Ogham Shard can't compete with Talisman of Preservation.

Anyway, new experience is just awsome! Thanks a lot for mod.
Auxilium 2 Mar, 2023 @ 7:53am 
First of all, love the mod dude. I might just try oxy for the first time with this. My suggestion would be could you (if this isnt planned yet) add more kroxigar variants so that we can theme a kroxigor army with Nakai with more than vanilla kroxigors. Again love the mod!
Conflagration  [developer] 2 Mar, 2023 @ 9:18am 
Originally posted by Mortrau:
First of all - great mod! I even don't want to use my own little mod for Nakai buffs now, but there are two things that I wish to be changed in his skills.

1) Frenzy for Nakai himself - he is also a kroxigor, so why he has a skill to give frenzy to kroxies, but don't have frenzy himself? Is it some lore unfriendly thing? Otherwise it is unlogical.

2) Ogham Shard and Golden Tributes need to swap their stats with each other. Otherwise Ogham Shard can't compete with Talisman of Preservation.

Anyway, new experience is just awsome! Thanks a lot for mod.
Well, I could give him Frenzy but to be honest I think he's strong enough.

I might buff the Ogham Shard some more but frankly it's pretty difficult to compete with the Talisman of Preservation at all, unless I also give it a ton of Ward Save which I don't really want to do.

Originally posted by Auxilium:
First of all, love the mod dude. I might just try oxy for the first time with this. My suggestion would be could you (if this isnt planned yet) add more kroxigar variants so that we can theme a kroxigor army with Nakai with more than vanilla kroxigors. Again love the mod!

I'm not intending to add more Kroxigors at present. I think they're in a fairly good enough spot and the only niche they could have would be an anti-large variant which I don't have suitable enough animations for, and also is I think a bit unnecessary.
Mortrau 2 Mar, 2023 @ 9:46am 
Well, Golden Tributes already give 15 ward save in sum. So just swap it to Ogham talisman and problem would be solved. Also frenzy is not so OP thing for the legendary Spirit of the Jungle. Good thing is to compare LLs to Malus. If LL beats him - he is definetly OP and need nerfs. If no - it is ok. Strong but ok.
Last edited by Mortrau; 2 Mar, 2023 @ 9:51am
Sticksnstones 2 Mar, 2023 @ 10:41am 
Speaking of Nakai if/when you make him not a horde like those comments implied, could you make that a separate mod so his jank horde playstyle still exists with this mod on? I personally love my derpy vassals, and I even use that mod that lets every faction vassalize even though it's never really a good idea. Completely changing him would probably be a big undertaking anyway and I feel would be better as its own thing rather than be in the 'general race improvements' that this mod currently exists as.
Conflagration  [developer] 2 Mar, 2023 @ 12:04pm 
Originally posted by Mortrau:
Well, Golden Tributes already give 15 ward save in sum. So just swap it to Ogham talisman and problem would be solved. Also frenzy is not so OP thing for the legendary Spirit of the Jungle. Good thing is to compare LLs to Malus. If LL beats him - he is definetly OP and need nerfs. If no - it is ok. Strong but ok.
Well, maybe. I'll re-examine Nakai's items again at some point and keep this in mind,I'm sure.


Originally posted by Sticksnstones:
Speaking of Nakai if/when you make him not a horde like those comments implied, could you make that a separate mod so his jank horde playstyle still exists with this mod on? I personally love my derpy vassals, and I even use that mod that lets every faction vassalize even though it's never really a good idea. Completely changing him would probably be a big undertaking anyway and I feel would be better as its own thing rather than be in the 'general race improvements' that this mod currently exists as.

