Total War: WARHAMMER III

Total War: WARHAMMER III

Arkhan the Black: Expanded
951 Comments
Stephen  [author] 17 Oct @ 4:43pm 
Yeah, that's something I've changed for the next update, so halberds won't be something to worry about.
Stuvvv 17 Oct @ 2:37pm 
This is a very minor thing I noticed, but Arkhan's grave guard halberds have the previous stats of their VC counter part. Meaning they have 2 less melee defense and attack than the VC ones. Another minor thing is that the tech "Eternal Watch of the Barrow Kings" gives ITP to grave guard, which in almost all cases is useless since they're undead. These are hardly deal breakers, but I just wanted to inform you in case you didn't know.
Stephen  [author] 13 Oct @ 10:12pm 
Happy for you to make a submod.
John Helldiver 13 Oct @ 1:29pm 
I love this mod very much, but i struggle to use it whenever i use a unit size increase mod, so i cant play it like i would like too
Stephen  [author] 9 Oct @ 10:53pm 
Ah, thanks for letting me know!

So the next update I'm working on addresses this issue. There will be a reason to recruit the VC units over the regular TK units. I've updated the tech tree and added some addtional skills in to help them. I've also re-designed the special red skills so they focus on the VC units as well.
Sky Larrikin 9 Oct @ 10:45pm 
Nevermind my last comment, turns out it's likely an unrelated issue with Katsuko's Tomb Kings: Reworked mod, seeing as a few comments have already described a similar issue there. Thanks for your prompt replies though!

While I have you I was wondering if you could clarify how Arkhan's VC units compare with those available to the VCs proper. Them being unaffected by Tomb Kings' redline seems to be intentional, as they are apparently stronger than their VC counterparts, but I compared the stats for one or two and didn't notice any meaningful difference. Are his VC units meant to be exactly as strong as normal, or am I missing some trait/building interaction? Because at present it seems there's little value to recruiting them as opposed to the TK's usual units.
Stephen  [author] 9 Oct @ 10:35pm 
If you do find which mod causes the issue, I'd love to know.
Sky Larrikin 9 Oct @ 10:32pm 
@Stephen ah, that's exactly the problem; I can only see the Tier V building in the UI. I assumed that you had removed the tier IV versions with the mod. While I would appreciate you looking into what may be causing this bug, at least it gives me a lead with which to troubleshoot the issue. Thanks.
Stephen  [author] 9 Oct @ 11:35am 
You can recruit them from the Fortress of Vorag Landmark.
nux 9 Oct @ 11:32am 
where do you make the rot wing horror cant seem to find it??
Stephen  [author] 9 Oct @ 10:01am 
So I've run some tests and I can upgrade from Tier IV to V with no issues, although I have noticed the tier 5 Hierotitan Statue doesn't allow recruitment of Hierotitans, so I'll get that fixed.
Stephen  [author] 8 Oct @ 10:28pm 
Okie dokies, I'll take a look after work to see what's happening.
Sky Larrikin 8 Oct @ 6:37pm 
Hey @Stephen, seconding DutchmanX's comment on the tier V statuary buildings; it won't let me construct them, saying that I need to build the prior building level first. I've tried unsubscribing and redownloading the mod multiple times without success, so I assume it's a mod conflict of some kind. Any ideas what might be happening?
ZombiePenguin 5 Oct @ 12:39pm 
Is it? Still shows Sep. 8 as the late update date.
Stephen  [author] 23 Sep @ 10:10pm 
Mod is up to date :P
FeldwebelSteiner 23 Sep @ 5:56pm 
update please .... thanks Stephen :steamhappy:
Voltorx 15 Sep @ 2:14pm 
It was the tomb prince hero that was given as a reward and spawned as a green skin instead.
Stephen  [author] 14 Sep @ 1:27pm 
Someone would have to make a submod for that.
ewobmrk 14 Sep @ 1:25pm 
this mod clash with (Tomb Kings Expanded Hero Skill Trees) dont use both
Stephen  [author] 14 Sep @ 10:19am 
Which hero?
Voltorx 14 Sep @ 10:10am 
When the mod gave me a choice of hero while i was playing the hero was a green skin but had tomb king sounds. If i recruit them manually it works fine, but if the game gives them to me as a reward its the wrong hero.
Stephen  [author] 14 Sep @ 2:27am 
Just base game Warhammer III, with no overhauls.
Walt The Why 14 Sep @ 2:17am 
what do you mean vanilla version of the mod ? deos that mean there is another one ?
ewobmrk 12 Sep @ 3:38pm 
maybe casu im playing with to much mods and it fucks the game up but master of decay dosent give poison atacks to zombies
Stephen  [author] 9 Sep @ 11:54am 
No worries, and thank you!
Sunrecul 9 Sep @ 9:03am 
@Stephen Awesome! Thank you for taking the time. If any other issues pop-up I'll give an update in the bugs channel.
Stephen  [author] 8 Sep @ 9:21am 
Someone would need to make a submod for the variant selector mod as that's not something I'm interested in doing.

