Total War: WARHAMMER III

Total War: WARHAMMER III

Valorkin
184 Comments
Caribou Lou  [author] 6 Oct @ 2:14pm 
@everyone Small update to garrison compositions today. More in line with strong garrisons found through other factions (Empire Forts, Chaos Fortresses, etc.)

Legendary heroes and RoRs will be next, but no specific timetable on when they will be released. Will likely release individual units or small groups instead of one large RoR drop or several heroes at once.

@xenomegaman Thanks for the continued interest! I'll keep slowly working on the new additions, please let me know your thoughts as I continue to work on the mod.
xenomegaman 2 Oct @ 2:59am 
Thanks for the update! Looking forward to the upcoming features/mods.
Caribou Lou  [author] 1 Oct @ 6:22pm 
@everyone Update today! Just adding 1 unit: Twigling Hurlers. Twiglings who throw rocks. Short range, good damage, poor AP.

Sabbatical is over and I'm getting back to modding. Current plan:

1. Rebalance Garrisons
2. Add RoRs (Probably 1 or a few at a time)
3. Legendary Heroes and better UI elements on the horizon
4. A second mod
Caribou Lou  [author] 25 Sep @ 4:29pm 
@88888888 Thanks for the comment! Do you have specific examples of visual design concepts you find lackluster? Further, could you provide some mods with great visual design concepts and point out what makes them great? I am working on this mod with the approach of first creating things, then improving those things to make them better. Further input would be appreciated.
88888888 25 Sep @ 12:35pm 
Huge amount of competent effort put into executing what I think might be some of the worst visual design concepts I've ever seen lol
Caribou Lou  [author] 24 Sep @ 4:09pm 
@Ganon Cannon No start pos currently for TOW map. I think I'd have to coordinate with the creator to get them added. As all the factions start without settlements and I spawn in the lords with scripts this should be feasible.
Ganon Cannon 24 Sep @ 3:52am 
Do they have start pos in the old world map?
Caribou Lou  [author] 14 Sep @ 12:54pm 
@awpanda1 Thanks for letting me know! I do try to keep the mod as compatible as possible. 75+ mods not breaking any of my scripts provides good confidence that they are robust. It looks like IEE has been updated so Invireth and Hanami's factions should work there as well. Please do let me know if you encounter anything and I will address the issue ASAP
awpanda1 13 Sep @ 8:10pm 
sorry, correction, im running it with 75 other mods and no issues, including other race mods like araby and IEE!
awpanda1 13 Sep @ 8:09pm 
excellent mod, im running it with 30 others and im about reaching the end game and so far no issues, i may be a minority in play testing but so far this is working flawlessly for me, thank you!
Caribou Lou  [author] 10 Sep @ 12:51pm 
@Da True Wae There are no active missions for legendary lords to receive items. I have scripts in place that award items at predetermined levels. Grau will receive his only item at level 8. I have tested this and can confirm that the scripts are working. If Grau reaches level 8 and the item is not automatically awarded there may be another mod interfering with my scripts.
Da True Wae 9 Sep @ 11:09pm 
started a grau the devourer campaign, got to turn 16 and noticed no missions for he's items or any other way to get them. this a bug?
Caribou Lou  [author] 3 Sep @ 7:02pm 
@The Neverchosen A succinct yet comprehensive description that pretty accurately sums up the culture. I hope you get to experience and enjoy all aspects of the mod and maybe find even more flavor as you go through.
Tank Enjoyer 2 Sep @ 7:27pm 
Interesting, at first glance it seems like a nice mix of the Warriors of Chaos with the advanced tech of the Empire, something which I have found sorely lacking in the workshop.
Kamen Rider Nexus 29 Aug @ 3:18pm 
No problem. This is one of the most interesting pieces of fan lore I've seen since Hazard Mak's Amber Kingdom in TWW2...

...Still holding out hope either A: they'll eventually return to remake it for TWW3, or B: someone else will do it.
Caribou Lou  [author] 29 Aug @ 12:43pm 
@Kamen Rider Nexus Lore discussion is now up. Thanks for the suggestion!
Kamen Rider Nexus 28 Aug @ 3:51pm 
It might be a good idea to have a place for lore questions.

