Total War: WARHAMMER III

Total War: WARHAMMER III

The Jade-Blooded Vampires: Islanders of the Moon
459 Comments
ssyn_69 26 Sep @ 5:21am 
Wierdly it says I don't have Spirit Traces when upgrading my horde past lvl 2 even though I have over 700 right now. It was working before, I have plenty of Growth and just shows Spirit Traces in red.
opuntia 11 Sep @ 3:20pm 
Sadly this mod appears to conflict with OVN Albion.
All of the recruitable units are Albion units when both mods are enabled.
Walt The Why 11 Sep @ 6:59am 
Extremely fun campgain ! i love seeing Xu Yaoji running in melee and killing elfs
プルク  [author] 10 Sep @ 5:17am 
He doesn't. He's just a generic lord.
sp♠de sumbul 10 Sep @ 4:48am 
Author, the new HE lord has no attribute to him? Seems he doesn't buff his armies well apart from new units. This is intended?
UnicornsVomit 9 Sep @ 9:28pm 
Rustic Clover, the whole race is really fun over all. Idr if its this one or the other one but when you get the chanters the ghosts go brrrr.
Rustic Clover 9 Sep @ 8:58pm 
Awesome, I'll be trying them out properly again very soon.
プルク  [author] 9 Sep @ 7:52pm 
Yeah the faction plays with a constant tug of war between life and death. If you spend too long doing nothing, your units literally fall asleep to death so you have to keep them moving to stay awake. They also take a lot of damage initially but once you rack up enough deaths you can bring them back to life and "wake up" all your units with your devastating army abilities. As long as you don't lose a disproportionate amount of units on the get-go you can always play around this cycle of death and rebirth and you basically never lose equally matched fights.
Rustic Clover 9 Sep @ 2:58pm 
Ohh okay, I didn't realize the synergy involved. Thank you for taking the time to give advice!

Really wonderful faction mods you've made, I love all the flavour in them while still feeling like they could actually be in the world of Warhammer.
プルク  [author] 9 Sep @ 2:38pm 
Ravenous ghosts and starved marquis have a negative trait where they take damage when they're not engaged in combat. It's also exacerbated by the sleeping disease that almost every unit has in this faction that lowers their speed and take damage when idle. You have to be constantly moving when playing as this faction, so during that first battle you have to rush the enemy formation as fast as possible. While you do take damage, that's where your army abilities come in. The first one is a map wide healing spell that also stalls the plague of sleep for a time.
That said, don't worry about losing ghosts. They're cheap fodder that can be replenished quickly from your summon ghosts recruitment pool.
Rustic Clover 9 Sep @ 11:53am 
My problem is the ghosts die before even getting into position if the enemy's defending, because you have to go to them over a much longer distance.

Do you have to wait for the starting High Elf army to attack you so they're coming to you in the battle, or am I misunderstanding some debuff my ghosts have and they're dying from being out of combat faster than they should?
プルク  [author] 9 Sep @ 12:35am 
You use the ghosts to flank and morale shock the enemy, especially the archers. You send your main body at the enemy and get them all bundled up into a ball. The global poison effect then just further weakens and gets them fatigued faster.
Rustic Clover 8 Sep @ 10:57pm 
I'm sure I'm just not used to this faction yet but having just tried to play with these... how do you actually win in the first battle? I can't figure out how to keep my Ravenous Ghosts from dying well before they get into melee range of the enemy even on full speed right from the start of the battle.
プルク  [author] 8 Sep @ 4:39pm 
@patryk_weskiesk16
Your goal as this faction is basically just to haunt the sea lanes and the coast and stack up spirit traces until you complete the campaign objectives. There is no definite end goal. You just kinda roleplay as ghosts who bother passerby. I suggest using this mod with IEE so you have easier access to the mainland.
プルク  [author] 8 Sep @ 4:37pm 
Updated to the latest version.
opuntia 6 Sep @ 8:31am 
This most likely needs an update as the main mod this is a sub for needs one.
quinntonleemiller123 23 Aug @ 3:24am 
Personally i decided the goal would be wipe out all high elves. malevolent spirits aren't known for being rational and will go after those related to those who wronged them. From there the plan was all elves but it was like turn 100 and i wanted something fresh.
patryk_wesierski16 8 Aug @ 6:11am 
So... What should I even do as Islanders ? With Nongchang there was a clear goal of conquering Cathay and we were rewarded for that with dozen of unique landmarks. But as islanders, it's hard to say what we are supposed to do other than to play untill reaching max horde building level.
Holtzmann 22 Jul @ 4:07pm 
Can't puzzle out why you would add factionwide poison to all units for Xu Yaojis faction, cancelling out all other effects, including the damage ones, which are much, much better. Care to share your thinking on this point?
bradlovesgaming 9 Jul @ 2:20pm 
The Accursed Diao si gui units fire whilst moving doesn't work
lestatbcn 8 Jul @ 1:57am 
Is this mod stll in work?
opuntia 5 Jul @ 9:38am 
Hello
For some reason when I load this mod with the OVN mods loaded as well all of the roster for this mod is replaced by the OVN Albion roster.
Anyone have any ideas as to why this would be happening?:steamfacepalm:
lestatbcn 18 Jun @ 2:24am 
Are the high elves units recuitable if you are playing another faction?
Walt The Why 13 Jun @ 12:22pm 
Do you planned on making another Jade blooded vampire faction ?
quinntonleemiller123 12 Jun @ 4:31am 
Having done two playthroughs, i think the Accursed Diao si gui might be overtuned. Their high ammo count means they can very comfortably nuke enemy blobs the whole battle without ever exposing themselves to real danger, their only weakness is magic and there arent many magic amissile units in the game. It may be worth considering bringing their ammo count back down, but not as low as the 5 they had before. maybe 7-10?

