Total War: WARHAMMER III

Total War: WARHAMMER III

The Hung – Lords of the Steppes
264 kommentarer
Salty Old Fisherman  [ophavsmand] For 1 time siden 
@kp The ratio is the same as the Ogres, but I agree that it can be reduced in accordance with the need to travel.
RuinedMyHoliday For 4 timer siden 
Phenomenal mod. Thank you to all who contributed <3
Owly For 4 timer siden 
Amazing stuff! Cant wait to try it out :)
Anyone working on an SFO sub for this?
Solvem Probler For 4 timer siden 
INCREDIBLE work.
kp For 5 timer siden 
Great mod, big thanks for making it. I've wanted an Atilla style horde faction since the beginning. One question though. Should it cost so much to transfer plunder to your horde? If you have to travel to the camp to transfer it (which makes sense) surely it should be free (no gold that is)?
chaos dwarf For 6 timer siden 
@起床困难户Stan
检查一下你自己的模组列表,大概率是你这边冲突了
起床困难户Stan For 6 timer siden 
打上mod一直在加载页面加载不出来。。。。。
Cezetcezet For 8 timer siden 
Seems like it needs some optimization. Noticable fps drops with Hung army in screen even when zoomed out
Scrimbus For 9 timer siden 
Keeping my eye on this mod, really like what I see here. Some crashes here and there but its nice to see a minor faction from the lore get some fleshing out.
DutchDixieRebel For 10 timer siden 
Zao Korr has been walking to the fight for 95% of the duration of the battles I've done. He's level 43 now, but I've only just finished the third quest. Been on quite a stampede, so I didn't have time to do the quest. Didn't get the mount. This was before the update, but now I've gone back and did the third quest battle again. Same result. Zao Korr will be foot slogging the rest of this campaign.
ErraticPterodactylTTV For 10 timer siden 
Played with the mod a bit today. Looks like it'll be a lot of fun. Minor potential issue: a number of technologies that should affect all Hung Nomad units appear to be affecting the Great Weapon Pillagers but not the Dual Weapon version. Likewise, the first redline skill says it affects Spawneaters, but doesn't appear to in practice.
Okoii For 13 timer siden 
It was coming from the damn pigeon the whole time? god damn it lmao thanks for the heads up i'll be sure to use it properly going forward, for real though this has to be one of the best mods i've ever played for a TW game really hyped to see it get custom voice lines and hopefully music etc
Salty Old Fisherman  [ophavsmand] For 13 timer siden 
@Han Swolo Sorry to hear that. I'll keep testing to see if there's something I can do to make that more stable. To confirm, you're able to play it but the battle never ends once you defeat everything?
Salty Old Fisherman  [ophavsmand] For 13 timer siden 
@Heyo Okoii! Cool to see you playing! Herald of War is the Chaos Vulture RoR's passive when he is flying, affecting allies and enemies beneath him. It takes practice to figure out how to use him effectively, but I found it a fun tactical element for disrupting enemy formations or causing bloodbaths once melee lines had collided. If it is too difficult to utilize, you can just swap him out for another unit (I've done that myself because sometimes trying to micro that birb can be a bit much).
Han Swolo For 14 timer siden 
Zao Korr's 3rd quest battle still not working, but if its not reproducable I imagine its a compatability clash with another mod. All good, Mod is still very well done and stuff like this is an occupational hazard:steamthumbsup:
Okoii For 14 timer siden 
Yo something called Herald of war keeps popping up on my troops every couple of seconds in battles and forcing them to rampage, +15 melee attack/ -5 melee defence immune to psychology and rampage. It's disrupting battles extremely badly i'm not sure if it's intentional or not but please please if you could look into it that would be huge, this mod is absolutely incredible otherwise actual official dlc quality if not better 11/10
Doomed World For 16 timer siden 
I need to do testing but im not sure if mounted housemaster are worth using over heavy horse archer given you get less models
Salty Old Fisherman  [ophavsmand] For 17 timer siden 
@浮夸s It's crashing for you just upon starting up the game? Have you unsubbed/resubbed to get the hotfix update, and do you have the Hung and Mixu's Unlocker enabled?
浮夸s For 20 timer siden 
I think this is the strongest Warhammer mod of 2025,Because of this mod, the world of Warhammer has become more perfect and full. but......Why does the game crash when starting this mod? Hope this can be resolved in the future.:steamhappy:
Salty Old Fisherman  [ophavsmand] For 21 timer siden 
Hung Hotfix: 08/23/25
* Man-Chu and Mung Narrative Quests should now properly deliver their rewards/chain missions when completed. Will likely require a new campaign start
* Zao Korr now properly receives his mount, Tsusan, upon completing his third quest battle
* Another attempt at fixing the unpredictable Turn 1 crash (please report with as many details as possible if it persists)
* Reduced the chevrons granted by the "Dolgan Boneknife" and "Kul Greataxe" followers
- Adjustments to Tribal Gathering "Settling" UI
* Added to the "Khan's Hoard" tooltip to make it clearer how to acquire the resource
- Hung vassals are now granted immunity to Chaos Undivided corruption
* "Camp Builder" skill now properly reduces building costs in Tribal Gatherings
* Basic army formations added
* Reduced follower drop rate
* Death worm melee weapon adjusted to yield more damage/kills
Salty Old Fisherman  [ophavsmand] For 21 timer siden 
Currently being investigated:
* Adjusting how Hung vassals and the rogue "Hung Warband" faction interact with diplomacy to avoid the player being put in softlocks or strange wars.
* Continued vigilance for the mysterious Turn 1 crashes
* Ur-Khan (on foot and on mount) difficulty landing hits and dealing damage
* Ur-Khan's surplus of abilities causing some to be unusable
* Zao Korr's 3rd quest battle not ending (I've been unable to reproduce, but we've received reports)
* Tier V Tribal Gathering garrisons consume one of the unit capacity for Khan's Guard units
Salty Old Fisherman  [ophavsmand] 23. aug. kl. 9:08 
@*Vanka I'm going to assume the Tier IV cavalry you are referring to are the Torguud. They are anti-large specialists, so they are average versus infantry but excellent against enemy cav and monsters.
HZ00191 23. aug. kl. 8:28 
Love the design.