He'll still be a horde, just not a full one - closer to a mix of Vampire Coast with Wood Elf settlements, if you get me. He'll also still be able to vassalise, he just won't have the Defenders of the Great Plan constantly chained to him.I wouldn't make it separate, I'm done with maintaining more than one mod. He's a Lizardmen, it'd be an overhaul - he goes in the Lizardmen overhaul.
Sticksnstones 2 Mar, 2023 @ 12:42pm 
Originally posted by Obsidian:
He'll still be a horde, just not a full one - closer to a mix of Vampire Coast with Wood Elf settlements, if you get me. He'll also still be able to vassalise, he just won't have the Defenders of the Great Plan constantly chained to him.I wouldn't make it separate, I'm done with maintaining more than one mod. He's a Lizardmen, it'd be an overhaul - he goes in the Lizardmen overhaul.

So like the Warriors of Chaos? That's neat. And uh, congrats on being free from multiple mods.
Conflagration  [developer] 2 Mar, 2023 @ 12:45pm 
Originally posted by Sticksnstones:
Originally posted by Obsidian:
He'll still be a horde, just not a full one - closer to a mix of Vampire Coast with Wood Elf settlements, if you get me. He'll also still be able to vassalise, he just won't have the Defenders of the Great Plan constantly chained to him.I wouldn't make it separate, I'm done with maintaining more than one mod. He's a Lizardmen, it'd be an overhaul - he goes in the Lizardmen overhaul.

So like the Warriors of Chaos? That's neat. And uh, congrats on being free from multiple mods.
Haven't played new WoC (or even old WoC, to be honest) but maybe? I'll still have other mods of course - believe it or not I have another race overhaul in the works for those hungry for maw...
Sticksnstones 2 Mar, 2023 @ 3:23pm 
Originally posted by Obsidian:
Haven't played new WoC (or even old WoC, to be honest) but maybe? I'll still have other mods of course - believe it or not I have another race overhaul in the works for those hungry for maw...

Oh nice! The ogres have been dying for a rework to... almost all of their campaign mechanics (besides Big Names, those just need more choices imo) so I'm glad to hear it! And the WoC can now hold every settlement but they only care about a select few. Most of their cities are like Wood Elf outposts, only giving you minor bonuses so the rest go to their vassals to make them more money. They got some neat stuff to work with their little slaves, like buffing their economy so they can pay more tribute, events that buff certain vassal armies or their settlements, and homelands for their Norscans so they can automatically hand it off to them, or you could sell it to them if you want a little extra money or if you want to hand it to a different vassal. They also thankfully fixed most of the more horrific issues with vassals, factions can't declare war on a vassal, they have to attack their master so Nakai doesn't have to worry about his allies attacking his vassal anymore. They DIDN'T fix the dumb choice for the Defenders of the Great Plan to not have an army without that Rite, which is especially stupid because every other vassal gets to have armies so this just needlessly penalizes Nakai.

TLDR
The new Warriors of Chaos sound like exactly what you want for Nakai, so if you just copy them, and make the Defenders of the Great Plan a normal faction that appears next to our boy then he'll be in a better place!
Last edited by Sticksnstones; 2 Mar, 2023 @ 3:24pm
Conflagration  [developer] 2 Mar, 2023 @ 3:28pm 
Originally posted by Sticksnstones:
Originally posted by Obsidian:
Haven't played new WoC (or even old WoC, to be honest) but maybe? I'll still have other mods of course - believe it or not I have another race overhaul in the works for those hungry for maw...

Oh nice! The ogres have been dying for a rework to... almost all of their campaign mechanics (besides Big Names, those just need more choices imo) so I'm glad to hear it! And the WoC can now hold every settlement but they only care about a select few. Most of their cities are like Wood Elf outposts, only giving you minor bonuses so the rest go to their vassals to make them more money. They got some neat stuff to work with their little slaves, like buffing their economy so they can pay more tribute, events that buff certain vassal armies or their settlements, and homelands for their Norscans so they can automatically hand it off to them, or you could sell it to them if you want a little extra money or if you want to hand it to a different vassal. They also thankfully fixed most of the more horrific issues with vassals, factions can't declare war on a vassal, they have to attack their master so Nakai doesn't have to worry about his allies attacking his vassal anymore. They DIDN'T fix the dumb choice for the Defenders of the Great Plan to not have an army without that Rite, which is especially stupid because every other vassal gets to have armies so this just needlessly penalizes Nakai.