I've pushed a fix for:

- Cav unit capacity issues
- Tomb Prince t-posing
- Tomb Prince vanilla skills being overwritten
UnrealProphet 8 Sep @ 8:54am 
I've got Tomb Princes doing the T pose on their mounts with this mod. Also, the Tomb Princes do not seem to be compatible with the Variant Selector mod. Any fixes for these items coming?
Stephen  [author] 7 Sep @ 10:14pm 
It should give extra ammo and reload time reduction as the unit_set is set up correctly.
ewobmrk 7 Sep @ 2:47pm 
(arrows of the black sand) tech does not give extra ammo or relod time for ushabti great bows
Stephen  [author] 7 Sep @ 6:06am 
No issue building them here. I would re-subscribe.
DutchmanX 5 Sep @ 6:20pm 
cannot build the heirotitan, warsphinx and necrosphinx buildings.
Stephen  [author] 5 Sep @ 4:19am 
No worries, thanks for checking and confirming. I'm away this weekend, so I'll try and push a fix before I leave, otherwise it'll have to be Sunday.
Sunrecul 5 Sep @ 3:23am 
Hi @Stephen, thanks for checking it out. I've opened an existing save with mods as well as a new one without any other mods (except for yours) to test it out. It seems most unit capacities are working except for the capacity increases granted by upgrading the cavalry building chain and for some reason sometimes the liche priest increase granted by one of the hero traits (I forget which one). So specifically for the cavalry building chain - it doesn't remember the previous increases in capacity when upgrading. This does work for all other buildings before tier 4 (haven't tested those out yet).
Stephen  [author] 4 Sep @ 2:02pm 
I've pushed an update that should catch most of the unit cap changes. Probably a few I've missed, but if you could let me know, I can get them sorted for tomorrow.
Stephen  [author] 4 Sep @ 1:45pm 
I have noticed that I missed the unit cap changes to the buildings. I'll fix that shortly.
Sunrecul 4 Sep @ 1:20pm 
Hi @Stephen! First-off great mod. I've been testing it out again with the new patch but noticed a bug with unit capacities. For example: While playing Arkhan with 0 other mods on, when upgrading the first cavalry building (quicksand swamp) to the second tier (ancient battle site) you lose the capacity increase for skeleton horseman and skeleton horse archers. Hopefully you can figure out what's causing it when you have time. For now, I'll hold-off playing another Arkhan campaign :)
Hoo the fool 30 Aug @ 6:52am 
I cannot wait for 6.3 patch and the next release of this mod! Arkhan will be god.
Stephen  [author] 23 Aug @ 1:51am 
I can't say I've ever come across it with my mod. If you do find out what it is exactly, please do let me know.
EzUNreal 23 Aug @ 1:47am 
I understand, but I really don't have the skills to find more information. It's pretty weird, random crash at factions that are not tomb king and are far away from Arkhan's position. I'll see if anyone else has the same issue. It's either this mod or the TK:E submod. I disabled both and no crash now
Stephen  [author] 23 Aug @ 1:38am 
Would need more information than that to be honest in order to see what the issue is.
EzUNreal 23 Aug @ 1:37am 
Not entirely sure why, but after a lot testing I find this mod is incompatible with my mod list. Game will freeze and ctd at random factions within the first 10 turns. After disabling this I've made it to turn 30 without ctd
SwordMaster 19 Aug @ 1:37pm 
Stephen  [author] 26 Jul @ 9:31am 
No worries mate, glad you sorted it :D
654099326 26 Jul @ 9:10am 
i know what's going on now , after i take down all the mod except yours , i find out your mod is perfectly fine , turns out it's another mod that overwrite your date , make the Mortis Engine building has different function and unit recruitment , hahaha
Stephen  [author] 26 Jul @ 3:35am 
It's recruitable from the Estate building chain, which comes under infrastructure.
654099326 26 Jul @ 1:15am 
have a question which is about recruitment , can't find any "normal" way to recruit Mortis Engine , is that unit need some condition like Special building ?
Stephen  [author] 8 Jul @ 10:09am 
Yeah, you've reported that already. Will be added to the next major update.
Irradiated_Haggis 8 Jul @ 9:25am 
The Strigoi Ghoul King appears to have no text on the unit card where you would normally see things like "Spellcaster" "Duellist" "Anti-Infantry" "Armored", etc.
Drewdat72903 1 Jul @ 11:03am 
Thank you, sorry if someone already asked you this. I tired looking through the comments.
I realized the black coach was from the tomb kings extended mod, thought it'd be recruitable through a building chain, but maybe one of my other mods is affecting it.