Total War: WARHAMMER III

Total War: WARHAMMER III

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Lustria Rises - Lizardmen Overhaul
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826.425 MB
1 mar 2023, ore 9:33
30 lug, ore 3:17
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Lustria Rises - Lizardmen Overhaul

Descrizione
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.
Discussioni più popolari Visualizza tutte (19)
225
23 ago, ore 13:08
IN EVIDENZA: Bugs, Incompatibilities and Issues
Conflagration
111
21 lug, ore 17:15
IN EVIDENZA: Balance and Feedback Suggestions
Conflagration
68
1
5 ago, ore 3:15
IN EVIDENZA: New Units and Characters
Conflagration
1.013 commenti
Conflagration  [autore] 15 minuti fa 
Just to reiterate on what I stated before, this one's a lot, so the update may take some time. If you're impatient, feel free to see what CA's got on offer and maybe check back again later, but if you're totally hooked and need me to be your dealer, rest assured I'll try and get you your fix as soon as I can manage it.
Autumnchain 4 ore fa 
Turns out that I was wrong about every unit having a blessed variant. There are no Blessed Red Crested Skinks, Blessed Bastiladons can only have a Solar Engine, Blessed Ancient Stegadons can't carry an Engine of the Gods and no Blessed Trogladon, Coatls or Dread Saurians are going to be in the game. There are also no Blessed Cold One Riders without spears. I'm not including Blesses Saurus without Shields, or Blessed Skinks without Javelins because taking shields on saurus and javelins on skinks is a straight upgrade.
Conflagration  [autore] 14 ore fa 
I'm still looking at the changes to the game ATM, some very interesting stuff coming. I can confirm that there will be Old One variants for Skink Cohorts (Javelins), Terradon Riders with Fireleech Bolas, Ripperdactyl Riders, Cold One Spear-Riders, Culchan Riders and both Saurus and Skink Horned Ones Riders. Blessed Units themselves are also now going to be changed that upon recruiting the normal Blessed unit, you will automatically be given one of the Old One variants instead. Obviously this doesn't count for any of the dino units, those are still untouched until I figure out what to do with them.
Autumnchain 14 ore fa 
The recent patch has made it that every unit has a blessed variant. Hope that comes to Lustria Rises.
Serious Lee 16 ore fa 
Had a look at the new tech tree. Still prefer what you did over the new one. Especially the slan teleport stance and regen for salamanders is nice
SFH 24 ago, ore 1:45 
Tag_Ur_It--> 23 ago, ore 20:38 
I'll give it a try when I can
Conflagration  [autore] 23 ago, ore 19:53 
I tested it a few hours ago and didn't have that issue. If you can, run only this mod, mixer, and the console commands mod then start a new campaign, give yourself 100K xp and 30K gold, recruit all the RORs to hit the 20 unit recruitment cap and try seeing if the issue still persists on using the rite the next turn. Shouldn't take too long if you do, but hey, choice is yours.
Tag_Ur_It--> 23 ago, ore 19:45 
I ask cause this is my only mod that touches the lizardmen
Tag_Ur_It--> 23 ago, ore 19:44 
No, the art pops up on the screen (the circle emblem) and then it takes me back to the campaign map except I can't move any single army.