Total War: WARHAMMER III

Total War: WARHAMMER III

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Johnny's Loreful Nurgle (plagues update)
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17 ABR 2022 a las 11:55
21 AGO a las 15:02
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Johnny's Loreful Nurgle (plagues update)

Descripción
Hello!

When playing as Nurgle, It is evident to me that CA hasn't captured the essence of what fighting a Nurgle army means (besides being slow). In the lore, merely being in the presence of a nurgle army causes soldiers to get sick and die. Nurgle armies are also remarkably resilent and tanky. Even though CA has given them huge health pools, their health burns like paper under even the cheapest missile fire. No more! this mod adds two new passive abilities that make nurgle more fun to play as and against.

When playing as nurgle, you should feel like a slow-moving and unstoppable wall of flesh that slowly grinds the enemy down. Nurgle is now very good at tar pitting and slow battles where the enemy lacks the dps to defeat the nurgle army (very good against lots of chaff). Nurgle retains same weaknesses in slowness and difficulty catching missile units.

When fighting against Nurgle you should use your superior mobility to flank and defeat the army whilst also trying to end the battle as fast as possible to avoid the illness his forces inflict on your troops. counters to nurgle will be high damage units and superior mobillity.


What does this mod do? (see pictures above note picture for pestilential aura is outdated due to balancing changes, see changes notes and will update soon :D )
-adds two new passive abilities to the entire nurgle roster:
1. pestilential aura
2. unholy resilience

Pestilential aura:
- an aura of illness surrounds nurgle's forces debuffing the enemy and making them sick.
- slow mortis engine effect (doesnt stack with multiple units)
- great unclean one mortis engine effect will stack with it
- (-2) melee attack for enemy units in the vicinity

Unholy resilience:
- this ability bestows Nurgle's forces with their resilience
- regeneration
- 20% missile resistance

Balancing:
- balancing feedback always welcome
- exalted plaguebearers can go toe to toe with exalted bloodletters but will still lose a 1v1 fight
- slaanesh exalted daemonettes now need to use superior mobillity to flank exalted plague bearers in order to defeat them
- tzeentch still fries nurgle at range but its not so one-sided anymore.
- nurgle doesnt get obliterated by a bunch of kossars anymore

Compatibility:
- should be compatible with vast majority of mods
- if you find an incompatibility let me know.

Mod no worky?
- any issues? let me know and I will try to fix.

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217 comentarios
Johnny  [autor] 1 OCT a las 17:09 
thanks friend I started working on it. I might find some difficulty making the plagues give you the banners but I think I know how to do it.
Goober King, for now and ever 30 SEP a las 11:26 
@Johnny Im late to this suggestion, but giving it via banners would be great. Before WH3 came out, i always hoped Nurgle would get at least a few custom poison effects, but the entire roster (except for the newest SGrinder ROR) is stuck with the same basic ass poison.
Versalius 7 SEP a las 23:54 
Banners with custom contact effects, generated from plague creation would be a great way to implement this idea! Banners allow for tactical flexibility since they can be adjusted before every battle, similar to Dwarf runes. You could have an event trigger with the creation of a plague that awards x amount of banners (1 banner per plague seems a bit slow, maybe 3 each time?).
Johnny  [autor] 7 SEP a las 22:45 
hi friend i am happy you like the mod. I originally wanted to make different contact effects based on the plagues whereby different plagues will imbue your affected armies with special thematic contact effects however, this was before the plague revamp from thrones of decay. custom contact effects are not difficult to make and I think this is a very good suggestion. do you think custom banners that give custom contact effects as a reward for making different plague combos would be better than arbitrarily assigning to units. I think then you could place your favorite brews on any unit in your army instead of being limited to my decisions on unit by unit basis.
Versalius 6 SEP a las 20:31 
Thank you for this! Nurgle has turned out to be one of my favorite races, and this is a nice, thematic buff to them without going overboard.

One suggestion: Have you considered varying the contact effect on units to include poison, sundered armor, a DoT, or the debuff that cuts armor in half (the name escapes me atm)? Keeping poison attacks on lower tier units while giving higher tier units other effects would encourage the mixing of them in an army and tie into how I believe Nurgle army abilities are "charged" now. My own TWW3 modding experience is limited, so I don't know how difficult a custom contact effect would be that combines poison with armor sundering if you want higher tier units to still apply poison effects. Just some thoughts as I spread Grandfather Nurgle's joyous presents to all in the Old World. :)
Koren7 22 AGO a las 2:28 
cheers boss!
Johnny  [autor] 21 AGO a las 15:02 
moddy updated let me know if there are issues.
Koren7 28 JUN a las 11:17 
thanks!
Johnny  [autor] 27 JUN a las 17:46 
updated
Johnny  [autor] 24 JUN a las 15:36 
@Breakleg Bonesnapper, my subjective opinion is that he is weak in vanilla. slow with lots of health isnt very good in the current missile dominated meta.