TLDR
The new Warriors of Chaos sound like exactly what you want for Nakai, so if you just copy them, and make the Defenders of the Great Plan a normal faction that appears next to our boy then he'll be in a better place!
I still intend to completely remove the Defenders.
Aphotep 2 Mar, 2023 @ 3:43pm 
There are two changes I'd love and didn't see in the units section:
-Skink Cohorts and Kroxigors buffing each other when fighting in close formation/basically on top of each other. That'd probably be the closes we'd get in this game to having the mixed units we could have back in WHFB.
-Changing the Ark of Sotek to a permanent (or active in copmbat) AoE effect instead of the limited activations.


Another note, more on the presentation of the mod than anything else: The video from Great Book of Grudges implies that all factions might have the Sacrifice mechanic now (neat), but I don't think I've found that noted anywhere.
Maybe there should be a pages with these kinds of general changes to all factions.
Independent from a separate page, I think the existing pages could be structured a bit better to at least have the changes to the subfaction mechanics, the Lord themselves and other changes (starting army, unit availability)
Conflagration  [developer] 2 Mar, 2023 @ 3:49pm 
Originally posted by Aphotep:
There are two changes I'd love and didn't see in the units section:
-Skink Cohorts and Kroxigors buffing each other when fighting in close formation/basically on top of each other. That'd probably be the closes we'd get in this game to having the mixed units we could have back in WHFB.
-Changing the Ark of Sotek to a permanent (or active in copmbat) AoE effect instead of the limited activations.


Another note, more on the presentation of the mod than anything else: The video from Great Book of Grudges implies that all factions might have the Sacrifice mechanic now (neat), but I don't think I've found that noted anywhere.
Maybe there should be a pages with these kinds of general changes to all factions.
Independent from a separate page, I think the existing pages could be structured a bit better to at least have the changes to the subfaction mechanics, the Lord themselves and other changes (starting army, unit availability)
First one is sadly not possible.

Second one is under the miscellaneous changes page here - https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2940793412/3781372783227551279/
Last edited by Conflagration; 2 Mar, 2023 @ 3:50pm
Originally posted by Obsidian:
Originally posted by Aphotep:
-Skink Cohorts and Kroxigors buffing each other when fighting in close formation/basically on top of each other. That'd probably be the closes we'd get in this game to having the mixed units we could have back in WHFB.

Would it be possible to give the Kroxigor lords and heroes auras (like their leadership bubbles) that give missile buffs to (infantry) units near them? As none of the saurus/krox have missile weapons it'd basically be buffing only the majority of the skink units (I'm not sure if you could exclude the salamanders etc though) Just an idea.
Conflagration  [developer] 2 Mar, 2023 @ 4:05pm 
Originally posted by gradoc #realdragon:

Would it be possible to give the Kroxigor lords and heroes auras (like their leadership bubbles) that give missile buffs to (infantry) units near them? As none of the saurus/krox have missile weapons it'd basically be buffing only the majority of the skink units (I'm not sure if you could exclude the salamanders etc though) Just an idea.
Not in a way that only affects infantry, no. It would buff any unit that has ranged attacks. I'm not really a fan of the idea to be honest - if CA added a way to implement a buff for Skinks and Kroxigors that was properly done I would but for now the Kroxigor Elder skill that buffs Skinks is the best I can offer.
Last edited by Conflagration; 2 Mar, 2023 @ 4:05pm
Originally posted by Obsidian:
]
Not in a way that only affects infantry, no. It would buff any unit that has ranged attacks. I'm not really a fan of the idea to be honest - if CA added a way to implement a buff for Skinks and Kroxigors that was properly done I would but for now the Kroxigor Elder skill that buffs Skinks is the best I can offer.

Fair enough. I've noticed that CA has shied away from including handlers along the salamander/razordon/hydra units so maybe those sort of unit interactions are too complicated to be worth it.
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