Total War: WARHAMMER III

Total War: WARHAMMER III

Mutants and Cults (STS) - Monogods factions added
146 Comments
DiViNe NeKO 16 Oct @ 1:10am 
The Children of Maggot King unit that summons the swarm of tiny flies needs a Vx fix for the flies, they look like a blob of smoke you cant even see the units even if pull camera at point blank range.

The infantry unit could also use a slight stat buff, they are a very expensive unit but are made of glass if any other unit attacks them in melee or shoots them
Ca Bong 12 Oct @ 10:58pm 
would be much unique if you can make a submod that replace maruder system with your units :D
⛧Dendygar⛧ 4 Oct @ 11:28pm 
I absolutely love looking at the utterly ludicrous assortment of freaks this mod creates with the mutant units. Outstanding work.
Milf-Hunter 27 Sep @ 2:54am 
can sum1 please let me know when SFO version comes out
barackollama 16 Sep @ 5:41pm 
happened with tzeentch specifically
barackollama 16 Sep @ 5:39pm 
getting a lot of lag when the mutant mobs are on screen for some reason. As far as I can tell, anyway. Unsure why.
Batyarns 10 Sep @ 7:49pm 
Much fun, many Chaos, Tzeentchian approved
Sean 9 Sep @ 4:26am 
I think with modded factions (sect of Akhalee, Legion of Greed etc) the mutants don't get their random traits
TANKSAVE 6 Sep @ 9:26pm 
I can confirm that clients get disconnected after passing the turn in multiplayer.
InfoManiac 27 Aug @ 1:59am 
im sorry, but that mutant unit that is spammable that summons chaos spawn on low hp is.... too powerful.
The Grand Allfather 13 Aug @ 5:37pm 
seems not to work in multiplayer. After ending the first turn, we desync then after resyncing the host just gets booted with the message "client left the game"
Joust 11 Aug @ 11:56pm 
This has quickly become a necessary mod for my Chaos campaigns. I do wonder tough, I feel like Marauders and other basic units for WoC spawn far less frequently. I'm struggling to build armies of anything *except* these units.
yaoi__ 11 Aug @ 9:12am 
is it working for multiploayer?
Jonny Fandango 9 Aug @ 4:02pm 
Yeah def check his video out, bet it'll be neat to see your mod highlighted in a vid! Thanks again for your work!
Allan 9 Aug @ 2:24am 
@stinge-oy He's a youtuber although he made the video on his alt account anti-kleaper. The video is titled "I joined a Cult (to destroy the color Green)" on youtube if you want to see it.
stiginge-oy  [author] 9 Aug @ 2:00am 
Kleaper ?
MrZiiz 8 Aug @ 11:35pm 
Thank you Kleaper
Jonny Fandango 8 Aug @ 5:00pm 
Here from Kleaper as well. Can't wait to try this out! Thanks!!
ᴹʸᴬʳᵐ Sahajiya~ 8 Aug @ 3:34pm 
Here from Kleaper too !
This mod looks amazing. Here's hoping for a SFO submod :mbnecoup:
Bearbark 8 Aug @ 1:57pm 
Here from kleaper :D
󠀡󠀡 4 Aug @ 1:17pm 
I am struggling to deal with mutant spam from the AI, especially since they become chaos spawn on death, also a lot of the units have unbreakable which I thought was kind of unnecessary
Dragen Everchosen 12 Jul @ 4:14am 
sick! thank you
stiginge-oy  [author] 12 Jul @ 1:25am 
@luthurram - How ?
stiginge-oy  [author] 12 Jul @ 1:24am 
@Dragen Everchosen - yes
Dragen Everchosen 11 Jul @ 5:08am 
does belakor get these?
Coach Awesome 3 Jul @ 10:29am 
Holy hell, this is amazing!
AFewSmallBeers 28 Jun @ 1:00am 
The flies are a busted gimmick.
Doge Reincarnated 26 Jun @ 10:43pm 
I really like the gimmick of mutant mobs.
goatlegs 25 Jun @ 6:43pm 
Such a great mod, brilliant implementation
Hey Vsauce 20 Jun @ 12:27pm 
This thing here could make for a nice Tzeentch faction. You get bonuses for forsaken and spawn, but you also get to choose what upgrades your mutants get.
Plaguelord 20 Jun @ 2:14am 
I dedicated a settlement to Tzeentch and was able to recruit them from there.