Ironically, one WH3 bug hinders this faction hard: Heroes with multiple army abilities always revert to the first army ability. So the replenishment for seer will never be effective, unfortunately:(
Salty Old Fisherman  [ophavsmand] 23. aug. kl. 8:04 
@Grim Thank you!
Grim 23. aug. kl. 7:54 
Thank you very much for this mod guys! This new faction is very well fleshed out, from the lore to the faction mechanics, everything feels great and interesting. It could easily be a canon (vanilla) faction, even one of the best. I'm having a blast so far!
Comrade Beefcake 23. aug. kl. 6:57 
Great idea for a faction. Lots of promise in Mongol-style raiders (lore accurate ones too.) Unfortunately right now, they just feel too weak to really get going, especially Ur-Khan up in the Naggaroth.
Han Swolo 23. aug. kl. 3:40 
Zao Korr's 3rd Trial (Bastion) is bugged. Changeling and the doom knights don't spawn in anymore. Tried a few times (taking points, not taking points) and nothing seemed to work. Worked a few days ago wierdly enough
The Geko 23. aug. kl. 2:40 
They feel really weak :s
*Vanka 22. aug. kl. 19:42 
Overall great mod, just wish the other mods that add new factions could also support multiplayer like this one, truly a winning factor
Numbercookie844 22. aug. kl. 17:53 
I love this mod!!! Hope u make more like this
danielfigaraujo 22. aug. kl. 16:33 
Great mod! Do you plan on making other minor hung factions, such as the Kuj or the Yusak, also part of the race? Or even kurgan ones? Maybe minor factions that can occupy settlements.
TdizzleGod 22. aug. kl. 16:19 
any known compatibility issues guys?
st56uv7 22. aug. kl. 14:41 
Maybe add Old World compatibility?
ghostmanjoe 22. aug. kl. 14:15 
is anyone else not able to do the quest battle with the guy that start at the basion
Joust 22. aug. kl. 12:32 
So yes, this is when I'm using other mods but this is causing a ton of instability when I have it active. I get constant mid-turn and end turn crashes, I can't get a campaign past turn 20 with this mod active before the save becomes irreparably corrupt.

So to anyone looking at this mod I would give it a wait for now. It has a really solid foundation and has potential to be one of the better fan-faction mods. But it has lots of bugs, balance issues and the above mentioned instability when combined with other mods. And for reference all I'm using is New Faction mods like OVN and SCM, New LLs, and more battle map mods like GCCM. Deactivating this specific mod turns my game completely stable.
Homuya 22. aug. kl. 10:06 
Cool idea but not the best balance. You can make like 5 camps but dont get enough plunder to even max out one by turn 63...
fankater 22. aug. kl. 9:53 
Hi, i know its a minor suggestion but it`ll be great to vary archers look a little bit, they all look very similar, hard to find differences without closer look. Other units look fine and have distinct appearance.
DarknessWrath 22. aug. kl. 8:42 
Just like most cavalry, it's made to charge, not to fight in melee for long period of time (unless it's archer like infantry), norscan marauder are pretty tough
*Vanka 22. aug. kl. 8:29 
The faction mechanic is awesome, but anyone here feel like the whole rooster is kind of weak somehow? My tier IV cavalry just lost to norsca tier II sword infantry?
Grozug gro-Zug 22. aug. kl. 6:06 
This isn't a bug, but while the above description only specifies Immortal Empires Expanded as a recommended mod, this mod appears to actually be IEE + The Hung; I don't even have IEE installed or enabled but it is still one of the campaign options I can choose from and play.

Really liking the mod so far, by the way. Even if I suck at using cavalry, I love the steppe getting some love.
Versal 22. aug. kl. 5:37 
With MCT mod enabled, the game crashes during new faction turns. Perhaps the "minor faction potential" setting is to blame
bear 22. aug. kl. 4:33 
Is there a way to give the Endless Steppes effect to a settlement of a vassalised faction? I tried subjugating a faction but their settlement didn't gain the effect
Empyrial 22. aug. kl. 3:34 
Does this mod conflict with SCM: Tribes of the North?
Ant1828 22. aug. kl. 2:13 
Can't wait to watch MonsterAbound play this one
Noodliest 22. aug. kl. 1:21 
This looks amazing ! nice work. Shall be waiting for someone to make SFO submod.
CodyHamGoes509 21. aug. kl. 19:52 
have problem with set formation

how you need fix this.
LikeABith 21. aug. kl. 19:39 
Such a cool mod... too bad mounted archers are trash in this game compared to TW Rome
Gman9090 21. aug. kl. 18:54 
WAIT WAIT WAIT... A Faction inspired by the MONGOLS!!!! Sign me up, downloading this RN cannot wait to play this MOD! Thank you DEVs! Cheers! Y'all ROCK!
kenbob12 21. aug. kl. 18:23 
great mod!!!! is there any chance you'll add the war band upgrade system? I think it would go great thematically and balance out the economy a bit!
lwhのsama 21. aug. kl. 18:09 
great:steamthumbsup::steamthumbsup:. Are these characters Lore-friendly