After all, like I said: building the faction's powers, abilities, and balance around their lore would be your best bet at...well...balancing them.
Caribou Lou  [author] 28 Aug @ 2:45pm 
@Kamen Rider Nexus Thanks! I hope you're enjoying the mod. Valorkin could serve as an excellent template for anyone looking to create their own faction. Were all of your lore questions answered? Most of the info on the faction is revealed "Dark Souls" style with each unit or building description adding a tidbit of lore as there is no army book. I may start a separate discussion specifically tailored to lore questions just to have all of the info available in one place opposed to having everything scattered throughout my comments section.
Kamen Rider Nexus 27 Aug @ 11:55pm 
Honestly? I'm EXTREMELY jealous. Obviously, you have the patience, skill, and determination to do what I only could ever WISH to do: create a fully custom faction in TWW...

I salute you, sir, for doing what I could only dream of...
Kamen Rider Nexus 27 Aug @ 11:07pm 
Just starting to load up the game with them...

My prior comment was made before I actually started playing, so if it seems ignorant, I WAS ignorant of the details...
Kamen Rider Nexus 27 Aug @ 10:48pm 
Do you have a backstory for the faction? History, major figures (beyond just 'Legendary Lords'), reasons for their capabilities?

Have they always been a powerful people with strong stuff? Maybe higher than average upkeep is in order (Quality vs Quantity).

Are they a Chaos-related faction? Maybe taint their lands with Chaos Corruption.

Is there some kind of disagreement between the major leaders? Maybe they are difficult to confederate as they're ALWAYS fighting each other.
SFH 27 Aug @ 8:19am 
Caribou Lou  [author] 23 Aug @ 5:37pm 
@Aelfric Thank you for the thoughtful criticism. I totally agree with you. The vision when I started was a single faction with a variety of viable army compositions (monster mash, air force, overwhelming firepower, balanced, melee rush, skirmish, etc.). I wanted every unit to be impactful and fulfill a specific role without redundancy. It's a shame when factions have units that are in the "wow this is bad why would I ever recruit this?" category. I'd say that overall the roster allows for a variety of army compositions and playstyles to keep things fresh. But this does lead to the issue you're describing where the faction has much less of an identity than vanilla factions or even other modded factions. A suggestion from other users that might tie in to what you're saying is to restrict unit types and playstyles to the different factions to give each LL strengths, weaknesses, and more character. I will consider implementing this. I'll probably keep Grimvar as the OP OG though.
Aelfric 23 Aug @ 12:28pm 
Although very good faction mod I think one of the problem is not that the faction is strong but the faction has no real character. Meaning it's not strong in one part and maybe weak on the other. It just has everything. Very good healing spells, every single unit type covered and relatively strong ones at that, very good damage spells, every type of hero, very strong lords that can hold on their own etc.

For a power play fantasy this is good but it might get boring at some point and reduces replayability imo.
Caribou Lou  [author] 19 Aug @ 6:25pm 
@xenomegaman @Jyggalag I have looked into IEE, and it looks like ChaosRobie (IEE creator) periodically updates that mod with new additions from Mixer. A future update for IEE should make the new factions available without any input from me. Thanks for letting me know, I do try to make everything as compatible as possible.

@everyone forgot to mention that a garrison rework is also being looked into on top of RoRs and legendary heroes for each faction. Rollout for new additions will take some time.
Jyggalag 19 Aug @ 11:28am 
what xenomegaman said
xenomegaman 18 Aug @ 5:54pm 
Thank you for the 2 new factions! They appear for me in Immortal Empires campaign but when you use Immortal Empires Expanded, these 2 new factions don't appear in the faction selection screen. Disabling IEE will make them appear again. Could you add support for IEE if you have time? Thanks!
Caribou Lou  [author] 15 Aug @ 10:27am 
@everyone Major update today:

-Invireth and Hanami now have their own factions. Each has provincial recruitment of thematic units.
-Pooled resource "Glory" can now be spent with "Divine Mandates" a mortuary cult like feature where you can purchase followers, units for instant recruitment, and confederate the other legendary lords, even if their factions have been eliminated.
-Small balance changes to units and abilities. Significant cost increase to scorch tank.

