Total War: WARHAMMER III

Total War: WARHAMMER III

Old Ones' New Era - Lizardmen 5.0
85 kommentarer
Desara 1. okt. kl. 11:58 
now THIS is the lizardman overhaul I've been hunting for. Thank you!
Backmechuisa  [ophavsmand] 9. sep. kl. 19:50 
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  [ophavsmand] 7. sep. kl. 3:20 
@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. kl. 18:25 
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  [ophavsmand] 5. sep. kl. 3:21 
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  [ophavsmand] 4. sep. kl. 19:01 
@
Steam server crashed last night due to silk song (or last day). It will be resolved in time.
Rauri 4. sep. kl. 19:01 
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. kl. 13:48 
So what can be done to make it work?
Rauri 4. sep. kl. 6:47 
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  [ophavsmand] 4. sep. kl. 6:44 
@Rauri
The reason I'm posting this reply is because the latest version removed the effect from the mod.
Rauri 4. sep. kl. 6:42 
Already tried that. Looked in rpfm and it looks like CA changed the effect key for the diplomacy mod on mazdamundis faction effect, so I'm guessing the old effect key you're using no longer works
Backmechuisa  [ophavsmand] 4. sep. kl. 6:39 
@
If you've had a crash since the start, maybe the mod hasn't been updated yet. Please unsubscribe the mod and try subscribing again.
Rauri 4. sep. kl. 6:24 
Getting a crash on start up. Something about mazdamundis diplomacy mod in the effect_bundle_to_effects_tables
Hoo the fool 4. sep. kl. 6:09 
영문판으로 해서 이 모드만 깔고 실행했는데, 토탈워 워해머 3가 실행되다 중간에 다운되네요. 이 모드만 켜고 테스트해봤습니다.
Backmechuisa  [ophavsmand] 4. sep. kl. 3:22 
4) Blessed Spawning
- Unit caps have been set for blessed units.
- You can increase the cap for blessed units through the Star Chamber.
- The Scrying Pool now produces the "Chant of Spawning" resource.

Other Balance Changes

1) "Sharpened Obsidian Weapons" effect has been removed from all Saurus units. (Nerf)
2) The "Lizardmen in the Jungle" effect no longer applies to armies. However, it still provides buffs in settlements. (Nerf)

*Known bugs and Nakai-related balance issues will not be handled in this mod, as CA has already announced official fixes.

Thank you.
Backmechuisa  [ophavsmand] 4. sep. kl. 3:22 
New Update

1) Updated mod data to version 6.3.
- The tech tree has been revamped to follow the reworked vanilla research tree.
- As a result, some of the powerful research effects from previous versions are no longer available.
- Legion skills data still exists, but it has not yet been decided whether to reintegrate them into the mod.

2) New Units Added
- Saurus Warriors (Great Weapons) / Blessed Saurus Warriors (Great Weapons)
- Temple Guards (Sword & Shield) / Blessed Temple Guards (Sword & Shield) / Regiment of Renown

3) Building Rework
- The "Smiths" chain, previously removed in earlier mod versions, has been restored.
- Temple Guard recruitment has been moved to the "Smiths" chain.
- A new "Energy Crystal" building has been added to control Blessed Spawning.
toshiro87 9. aug. kl. 6:39 
@Blechmechuisa
Thx :D
lethery 5. aug. kl. 12:13 
is there a way for it to be compatible with decky tech tree ?
Thundrakar 4. aug. kl. 8:01 
Loved the mod. I just can't play without it anymore.
I might be asking to much but, could you maybe make so it's compatible with Singe's Heroes: Kroxigor Warden?
Backmechuisa  [ophavsmand] 28. juli kl. 17:58 
@toshiro87
sure. here is all added units 'land_units_table' key

