Total War: WARHAMMER III

Total War: WARHAMMER III

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Immortal Landmarks
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Tags: mod
File Size
Posted
Updated
94.166 MB
26 Aug, 2022 @ 6:28pm
25 Mar @ 10:48pm
50 Change Notes ( view )

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Immortal Landmarks

Description
UPDATED FOR 6.0
The mod will run without Mixu, but you'll be missing a bunch (~80%) of the landmarks. Adding landmarks requires startpos modding, Mixu's Unlocker = common startpos framework that keeps mods compatible.


KEY FEATURES




WHY GET THIS MOD?

Tired of building up generic province #26? This mod aims to make the world feel more dynamic by greatly expanding the landmark system used in vanilla. While the landmarks in this mod do include some standard landmark stuff (+2 order factionwide etc...), I tried to expand the design space of landmarks by including many effects which aren't used for vanilla landmarks.

This includes things like landmarks that summon a storm in coastal regions, or give your armies in Ulthuan access to powerful cataclysm spells (in a balance-limited fashion); even a landmark which can make your city invisible and untargetable, for a cost. Rather than give +2 recruit rank to Slayers, why not design a cool new ability that Slayers will gain with the landmark? Instead of +10 growth, why not have landmarks that grant you cool weapons and artifacts, or landmarks that trigger quests for powerful items in the lore that aren't represented in the game?

You can check out a list of landmarks, and a couple bullets on their biggest effects (there are ofc other effects, but I'm trying to keep the Google doc manageable), in the links below. NB that Steam hates Google doc links, just click through the warnings like you do for every other mod :p

Landmarks for order(ish) factions [docs.google.com]
Landmarks for evil(ish) factions [docs.google.com]


GAME BALANCE

Because landmarks are inherently limited by region and faction, they are an excellent tool to spice up your campaign without greatly impacting overall balance. That said, I've tried to keep all effects broadly in line with vanilla balance. The AI will make full use of the new landmarks, that includes scripts which will give them quest rewards the same way they do for Legendary Lord quests. I hope that by letting the AI fully utilize landmarks, it will avoid making the player overpowered. But of course it is impossible for me to test every effect in every situation, so I encourage you to share your balance thoughts and feedback!

COMPATIBILITY
  • Works with Immortal Empires Expanded mod
  • MIXER IS COMPATIBLE WITH SFO, THIS MOD IS COMPATIBLE WITH SFO, WE'RE ALL COMPATIBLE WITH SFO. If you don't believe me, start a game with only this mod + Mixer + SFO. You too can become a scientist, using the scientific method to unravel the mysteries of compatibility!
  • RE SFO; note that, for the landmarks which add units or unit summons, the stats won't be aligned with the changes SFO makes to equivalent units. If someone wants to make a submod they are welcome to it.
  • Requires a new game
  • Yes it's compatible with Landmarks of Legend (I think Inquisitor and I have avoided overlap)
  • Works with Immortal Empires or Realm of Chaos campaigns (but the locations in the documentation refer to IE locations!)
  • Polish translation submod here: https://steamproxy.com/sharedfiles/filedetails/?id=2857387944
  • To use with other startpos mods (more slots, etc...), you will need a compatibility patch between the startpos mod and Mixu's unlocker.
If a mod is compatible with Mixu's unlocker mod, it should also be compatible with this one. If a mod isn't compatible with Mixu's unlocker, then...it won't be compatible with this one. Please report any incompatibilities and I'll look into it.

FUTURE / OTHER NOTES

I have more landmarks planned, and will update this mod throughout the life of Immortal Empires. I also would like to include support for mod configuration tool to enable lore-strict vs. lore-loose settings. While more of the landmarks are loreful, I took minor creative liberties for the sake of gameplay on occasion (though I think the only landmarks that are entirely made up are Surtha Ek's workshop and a bunch of Cathay ones). In a few cases I moved the loreful location a bit to better fit with gameplay.

There are a very small handful of new Regiment of Renown type units, but no normal 'unlimited recruitment' units. The new units included are mostly fun variants of existing units (Corrupted Terracotta Sentinel for Tzeentch, etc...). If you're interested in new units from landmarks though, I encourage you to check out Inquisitor's excellent Landmarks of Legend mod!

CREDIT / THANKS
  • Hate Criminal and Mall of America for their work on Landmarks of the Old World (and all others credited with that mod). This mod was made with Hate Criminal's permission.
  • Spartan VI and Sjeng Nedam for new building icons, Vladislav Grechko for dilemma art,
  • Zaskar70 and Zerg93 for the Black Guard of Morr model
  • rossco437 and Scribe of Nekoti for suggestions and outright designing a few of the landmarks
  • The incredible people over at Da Modding Den [discord.com], without whom I never would have figured many things out.

A FINAL NOTE
If you enjoy this mod, please throw it an upvote so others can more easily find it :D
Popular Discussions View All (4)
183
7 Apr @ 4:38pm
Bug Reports
Heimdal
94
31 Dec, 2024 @ 6:13am
Suggestions
Heimdal
0
21 Nov, 2023 @ 11:11pm
Rollback 4.0.7
Prosuchti00
1,529 Comments
Mumm-Ra 12 Apr @ 3:03am 
ok thx.
Heimdal  [author] 11 Apr @ 11:26pm 
There is no submod needed for IEE, it works fine with it, in fact all my campaigns are IEE these days.

RE The Old World the landmarks won't appear, but it won't crash the game (if you don't want to bother toggling it on and off between TOW and IEE).
Mumm-Ra 11 Apr @ 4:20pm 
Any upcoming submods for IEE?
PHNB 10 Apr @ 7:00am 
Is it compatible with the Old World campaign?
Heimdal  [author] 9 Apr @ 11:20pm 
It's not a problem with SFO, that message means your mod hasn't been updated. Please unsub and resubscribe (good advice for all mods when you have a problem really. Steam sometimes just doesn't update mods...)
King Rozer 9 Apr @ 10:23am 
problem with sfo

"The following mods cause a crash to the Database:
immortal_landmarks_IE_v1.pack

The first invalid database record is
Motherland_cost_reductionwh3_main_effect_ksl_motherland_cost_mod
in table effect_bundles_to_effects_junctions_tables
and pack file immortal_landmarks_IE_v1.pack

The application will terminate now."
Maxdoom18 8 Apr @ 1:03am 
Is it compatible with the Old World campaign?
Heimdal  [author] 6 Apr @ 12:08am 
All good, like I said it's a confusing system, would love for CA to polish it a bit...
Belisar 5 Apr @ 10:20pm 
Thanks for the reply. My bad for not understanding and apologies (removed comment bc invalid)
Heimdal  [author] 5 Apr @ 1:14pm 
Flan you gave me a heart attack :p. I confirmed that the teleporters (Steingart et. al.) are functional. To use them, you need to enter the 'rift' with your army, then zoom out the map and scroll to the region the releporter connects to. There will be a rift there (there's a little rift icon on the zoomed out map). You have to click on that rift, then hit 'teleport here.' I don't know why CA made it so annoyingly unintuitive, but I can't really change it.

If CA has made improvements to this system that I don't know about let me know, but afaik that's how it still works ><