Please report any issues with the new factions or features. Also comment your thoughts on balance and implementation of the Divine Mandates feature and Glory pooled resource, these will likely be re-balanced after more testing and feedback.

Next Steps:

-UI customization to make culture more distinct
-RoRs
DocHolliday 11 Aug @ 1:44pm 
interesting, thanks for the explanation and daemon lore, didn't know that! I thought they we're manifestations only the chaos gods used. Also that's exciting to hear about the update, keep up the good work!
Caribou Lou  [author] 11 Aug @ 12:44pm 
@DocHolliday Love to hear you like the backstory I came up with! A faction is only as good as their lore. Grimvar is a spirit in the same way Nakai or Grombrindal are spirits. Definitely not a mortal. Sol is not a Chaos god, and actively fights against the powers of Chaos and destruction. I wouldn't call Sol benevolent by any means though. The only "demon" unit on the roster is the Black Demon, who is correctly labelled in game as an elemental of the wind of death. Demons in Warhammer are a portion of a god made manifest. Black Demons are elementals summoned and bound by the souls of many disgraced warriors who were killed while fleeing from battle and yearn for redemption. All other units are undead, constructs, or mortals. I hope you continue to enjoy the mod! I have a huge update coming soon that I am putting the finishing touches on now.
DocHolliday 10 Aug @ 4:45pm 
Also if the daemon units are indeed daemons, is Sol a chaos god? Or does he just think daemons are cool (understandable)?
DocHolliday 10 Aug @ 3:53pm 
Also I absolutely love the backstory you wrote for the faction! Gives me gothic fantasy Roman republic vibes!
DocHolliday 10 Aug @ 3:04pm 
Is Grimvar a dude or a literal spirit? Given that he has flaming green eyes... I'm leaning towards spirit... But he has dude like qualities as well...
Caribou Lou  [author] 4 Aug @ 6:29pm 
@Toes Glad to hear you are enjoying the mod! More additions currently in the works. The Revenants (angels) have missing ankles by design. This small detail is supposed to support the fact that this is a semi-corporeal being inhabiting a suit of armor. I'm surprised you even noticed :D Once the core game-play and mechanics are in a good place, I am planning to go back and touch up all of the visual aspects of the mod to make everything look more polished.
Toes 4 Aug @ 12:20pm 
dope mod! for sum reason the angels are abit glitched for me tho sadly idk why but the feet are not connected to their boddies for me. like the ankles are missing lol the rest works fine for me i just wonder why they are invisible love the units.
Jyggalag 27 Jul @ 7:37pm 
Nice! Starting a campaign now!
Caribou Lou  [author] 27 Jul @ 9:19am 
@Everyone Big update today. 2 new factions have been added to the mod, led by Vortnahl and Grau. Other changes, improvements, and bug fixes have been described in the patch notes.

2 more factions for the remaining legendary lords are next.

Please let me know if there are any bugs or other issues.
Caribou Lou  [author] 27 Jul @ 5:05am 
@Varyan It's not currently a priority, but as someone who enjoyed SFO a lot in WH2 I am tempted to make an official SFO submod. I will have to look into how much work rebalancing everything will take as Venris doesn't just change stats, but adds a variety of abilities and attributes to units. I will also have to be sure that lord skills and buildings are balanced for SFO as well. Once I have had a chance to estimate the workload for an SFO submod i'll drop a comment here if im planning to make one or not. Likely after I have finished adding separate factions for each LL.
Varyan 26 Jul @ 2:48pm 
Any chance for an SFO patch for Valorkin?
Caribou Lou  [author] 22 Jul @ 4:27pm 
@g1l1f1 Thanks for the feedback, greatly appreciated! Responses in order:

1. No sacking is more of a balance thing to prevent players from sacking a single city over and over to raise the victory streak counter and cheese the faction.

2. The bugged create vassal is unintended and vassals will be removed completely in a hotfix shortly, thank you for pointing this out. Vassal options may return in the future with more refinement.