the thing is, even when they only had 5 ammo they were a great unit, because they're a high speed flying wrecking ball with a devestating charge animation, that can easily go toe to toe with non magic enemies.

i actually manged to beat 1 1/2 sect really good of akhalee armies primarily with 3 Diao si gui, the rest of the army were hungry ghosts and cursed islanders who died very quickly to the magic attacks.
quinntonleemiller123 12 Jun @ 4:25am 
It would be nice if there were a minor visual difference between master warlock lords based on what lore they use, after you have a few its really hard to remember which army has which lore. maybe soemthing red for lore of the vampires?

i commented this before on the curse of nonchang main mod, but it would be cool to see the bats reskinned to fit the eastern horror theme, even if it were something as simple as a swarm of severed heads.
quinntonleemiller123 12 Jun @ 4:23am 
i have a lot of thoughts but the comment size limit means ill need to break it up into multiple comments, sorry.

I think it'd be cool if you added some defeat traits for your legendary lords. Akhalee could give the new bleeding contact effect you made, for example. The maiden of the black lotus could maybe give a double edged trait, because in a lot of horror movies defeating the great evil doesn't leave the hero unscathed.

It could be something like "Tainted": coming into contact with all the evils of nonchang has left you spiritually scarred

the lord gains the hungry ghosts cursed touch contact effect and then some negative effect(s)

no idea what Xu Yaoji would give, poison attacks is the obvious answer but thats not super exciting
♡ Solitude ♡ 4 Jun @ 11:22pm 
Is this mod compatible with the radious mods?
sp♠de sumbul 3 Jun @ 8:59am 
Hey Author! I wanted to play as Tor Elasor but the LL only have -ve debuffs for Lord's army. Is that intended?
プルク  [author] 3 Jun @ 5:58am 
@TToKKang
Thank you!!
TToKKang 2 Jun @ 9:02pm 
Hello! I received a translation request, so I translated this mod into Korean and uploaded it. If you don't like what I uploaded, I will delete it!
プルク  [author] 28 Apr @ 8:55am 
Please unsub and resub. Your copy of the mod is outdated.
sp♠de sumbul 28 Apr @ 5:21am 
Face this error:
The following mods cause a crash to the database: jade_vamp_pol_lotM.pack

The first invalid database record is jbv_shrine_cult in table ancillaries_tables and pack file jade_vamp_pol_lotM.pack

The application will terminate now.

