Total War: WARHAMMER III

Total War: WARHAMMER III

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High Elf Tech Rework
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Tags: mod
File Size
Posted
Updated
739.352 KB
3 Sep, 2023 @ 2:54pm
10 Sep @ 4:18pm
10 Change Notes ( view )

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High Elf Tech Rework

In 1 collection by chris_sansom
High Elf Vanilla Sprinkles
5 items
Description
High Elf Tech Tree Rework

This mod reworks the High Elf technology tree to:

  • Introduce more interesting effects and a greater variety of bonuses.
  • Update and modernise existing techs using WH3-era mechanics like Allegiance Gain, Defensive Supplies, and newer passive abilities.
  • Add new abilities that match the flavour of the techs they derive from:
    • Spearwall — for spear units. Similar to the Jade Warrior defensive stance.
    • Swiftsense — for Great Eagles. Inspired by Eyes of the Empress (Onyx Crowmen).
    • Chariot Anthems — for chariot units. Like Murderous Charge, but more about speed than mass.
    • Obligations of Nobility — for Dragon Princes. Grows stronger as nearby allied units fall.
    • Teachings of Hoeth — for Loremasters. Functions similarly to Vilitch’s passive.
  • Extend select techs to benefit Mistwalkers and Forest Spirit units, where appropriate.

What This Mod Does NOT Do
  • No new techs — all changes are to existing techs only.
  • No new units — only vanilla High Elf units are affected.
  • No changes to base stats or abilities — only modified by researched techs.

Screenshots
Most of the changes are displayed in the screenshots above.

Feedback
Any issues, questions, or suggestions — please leave a comment below!

My Other High Elf Mods
32 Comments
Hey want to give you a shout out. Really love the way that there are flavorful malus's in the tech tree. Made it alot more thematic and dynamic imo.
chris_sansom  [author] 2 Aug @ 4:32pm 
@Laserdream https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3540724781 - Rites mod is now up, if that's of interest to you :) (you can have your barrier Phoenix Guard again)
chris_sansom  [author] 31 Jul @ 5:21am 
@Vincent no plans to do this for any other factions at present, I'm afraid - life gets in the way haha!
Vincent 30 Jul @ 4:19pm 
Haven't used it yet to check if it breaks SFO, but regardless, absolutely beautiful work. Planning on doing this for every faction or just the select few? Cheers.
Laserdream 30 Jul @ 2:33am 
Spicy rites, huh. Well, uh, maybe Glorious Charge to the rite of Eldrazor? Resistance to fire/Weakess to greater of Vaul? Some sort of magic buff to the rite of Hoeth, WoM per turn got made completely redundant by tech tree mod? Maybe duration/aoe range buffs, or adjustments to on-cast trigger lore attributes. Factionwide mist for Yvresse? And so on. Lileath's and base Vaul are more or less good as is, since you populated Vaul with new items and Lileath's gives infinite wom that scale on number of casters in army.

That whole "lets add neat attributes at xp level 7" thing you did was pretty cool, and game has a bunch of rarely used modifiers and niche attributes that might be fun to play around with.

NGL I kind of though that barrier got removed because it became substantially easier to stack 80% resistances on phoenix guard.
chris_sansom  [author] 28 Jul @ 3:33pm 
Hi @Invicta

I'll tweak Strength of Avelorn tech effect to also give armour to Sisters of Avelorn.

My personal opinion on the visibility from Maritime Empire / Spy Networks is that if you research it, it's a massive economic buff to be able get a load more diplomacy agreements. I'll keep those as is, especially since Maritime Empire giving visibility is a vanilla effect. You can always prioritise other techs sooner until you're ready to deal with those factions who might declare war if you made contact.

Thanks for your feedback though :)
Invicta 28 Jul @ 11:23am 
I like many of the ideas in this but I am still not sure why Strength of Avelorn doesn't give armour to Sisters like it does for Handmaidens (maybe even the physical resist into Ward save would be nice)? And the other annoying thing is the vision gain from the Maritime Empire is more detrimental to you than helpful, not only does it increase turn times since you discover pretty much the whole map but many enemies that you'd rather not fight early in the campaign on multiple fronts now will declare war on you because you have made "contact" with them through that tech, it's the same with the other tech that gives vision over allies with whom you have agreements.
chris_sansom  [author] 27 Jul @ 10:17am 
@Laserdream Intended change :) in my play testing, I felt it made them too good at being a front line troop and taking missile fire, when I think the game design is that they should be like a back line "anti-monster" specialist.

I made quite a lot of broad changes with the update on 29th June - and felt that at point it was better to just redo all the screenshots for the mod. But you can see my comment down in this thread for when I made those changes.

One thing I might do in the future is made a mod which adds some spice to the 4 High Elf Rites, and make it so that Rite of Asuryan also gives barrier to Phoenix and Phoenix guard (a bit like Gor Roks rite which gives barrier to Saurus). That way Phoenix guard can have barrier sometimes but without you being able to build around them being a front line troop all the time. What do you think to that, and are there any other little things like that you'd like to see added to the Rites :) ?
Laserdream 27 Jul @ 6:42am 
You made Blessing of Asuryan give barrier to Phoenix Guard some time ago; this is no longer a thing. Intended change?

//Not seeing it in the changelog, therefore asking.
chris_sansom  [author] 26 Jul @ 12:30am 
Hey @Alkor thanks - that's a good tip for overriding the loc text!

In this case, I'd also wanted to completely remove those vanilla effects from the techs they appear on. If you look at my changes in `effects_tables` at the changes in my `cs_high_elf_tech_improvements_disable_some_vanilla_effects`, I've set the `Priority` of those vanilla effects to 0 (along with adding in a duplicate instead).

Setting the effect `Value` to 0 in `technology_effects_junction_tables` doesn't stop the tech showing up sadly. I think I got the idea for doing it that way from these Total War modding wiki [tw-modding.com] notes.

I was torn at the time between replacing the tech nodes or 'disabling' those effects. In hindsight, it would probably have been cleaner to replace the tech nodes.