Total War: WARHAMMER III

Total War: WARHAMMER III

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More Fun for the Grim
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Tags: mod
File Size
Posted
Updated
222.380 KB
26 Aug, 2022 @ 7:51am
2 Sep @ 12:57pm
29 Change Notes ( view )

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More Fun for the Grim

Description
* Updated to include Chaos Dwarfs! *

This is a combination of several tweaks for the imprisonment mechanic of Eltharion and the Yvresse Mistwalkers' Mirror Abilities. It combines two little mods that I more or less ported from WH2 (all credit to the original creators!) with several changes I made myself.


Less Forgetful Eltharion
(credit to The Panther)

Inspired by the WH2 mod of the same name, though the code looks quite different now: The Mistwalker Mirror Abilities aren't lost when the prisoner is executed, indoctrinated or otherwise lost from the prison. Makes it possible to collect all the Mirror abilities over the course of the game - yes, it's op, but also very fun!



Unique Mirror Abilities from all Chaos Factions and Chaos Dwarfs

I was disappointed to see that prisoners of the four Monogods and of Chaos Undivided all granted the same Mirror ability. And CA totally forgot about Eltharion's mechanic in the Chaos Dwarf DLC. So, I fixed it and added five more Mirror abilities (see pictures).

... and two more abilities from Archaon and either Belakor or Daniel

Daemons of Chaos and Warriors of Chaos still grant the same ability. But if you manage to capture, interrogate and execute Archaon and either Be'lakor or Daniel, you'll get two more special Mirror Abilities, similar to how it works with Grom.


I also changed the Vampire Counts Etheral Mirror ability to have less of an impact on the gameplay: It merely gives a buff of +5% physical resistance and a nerf of -5 armour, with the other buffs (terror, strider) unchanged. Imo, losing all the armour was rarely worth it. Especially since you can now stack several other physical resistance buffs to get a similar positive effect without the trade-off.


Known Issues
Sometimes, the abilities are only updated after the prisoner is executed. There's also a small visual bug with a missing icon in the Athel Tamarha UI for the Chaos Dwarfs which I can't fix somehow. But it's only in that UI and doesn't affect the functionality.

Warden's Cage Tweaks
(credit to thesniperdevil)

The Warden's Cage ability is changed to last the entire battle. It also makes enemies unbreakable so that they can always be captured. As a trade-off, it increases their melee attack and defence but also lowers their speed and armour slightly.

I didn't change much compared to the original, which thesniperdevil has by now also ported to WH3:
https://steamproxy.com/sharedfiles/filedetails/?id=2854403011
Works fine together with:
https://steamproxy.com/sharedfiles/filedetails/?id=2854402924



Compatibility

The mod overwrites the script for Eltharion's prison mechanic, so it wouldn't work with mods that touch the same file. The mirror abilities are also altered, obviously. I don't know of other mods that affect those files, but if you have issues with the mod, keep this in mind as a possible reason.

The mod is save game compatible, but removing it after one of the new mirror abilities has been gained might cause issues.


SFO Compatibility Submod by Col. Jack O'Neil:
https://steamproxy.com/sharedfiles/filedetails/?edit=true&id=3001962558
189 Comments
Mushroomancer 15 Sep @ 8:01pm 
Gotcha, that makes sense. Thanks!
fa21  [author] 15 Sep @ 12:33pm 
@Mushroomancer: The Warden Cage 100% auto-capture will likely be incompatibe, as it will most likely also overwrite the Eltharion script
Mushroomancer 15 Sep @ 8:40am 
Installed today, and new interrogations are override old ones in terms of what abilities my Mistwalkers have. In terms of other mods I'm using involving High Elves, I'm using chris_sansom's High Elf mods, the Phoenix Court Tower mod, a Warden Cage 100% capture on auto resolve mod, and a Mistwalker's added to Redline skills mod. Out of those, I only think the Mistwalker Redline skills one would be in conflict, but I notice that in the upper HUD I'm not getting the campaign buff that gives the passive after I interrogate a new race.
Avallac 10 Aug @ 8:39pm 
Thank you for the mod!
E-Rank Luck 2 Aug @ 8:14am 
Does this work with MCT if i just one some of the features or nah?
No0bs_Satanic 21 Jun @ 1:37pm 
it only need one thing
100% capture with Auto Resolve
Jerry 3 May @ 8:01am 
I really like this mod!
One change suggestion i have is, it would be nice, if there weren't so many active abilites. They become quite overwhelming. I suggest weaker always-on passives or selfactivating passives, belakors passive for example could activate itself when charging.
猫耳小龙 30 Apr @ 3:59pm 
This mod doesn't seem to work in multiplayer campaigns. When two people use this mod, the game versions are inconsistent. Is there any solution?
fa21  [author] 27 Apr @ 7:07am 
@GeeCeeJr: Nothing, I hope! The only purpose of the update was to have people stop asking for an update when there should be nothing wrong with the mod, as far as I'm aware... If there are any bugs, please tell me!
GeeCeeJr 26 Apr @ 11:30pm 
what did the new update change?