Total War: WARHAMMER III

Total War: WARHAMMER III

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Old Ones' New Era - Lizardmen 5.0
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14.281 MB
10 May, 2024 @ 10:20am
19 Sep @ 7:24am
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Old Ones' New Era - Lizardmen 5.0

Description
Who dares to attach the number 5.0 to the Lizardmen?

So I did it.

The Lizardmen faction now enters to any version of after 5.0, evolving to fit the new era.


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Ideological Foundation

What is the ideology of version 5.0?
The direction of faction reworks that can be seen and learned from the Empire and Dwarf factions.

1. Advance the acquisition time of buildings and unit tiers.
2. Remove complex unit hiring conditions and blacksmith.
3. Consolidate excessively fragmented or specialized-use buildings into one.


In other words, the ideology of 5.0 is
-> Bringing more diverse tactical choices from the beginning stage of the campaign to enhance the fun of the game.


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Features

1) Rework of all Lizardmen faction buildings (including Nakai - Spirit of the Jungle).
2) Granting the "Cold-Blooded Scales" ability that absorbing ranged attack barrier to all Lizardmen units.

3) Units Changes
-Batch change the excessively slow and inconvenient animation of the "Kroxigor" unit.
-Razordon, Salamander units has slitly better responsiveness. (not sure)
-Adjusted Cold Ones units movement speed to match that of the Wild Cold One (68 -> 70).
-Temple Striders - addition of the final tier unit for the Horned Ones. (Just added because it seemed nice to have)
-Added the renowned unit of Kroxigor. (armed with halberds against large unit)
-Added new units: Saurus (Great Weapons) and Temple Guard (Sword & Shield).

4) Blessed Spawning Rework
-Unit caps have been set for Blessed Spawning units. (Once all caps are recruited, they may look "disappeared" from the recruitment pool.)
- The Star Chamber building increases the unit cap for Blessed Spawning units.
- The Scrying Pool building generates the "Spawning Sequence" resource.

5) Geomantic Web System Overhaul
-Now "edicts" enhanced beyond Strength 5 by using Geomantic Energy.(except Nakai)

6) Nakai's World-Wandering
-Choose 1 of 8 starting positions (option to refuse included.)
-AI Nakai also uses this feature when starting a new game.
-AI Nakai has a 1/8 chance (include no change) for each destination.

--
If you need climate option.
here is my another mod.

- Torch Your Climate - Building changes climates
- Control Your Climate - Control changes climates


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Attention

-Strongly recommend starting with a new campaign.
-While compatibility with existing saves is not impossible, buildings need to be demolished and rebuilt anew.


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Compatibility

-Added compatibility Tabletop Caps by DrunkFlamingo

-Incompatible with any other Lizardmen campaign mods.
-May compatible with mods that do not affect campaigns and building units. (e.g., unit graphics)
-Incompatible with "Building Progress Icon III" mod. (due to building culture)


--
The future of this mod:

Lizardmen faction will be officially reworked someday or in the near future, until then, please enjoy this mod. :)


--
Faction VersionUp
Legendary Coast of Vampire - Vampire Coast 6.0
Old Ones' New Era - Lizardmen 5.0

Faction Rework & Tier Rebalance
Greenskins Rework - Always Waaagh!
Wood Elf Rework - Wildwood and Hearthfire
Tomb Kings Rework - Undying Legacy
Dwarf Tier Rebalance Mod - Dwarf Golden Age
High Elf Tier Reforged
85 Comments
Desara 1 Oct @ 11:58am 
now THIS is the lizardman overhaul I've been hunting for. Thank you!
Backmechuisa  [author] 9 Sep @ 7:50pm 
Minor updates.

1) Adjusted the cost of "Spawning Sequence" for Blessed Spawning units.

*Buffs
Blessed Terradon Riders: 100 -> 50
Blessed Chameleon Skinks: 100 -> 50
Blessed Chameleon Stalkers: 150 -> 100
Blessed Salamander Hunting Pack: 150 -> 100
Blessed Razordon Hunting Pack: 150 -> 100
Blessed Temple Guard (Sword & Shield): 250 -> 200
Blessed Ancient Salamander: 300 -> 250
Blessed Carnosaurs: 350 -> 300

*Nerfs
Blessed Saurus Warriors (Shields): 100 -> 150
Blessed Horned Ones: 200 -> 250

2) Fixed the Blessed Spawning cost icon so that it displays the correct resource instead of money.
Backmechuisa  [author] 7 Sep @ 3:20am 
@Jaime.Strategos
The maximum geomantic energy output from settlements, as designed in the mod, is intended to be around that amount.
In a previous version, there were too few ways to spend the energy, which led to a surplus of the resource — so this adjustment was made for balance.
However, the current production level seems to be too low, so adjustments are expected soon.
Jaime.Strategos 6 Sep @ 6:25pm 
Hi I've just tried this mod in campaign and everything works okay.

I just have a question about the geomantic energy. I see I can produce up to ~20ish/province (settlements+buildings), what would be a tier 7 edict.

How can I produce more geomantic energy? I don't see any tech or anything like that that boost it. Is it in the landmarks maybe?

Thanks :)
Backmechuisa  [author] 5 Sep @ 3:21am 
New Minor Update

Salamander Pack & Ancient Salamander Adjustments

1) Salamander units have been buffed without any raw damage increase.
- Discovered that the explosive impact of their ranged attacks was inadvertently making enemy infantry units invincible by knocking them down.
- The impact force of their projectiles has been adjusted to match that of the Dwarves Iron Drakes.

2) Improved pack units behavior
- Reduced the issue of Salamander Pack and Razordon Pack units bumping into each other during movement.
Backmechuisa  [author] 4 Sep @ 7:01pm 
@
Steam server crashed last night due to silk song (or last day). It will be resolved in time.
Rauri 4 Sep @ 7:01pm 
I've resubscribed like 50 times now and I'm still getting crashes on startup. I've never seen it take this long for steam to get it's shit together.
Robert Cloud 4 Sep @ 1:48pm 
So what can be done to make it work?
Rauri 4 Sep @ 6:47am 
Ah so it's just steam being steam, refusing to update even when unsubscribing/resubscribing and using force download with prop joes manager? awesome...
Backmechuisa  [author] 4 Sep @ 6:44am 
@Rauri
The reason I'm posting this reply is because the latest version removed the effect from the mod.