wh2_main_lzd_cav_horned_ones_1_mod
wh2_main_lzd_cav_horned_ones_1_blessed_mod
wh2_main_lzd_cav_horned_ones_1_ror_mod
wh2_main_lzd_mon_kroxigors_ror
toshiro87 28. juli kl. 11:52 
This is my favorite Lizardmen Mod.
The greatest problem of this faction is imho there buildings and awefull researchtree.
Great work.
Could you post the unit keys for the added units?
I would like to try a blessed templestrider doomstack. XD
HotPizza87 16. juli kl. 10:33 
Regarding the graphical glitch I mentioned before: you are right. When I started a new save with no mods except this one, the glitch wasn't there and the Geomantic Web building tree looked like it should.
HotPizza87 16. juli kl. 10:26 
Hi again. Some feedback. I got the long victory on turn 92 with Hexoatl with the mod on. I also got long victory with Malus Darkblade turn 96. So I think that likely means the mod isn't upsetting game balance or making the Lizardmen OP. I enjoyed the Temple Striders unit a lot too. I felt it was a shame Mazdamundi had to have some skills locked off but I understand why you did that. I know maybe there aren't enough skill points for all those skills plus campaign and battle skills but maybe let players choose between those skills and battle/campaign skills?
HotPizza87 13. juli kl. 1:58 
No I have about 10 other mods on. I will try without them.
Backmechuisa  [ophavsmand] 13. juli kl. 1:47 
@HotPizza87
Did you test it using only this mod? That bug usually occurs when a user’s mod contains an outdated version of the file. It’s likely a mod conflict.
HotPizza87 13. juli kl. 0:32 
Outside the building browser, hovering the Geomantic Energy building chain displays two forked pairs instead of one. Inside the building browser, this doesn't happen and it appears correctly. There's no practical difference however. It's just an aesthetic mistake.
HotPizza87 12. juli kl. 2:13 
Now you've done that, it seems to be flawless! Wow! I'll be sure to give you some feedback about any issues.
Backmechuisa  [ophavsmand] 11. juli kl. 1:19 
@
lol. spell that can be used as a single point is very attractive, but -10% definitely makes more sense.
Modified done.
HotPizza87 11. juli kl. 0:40 
I greatly appreciate that! However, I have to say -2 to all spells is a little too much - that's why I said only 10%. Just look at the 2nd point of each of his spells then add your reduction and you'll see why -2 is overkill.
Backmechuisa  [ophavsmand] 10. juli kl. 7:12 
@HotPizza87
Thank you for your suggestion.
The set item effects and faction bonuses for Mazdamundi have been enhanced.
HotPizza87 10. juli kl. 3:16 
By the way, I think you meant to write "Cold-Bloods Scales" as "Cold-Bloods' Scales".
HotPizza87 10. juli kl. 2:34 
Since Mazdamundi's quest items are relatively weak and his set vanilla bonus is very dull, I think if you added 10% cheaper spells for Mazdamundi only and +5 Winds of Magic power reserve per turn (Lord's army) to the set bonus, that would really be the cherry on the cake.
HotPizza87 10. juli kl. 2:29 
Just for comparison, current game state means Spirit of the Jungle can cast spells 20% cheaper factionwide from 8 different lores of magic via the Temples of Xholankha, and Tehenhauin can cast Beasts magic 10% cheaper. If Tehenhauin is confederated by Spirit of the Jungle and he defeats Yuan Bo, he can cast 50% cheaper. At the very least, I don't think it's outrageous to wish that Mazdamundi can potentially cast just as efficiently as Tehenhauin!
HotPizza87 10. juli kl. 2:20 
I like what you did with Mazdamundi but I still think he needs something that makes him stand out more from the other Slaan-Mages when it comes to spellcasting efficiency. It's great that he has all the passives like Teclis but if he had 10% cheaper spells and a small bonus of +5 Winds of Magic per turn from his set bonus that would be befitting of the world's greatest spellcaster.
Backmechuisa  [ophavsmand] 10. juli kl. 0:19 
New updates.