Does anyone know what I did wrong or how can I solve the above case? Not a modder btw. I just want to play this Mod :(
プルク  [author] 27 Apr @ 6:16pm 
The Asur Hanged Doctor is basically that I suppose, but that is a neat idea I think. I'll consider it.
urch896 27 Apr @ 1:49pm 
This mod is amazing, like, genuinely one of my favourite factions to play on campaign and in battle. I would love it if we could get some kind of senior physician or Asur Patron generic ghost lord type for an "Oops all ghosts" campaign. Ancestor Witches fit the bill nicely but the other options dont quite fit
プルク  [author] 26 Apr @ 9:48pm 
Update:
- Fixed Contortionist not being available to Contorted Man in Campaign
- Added a new skill for Xu Yaoji focusing on Nurgle diplomacy and plague immunity.
Thrakerzod 24 Apr @ 2:08pm 
considering the Nurgle roots of the disease and the fact that Ku'gath starts the game in the area that the Islanders of the Moon supposedly first got the plague, having some sort of Nurgle relations (for better or for worse) would make sense
Mikeru 24 Apr @ 5:44am 
Hi Poljnan, I’m really enjoying the Islanders of the Moon and their atmosphere — the writing is beautifully haunting. I had a question regarding diplomacy: since the faction is said to be “not exactly Nurgle, but linked to him” (your own words from the Steam comments), and given multiple references like the disease being called the Plague of Sleep, the All-Father of Rot being mentioned by the Loremaster, and Lady Yayi being referred to as “a daughter of the God of Rot,” would it be possible to give them a diplomatic bonus/ modifier/ etc when interacting with Nurgle factions like Ku’gath?
Doom Daddy 8 Apr @ 2:26pm 
Good mod but I found a bug. The elixir or hongjing, the legendary item for xu yaoji does not remove the plague of sleep from lords and heros only xu yaoji. All of the units still have the plague of sleep too but the item says it removes it from all units, lords and heroes. Some units have it removed but not all that the item lists.
Jy crois pas 8 Apr @ 1:25am 
That mod is awesome, thanks
Commissar-FemBoi 8 Apr @ 1:10am 
fyi to anyone curious all this modders content still works fine as of update 6.1
Commissar-FemBoi 8 Apr @ 1:09am 
Facntastic mods ive been playing them since i found em and cant picture warhammer total war 3 without em finally had to say it
<3 not enough ppl i feel express how much they actually enjoy modders hard work <3 ^.^ id donate if i waste so broke <3
lucianotrisini 3 Apr @ 9:28pm 
fantastic mod thank you so much for your work!
maxking21 2 Apr @ 3:01am 
hi, is any update needed?
sp♠de sumbul 1 Apr @ 10:13pm 
Tried to play but crashes. Game won't start.

Additionally, previously before the update, Tor Elasor's HE LL deosn't have any traits. Is there an update coming?
TurtleInvader 24 Mar @ 12:46am 
Great mod but has an issue. Traveling on water causes attrition, i know it is probably from the lack of vampire corruption but with Xu yaiji's starting position then it makes it impossible for anyone but her to make it anywhere in one piece. She can get away with it since she has the encamp ship stance but the others will just die.
Drakenhof 8 Mar @ 5:13pm 
Awesome lore and aesthetics for a faction of spooky ghost. GJ
maxking21 4 Mar @ 7:47am 
This mod is so cool, the only "negative note" is that it's really OP, I destroy any enemy and I don't even know how. They just melt :D
Alberto R. 18 Feb @ 1:59am 
The Contorted Man is missing his Contortionist ability. He has it when you create a custom battle with it, and he also has it listed when you look him up in the Sanatorium Menu, but when you put him in an army you see it is is missing, and when you go into a battle with him he doesnt have it available.

Also the Avatar of Profane Sin mount for the Maiden of the Black Lotus is missing the passive ability Spirits of the Black Lotus. You can see it in the custom battle, but in a campaign there is no way to gain this passive.

Thanks for the great mods and hope this helps.
coolshads1234 1 Feb @ 1:05am 
I'll put my question for both of the mods here, " Curse of Nongchang " and this one " Islanders of the Moon " I wanted to ask though would these two be setup in the Old World Campaign Mod or would they only be in the base games map only. ( Just in case had the Old World Campaign Link here, " https://steamproxy.com/sharedfiles/filedetails/?id=3081800026 " ) I wanted to ask mainly because I do like the mod for both The Jade-Blooded Vampires they bring a way new look, feel, and gameplay for the undead factions, well this and a different mod the Legions of Nagash (6.0) ( https://steamproxy.com/sharedfiles/filedetails/?id=3293001739 ) and enjoyed the mods for them, though was wondering if there were plans or thoughts in the future if put in " The Old World Campaign " with The Jade-Blooded Vampires.