Total War: WARHAMMER III

Total War: WARHAMMER III

Not enough ratings
Tomb Kings Rework - Undying Legacy
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
956.649 KB
16 Apr @ 8:53am
2 Sep @ 5:57am
29 Change Notes ( view )

Subscribe to download
Tomb Kings Rework - Undying Legacy

Description
Only the Tomb Dynasty possess the power and right to command such unique and mighty structures.

This mod enhances the Tomb Kings' unique mechanic where settlement development is directly tied to unit production strengthening their identity and delivering a play-style unlike any other faction.

Now, the greatest legacy of Nehekhara rises once more, answering its master's call to prepare for the End Times.


--
Features

1) Reworked military buildings for all Tomb Kings factions.
2) Optimized horizontal tiers for elite military units.
-You’ll understand what this means the moment of try for it.

3) "Scorpion Nest" building chain is now available in minor settlements. (basic feature after 6.3 vanilla)
4) Buildings now enhance Construct units.
-It face a decision between Ushabti or Scorpions when choosing early building chains.
-Resource buildings now provide additional bonus to construct units.

5) All Liche Priests now has default passive to the Lore of Nehekhara.
-This greatly improves the value of other lores.
-Don’t forget to bring a Lore of Death priest when fighting Daemons!

6)
Khalida: "Palace of Lybaras"
Khatep: "Exiles of Nehek"
-Added starting position selection feature for two less popular factions.
-A marker will appear after unifying the initial province.

7) Resource bonus lists.
Wine: "Realm of Souls" Tier 1 to Constructs
Gold: "Realm of Souls" Tier 2 to Constructs
Herbs: "Realm of Souls" Tier 3 to Constructs

Exotic Animals: Ushabti, Tomb Scorpions, Necropolis Knights, Sepulchral Stalkers gain +10% movement speed
Dyes: Ushabti and Tomb Scorpions gain "Stalker"
Furs: Ushabti and Tomb Scorpions gain "Woodsman"
Salt: Ushabti and Tomb Scorpions gain Magical Attacks
Ivory: Ushabti and Tomb Scorpions gain +5 bonus vs. Large

Gemstone: +5 Armor for Construct units
Iron: +5 Melee Attack for Construct units
Marble: +5 Melee Defense for Construct units
Spices: +6 Leadership for Construct units
Obsidian: -8 Base Weapon Damage / +8 Armour-Piercing Damage for Construct units
Ceramics: +5% Fire Resistance for Construct units

Wood: -5% Building Construction Cost

--
Attention

-Strongly recommended to start a new campaign.
-Its impossible to play existing saves.
-Non-Tomb King factions are unaffected and can be played normally with existing saves.


--
Compatibility

-Incompatible with any other Tomb Kings campaign mods.
-Compatible with mods that do not affect campaigns, buildings, or units (e.g., unit graphics).
-Incompatible with Building Progress Icon III due to cultural building conflicts.


--
The Future of This Mod

If when "Nagash" DLC is released, a major rework of both the Tomb Kings and Vampire factions is expected.
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
4 Comments
Backmechuisa  [author] 2 Sep @ 6:07am 
6.3 update note.

Main changes:

1) Removed the "First Dynasty" tech bonus that was previously granted at the start for Settra, Khatep, and Khalida. (Nerf)
- Since each dynasty now has distinct research effects and the faction power has increased, there is no longer a need to provide the First Dynasty tech from the start.

2) Building bonuses have been significantly weakened and adjusted. (Nerf)
- With the 6.3 patch relaxing unit building tiers and the new global effects being generated, the building effects have been rebalanced to align with the intended design.

- Scorpion building: Physical resistance → Vigor reduction (Nerf)
- Khemrian Warsphinx: Missile resistance → Physical resistance (Slight nerf)
- Necrosphinx: Ward save → Missile resistance (Nerf)
- Hierotitan: Added ward save (Buff)
Selmevias 20 Jun @ 1:10am 
Thank you for the update
adresseno 14 Jun @ 6:55pm 
thanks to your mod I was finally able to finish a campaign with TK. Your solution for the tech research problem is spotless. Couple that with the rearregement of builds and you made an essential mod for this faction. Just a suggestion tough, bring the osteogiant and hierotitan to lv 4 buildings. That way players can expect to see these unities in action before turn 100.
Matthew39 21 Apr @ 12:14pm 
Great reworks for both Vampire Coast and Tomb Kings, thank you!