3. Unfortunately, victory conditions are controlled in "startpos" which I can't mess with without making my mod incompatible with many, many other mods. I can indirectly make missions that act as victory conditions though, and would like to add this in the future. Probably after I have created separate factions for each legendary lord.

4. I feel that most units are balanced right now. Legendary lords and tier 4/5 units I'm keeping an eye on. I will be re-balancing buildings and garrisons in the near-ish future.

Thanks again for the thoughtful comment.
g1l1f1 22 Jul @ 5:25am 
Love this mod to death and back. Some thoughts:


1. Interesting dynamic in that the armies need to be aggressive but the building is more defensive. The ability to sack settlements would aid in this greatly. Is there a Lore reason as to why you can not?

2. Create Vassal doesnt seem to work as intended. It creates a new faction that you have some wierd alliance with that they break the first chance they get.

3. Victory Conditions are a bit generic. Needs something that drives the narrative, the lore behind this faction other than cleanse the world.

4. I disagree with the comments that claim it needs a nerf. The strength is needed in the early game because by mid to long game you fall behind because of the slower growth so you need to be able to establish yourself or you will just get run over by Tamurkhan.
Peskyfletch 15 Jul @ 2:06am 
Thanks for the speedy answer x
Caribou Lou  [author] 14 Jul @ 6:01pm 
@Peskyfletch Currently glory does nothing, I wanted to test that I could add it to the faction without any issues. Since no one has reported any and I haven't found any myself, looks like a success. I plan to add features in the future that will use glory as a resource.
Peskyfletch 14 Jul @ 12:11pm 
Sorry boss, one thing I'm struggling with is the resource called glory. I might be being super thick here, but what does it do?
Caribou Lou  [author] 11 Jul @ 7:01pm 
@Peskyfletch Glad to hear you are enjoying!

@Jyggalag Grimvar will retain recruitment of all units for the race. The new factions will have bonuses towards certain units, but I'm not sure if I want to flat out restrict units altogether. For example: Grau will buff beasts/wilds, Invireth will buff undead, etc. Something like a faction-wide buff to upkeep or stats to encourage certain types of units (like Ungrim with slayers). As the factions develop they may begin to have more distinct separation, going from units, to buildings, even into the tech tree. I tend to build thematic armies myself, so I'll probably come up with skills and mechanics that encourage that type of play. Thanks for the suggestion!
Jyggalag 10 Jul @ 9:10am 
It would be cool to have the separate factions unique with respect to their units. Have the legion be separate (human lords/units) (order), the monster units/lords separate (wild/neutral), and then the undead/demon? lord/units separate (evil?).
Peskyfletch 8 Jul @ 11:59am 
Great mod ta
Caribou Lou  [author] 7 Jul @ 6:25pm 
@Jyggalag Thanks! I thought the cavalry building chain needed some love. It's going to take some time but I think separate factions will be the next major addition. The factions will all be similar on initial release with regard to mechanics, but eventually I will be able to give each its own flavor.
Jyggalag 6 Jul @ 6:48am 
Great work so far! Love the new additions. Can't wait for the separate factions for all the LLs! Would be so cool to either fight against or team up with them.
Caribou Lou  [author] 4 Jul @ 10:24am 
@AvioreYT Thanks for the note, glad you like the additions! Grimvar is slow on purpose, if he also had good mobility he'd be too OP. I like having a strong foot lord for the faction, and honestly I might nerf his items a bit in a future update as CA has tuned down other LLs like Vlad to be more reasonable to deal with. I have glanced through TOW and it looks like I will need faction keys to implement Valorkin. They need a separate culture so I'll have to commandeer one to include them as I doubt I'll get one at this time. I'll keep looking for a way to implement but TOW is on the back burner for now.

@BeatAsser I agree that the long turn timer and tunneling make it easy to maintain the win streak, but that's by design to overcome the poor growth in the early game and help the faction snowball. This also assumes that you never get an army wiped out and lose the bonus entirely. I'll keep an eye on bloodletting for balance, thanks for the suggestion!