Total War: WARHAMMER III

Total War: WARHAMMER III

979 ratings
Lustria Rises - Lizardmen Overhaul
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overhaul
Tags: mod
File Size
Posted
Updated
826.425 MB
1 Mar, 2023 @ 9:33am
30 Jul @ 3:17am
74 Change Notes ( view )
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Lustria Rises - Lizardmen Overhaul

Description
Lustria Rises is an overhaul and expansion for the Lizardmen race. New additions include 7 new units, 3 new hero types, a new lord type and a new faction. There are significant changes to Legendary Lord's skills, items and effects, buildings, units and mechanics, and the Technology tree has been completely replaced (so don't use a technology mod alongside this).

Now has Building Progression Icons support, make sure to use this submod if you don't want to crash with BPI: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3011811672

F.A.Q:

Q: I don't like X or only want Y, will you make a new mod just to suit me?
A: No. What you see is what you get - it's all or nothing. Feel free to leave feedback on contentious issues down in the relevant discussions channel below though, if you make a decent enough case I might be persuaded to make changes - unless it's about giving the Skink Oracle magic again; no chance there.

Otherwise I will simply delete any requests posted asking for standalone content.

Q: Will this mod work with my favourite overhaul, such as SFO, Radious or whatever?
A: No. It is NOT intended for usage with any all-in-one overhauls, this mod is balanced for *VANILLA ONLY* - usage of this mod with a full overhaul WILL have issues. If people want to make a submod for an overhaul they can do it themselves. Do NOT ask about it here, I will delete any comments mentioning SFO or other overhauls.

Q: I am suffering from a crash while using this mod, what's the big deal?
A: Make sure your mod and its required mod are both up to date and both enabled - this may require unsubscribing and resubscribing. If they definitely are and you've triple checked, and you continue to crash with *ONLY* those two mods enabled, please leave pertinent information down below, such as what faction you are playing, when the crash is occurring etc.

If you are playing on a Mac, then my advice is to get a PC.

Q: Will this mod work in multiplayer?
A: I am informed that issues do arise when attempting multiplayer campaigns - being that I have absolutely zero interest in multiplayer and have been told that even in vanilla such problems aren't unheard of, I can't help you should you attempt to use it in such a fashion. Use at your own precaution.

Q: Will this mod work with the Old World map?
A: I am not subscribed to that particular mod so I don't know. Lizardmen are not particularly present in that area of the world, so I don't see why anyone would be interested in playing them there. There may be issues but I have zero interest in looking into the matter. Use at your own precaution.

Q: Will this mod conflict with other Legendary Lord mods?
A: I am unaware of any conflicts at present. Some Lizardmen content from other mods is altered by this mod, such as Mixu's Legendary Lords characters.

Q: Why do I need Mixu's Unlocker?
A: Mixu's Unlocker is an integral part of being able to recruit Kroxigor Elders, usage of certain Landmark buildings, being able to play as Lord Adohi-Tehga and will cause the game to crash if you do not have it enabled.

Q: I confederated a faction with the Geomantic Reservoir, now it doesn't work any more.
A: The reservoir is on cooldown.

Q: I'm taking attrition damage from somewhere but I have no idea why, what gives?
A: That's very probably due to a Tzeentch faction effect used on you, and not part of this mod.

Q: X Landmark is no longer there, and there's a new one instead - why did you delete the old one?
A: Certain Landmarks have been moved to different locations, but none have been removed entirely. Look around a bit.

Check out the discussions section to see the changes to Gor-Rok, Kroq-Gar, Mazdamundi, Nakai, Oxyotl, Tehenhauin and Tiktaq'to, or other characters and units. Be sure to leave bug reports or feedback in the relevant discussions section, not the comment section.

























And other information available in the discussions section that I can't be bothered to make more images to link to.


Big thanks to the contributions of Calm&normaltime, Ubermorgen, Drazhir, ChaosRobie, Partypus, Driblex, Milkbot and the frameworks of Phazer, Ole, Mixu and Drunkflamingo. Plus various others in Da Modding Den.


Offer up any feedback here.
Popular Discussions View All (19)
219
16 Aug @ 4:23am
PINNED: Bugs, Incompatibilities and Issues
Conflagration
111
21 Jul @ 5:15pm
PINNED: Balance and Feedback Suggestions
Conflagration
68
1
5 Aug @ 3:15am
PINNED: New Units and Characters
Conflagration
1,001 Comments
玖祝 47 minutes ago 
Okay, but based on the reviews, your mod is really good. I hope you keep up the great work!
Conflagration  [author] 2 hours ago 
The new Blessed units are made in accordance with lore and tabletop, in both type and execution. Creative Assembly are redoing the way their Blessed Spawns work, and depending on how it goes my units may well use the new system.

The Blessed Units didn't exist when I initially created the mod, and their current implementation isn't entirely as I want it anyhow, but attempts to use other methods have sadly proven unfruitful, and I don't have the skills to work in fancier, cleaner ways.

I don't personally use the Medallion of Chaqua, though I find it very impressive work, so I can't say for certain how compatible it is. If I recall correctly, greyTiger did make a submod for the Medallion of Chaqua and Lustria Rises.
玖祝 4 hours ago 
I’m not asking you to remove them. Maybe you should have used more unique unit types when initially creating the mod. I haven’t even started playing this mod yet, but I hope there are other ways to obtain these units—like using points to exchange for them, as Aphotep mentioned. If they’re just directly added to the recruitment pool, it makes things feel a bit messy to me. Also, is this mod compatible with Eternal Dynasties?
Aphotep 11 hours ago 
Yeah, from the blog it sounds like the missions as well as other things like rites or sacrifices generate points we can spend on the units we want rather than filling the pool randomly.

Probably because having a check for the purchased DLC in the mission generation scripts is a lot more complicated than having it in a static recruitment window.
Conflagration  [author] 11 hours ago 
IIRC CA are changing how it works next patch, so you may well get your wish.
DerJan 14 hours ago 
With the increased number of different blessed spawnings, I would really appreciate it if you could (if at all possible) tweak how we can get access to them (through the sacrifices or geomantic reservoir or whatever) because... let's just say the amount of save scumming I've been forced to do to not get yet another mission for bloody useless Blessed Skink Skirmishers is already bad enough.
Serious Lee 15 hours ago 
Nice to hear you plan to update your mod quickly. Was worried I would have to wait long for my next Oxy camp. Please if possible keep that nice tech that gives Slan lords tunneling stances I really love the idea and it makes so much sense especially in Lustria
Conflagration  [author] 16 hours ago 
It's not complex, no. And I'm not removing them.
玖祝 19 hours ago 
After adding the mod, I found during the preview that there were many units whose skin colors were simply changed. I don't think these units should be made just for the sake of the "Old Ones" quantity. Because even before playing, I felt that this was complex, and I'm not sure if it will be complex during the actual gameplay. Can you give me an accurate answer?
Conflagration  [author] 19 hours ago 
6.3 Lizardmen changes look good, that day's update might be a bit delayed as I'll have to figure out what I want to incorporate with my own alterations and such. Should be a juicy one though.