stiginge-oy  [author] 19 Jun @ 1:05pm 
You can't recriuit them as Daniel. So I don't know how you achieved that :)
Plaguelord 19 Jun @ 12:46pm 
No, it's with Daniel's faction.
stiginge-oy  [author] 19 Jun @ 11:16am 
@Plaguelord - with Belakor ? I will have a look
I don't know what that mod is doing but if both mods use scrap mechanic expect bugs.
Plaguelord 19 Jun @ 4:29am 
There's a slight issue when playing as Daemon of Chaos - their Mutant Mobs don't get any random mutations and if you're playing with the Scrap UI Framework mod you can take the HIDDEN upgrade and then purchase as many of the other mutations as you want. It's fun but seriously OP.
Mechanicus Loremaster 16 Jun @ 11:36am 
Heya! First off, I love the mod. The new units are great, and I especially love the new ritual units. Adds a whole new defensive playstyle that chaos didn't have originally. The only thing I would change is the upkeep costs. Most of these cult units end up more expensive to maintain then *chosen*.
stiginge-oy  [author] 6 Jun @ 8:32pm 
@Altey - I just don't see them for Norsca. The treatment of mutants is different among tribes of chaos then among civilised races
stiginge-oy  [author] 6 Jun @ 8:03pm 
@DASSBEAR - wow thank you so much. I left longer comment under your video.
DASSBEAR 6 Jun @ 1:37pm 
Covered this mod over on YouTube. Loved it, great job to the creator. https://youtu.be/x-Uigq8MAIo?si=eSg-mN9c6mVooQLq
Altey 6 Jun @ 12:15pm 
But norsca do? Skin wolves count as mutants
Plaguelord 6 Jun @ 11:30am 
Any chance you could make these recruitable from allied outposts?
stiginge-oy  [author] 2 Jun @ 10:58pm 
@Quade - I feel like Norsca shouldn't be Chaos lite. Also it dosn't make sense from lore point, as chaos tribes don't treat mutants and cults like rest of human world.
@S_SacredSerpent_SS - I will add Daniel as soon as i find time.
@Unexpected Katz - Not all, but Forsaken, Chaos Spawn and monsters.
Unexpected Katz 2 Jun @ 8:18pm 
Would you reconsider adding mutation mechanic to all units in-game as separate mod? I must say it's amazing and adds both uncertainty and risk-reward that is so much better than vanilla copy/paste every unit stats and effects recruitment. Love your mod. :cchearts:
SS_SacredSerpent_SS 2 Jun @ 2:27pm 
great mod but you forgot about daniel
Quade 2 Jun @ 2:52am 
With the inclusion of Sayl for Norsca and the whole faction kind of being rebranded as Tribes of Chaos, are there any plans to bring them to Norsca? The mutants in particular would be really thematic for both Sayl and Throgg.
KarlFooknTanner 26 Apr @ 3:09am 
Yes I saw them in custom battle only.
stiginge-oy  [author] 26 Apr @ 2:42am 
@KarlFooknTanner Ups- Its only in custom battles ? my mistake. It's something I'm working on and it shopuldn't be added
KarlFooknTanner 26 Apr @ 1:41am 
@stiginge-oy

It seems to be Khorne's corrupted crossbow, from what Igathered when looking at the mod files. Odd that Khorne would have ranged human crossbowmen units. That seems to be more like Slaanesh or Tzeentch kinda thing. Either way there's something wrong with the unit as it doesn't seem to be finished.
KarlFooknTanner 26 Apr @ 1:34am 
Hello, this mod seems to add some kind of unfinished crossbowmen unit for warriors of chaos that has a default empire xbow unit card and in game is just a recolored crossbowmen unit with a fucked up crossbow model. I disabled mods one by one until I found out it was this mod. The unit has no name, default xbow unit description and stats. I assume its unintended?
DracoMcGee 20 Apr @ 11:39am 
Pit fighters have a habit of rampaging randomly before contact with an enemy and will just kinda wander around the map doing nothing lol.