1) "Hexoatl" Lord Mazdamundi Enhance.
- The skill set of Lord Mazdamundi has been enhanced.
- The great Slann Lord can now access all passive abilities from all 9 common lores of magic.
- However, to prevent excessive skill point consumption, the existing enhancement skill tree has been limited to one selectable path.

2) New Skill: "Repentance of Hexoatl"
- Replaces the existing lord-exclusive army ability, "Deliverance of Itza".

3) "Hexoatl" Faction Penalty Adjustment
- The meaningless -10 global diplomacy penalty has been changed to +10 instead.

4) Other Minor Fixes.
- Removed the "Geomantic Nexus Avatar" feature in this mod, which had already been patched in last update.
- Reorganized the passive skill trees of Slann lords from all 9 lores to match vanilla standards.
Backmechuisa  [ophavsmand] 29. maj kl. 18:45 
@HotPizza87
Do you want Nakai to be a normal faction with the horde system? I’ve had similar thoughts, but it would take some time to implement that change. I’ll keep your suggestion in mind.
HotPizza87 29. maj kl. 17:00 
Does Nakai still have the temples and vassal when he occupies? I like Nakai and his armies being hordes but not having access to settlement trading and regular diplomatic options is a bummer.
Backmechuisa  [ophavsmand] 13. maj kl. 20:18 
@Aatxe
OMG. I had no idea the UI had changed since the Kislev patch.
Thank you for reporting. an issue has fixed.
Spinnock Durav, Hustbearer 13. maj kl. 11:26 
Activating this mod disables the army invocations for Kislev. There is no need to use this mod when playing Kislev, but it is a curious interaction!
Backmechuisa  [ophavsmand] 25. apr. kl. 19:40 
@Serious Lee
Currently, there are no plans to rework the skill trees.
Also, the issue with Nakai's world tour has been fixed. Thanks for reporting.
Serious Lee 20. apr. kl. 2:31 
do you plan to rework some of the skilltrees too? (lowkey asking for Nakai to get regeneration somewhere down the line)

Also Nakais event does not trigger on my end. Probably a mod conflict though. Could it be IEE?
Rhodes 10. apr. kl. 10:59 
What an amazing mod! It really adds so much to lizardmen!
Backmechuisa  [ophavsmand] 28. mar. kl. 6:20 
1) UI Changes
Updated the color of the resource bar.


2) Balance Changes
Geomantic Nexus
-Increased initial construction cost (nerf).
-Reduced upgrade costs and construction time (buff).
-It is now easier to toggle the On/Off state.

Geomantic Nexus Resource Output
-Reduced resource production (nerf).

Battery Storage
-Slightly reduced resource storage capacity (nerf).
Backmechuisa  [ophavsmand] 27. mar. kl. 3:34 
@atlan2007
6.1 updated. it works well.
atlan2007 25. mar. kl. 18:47 
Great mod I have been enjoying it a lot. Will it still work after the latest patch or will it need an update?
Backmechuisa  [ophavsmand] 23. mar. kl. 3:53 
@Championxs
thanks. but I didn't.
Championxs 22. mar. kl. 8:47 
my only question is why you choose to restrict the main gold building to one per province for them? We are not Khorne who gains most their money through conquest, or high elves who pushes tariffs to gain the most money.
Backmechuisa  [ophavsmand] 1. feb. kl. 20:55 
@NyuuGG
Mod updated so that it does not appear for non-Lizardmen factions in multiplayer.
However, due to the lack of a multiplayer testing environment,(I never played) this change has not been tested.
NyuuGG 1. feb. kl. 9:04 
In a multiplayer campain, are other players (not lizardmen) supposed to see the geomantic web bar at the topside of their ui ?
Backmechuisa  [ophavsmand] 21. jan. kl. 20:55 
@Greeny363
Skill is working normally. Scales provide the highest level of defense when no damage is done, and they are designed to be weaker as they are damaged.