Total War: WARHAMMER III

Total War: WARHAMMER III

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Champions of Chaos Expanded
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File Size
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165.342 KB
30 Aug, 2022 @ 9:00pm
20 Aug @ 1:09pm
23 Change Notes ( view )
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Champions of Chaos Expanded

Description
Description
This mod expands the hero and lord rosters of all of the Warriors of Chaos factions.
  • Archaeon, Kholek, Be'lakor, Sigvald: Herald of Khorne, Herald of Nurgle, Herald of Tzeentch, Herald of Slaanesh, Exalted Bloodthirster, Exalted Great Unclean One, Exalted Lord of Change, Exalted Keeper of Secrets, Bloodreaper, Plagueridden, Iridescent Horror, Alluress, Cultist of Khorne, Cultist of Nurgle, Cultist of Tzeentch, Cultist of Slaanesh
  • Valkia: Herald of Khorne, Exalted Bloodthirster, Bloodreaper, Cultist of Khorne
  • Festus: Herald of Nurgle, Exalted Great Unclean One, Plagueridden, Cultist of Nurgle
  • Vilitch: Herald of Tzeentch, Exalted Lord of Change, Iridescent Horror, Cultist of Tzeentch
  • Azazel: Herald of Slaanesh, Exalted Keeper of Secrets, Alluress, Cultist of Slaanesh
Herald lords are available by default, and can 'evolve' into the Exalted Greater Daemons at level 15, the same as in monogod factions. Daemon Heroes and Cultists are unlocked for recruitment via technology for all characters, with the CoC lords having much quicker access to them than Undivided lords. All Daemon lords, heroes, and the cultists now have the passive authority granting skill seen on WoC characters.

Mixu's Unlocker IS STRONGLY RECOMMENDED WITH THIS MOD AS SEVERAL OF THE UNITS WILL NOT APPEAR RECRUITABLE WITHOUT IT

Updates
8/20/2024
  • Updated for Patch 5.2. No changes.

Compatibility and Issues
  • Organization of heroes seems random. This is simply how the heroes are sorted by the game systems due to how they are labeled behind the scenes. There is no changing this.
  • 8/20 Update: naming of hero recruitment categories appears broken. I will look into this eventually, but its a low priority right now.
  • 8/20 Update: All Cultist heroes lack a target settlement action. This is a result of how they function within the Monogod races to spread cults. This feature is not available for the Warriors of Chaos.


Check out my other mods!

142 Comments
Advice  [author] 9 Sep @ 6:02pm 
@yuriykaraivan
Thank you very much for the support! Cultist capacity is increased by building the dark fortress building at which that cultist type is recruited. (Ex: the military building for marauders should increase alluress and slaanesh cultist cap).
yuriykaraivan 9 Sep @ 2:00pm 
Amazing mod!!! I have to thank the author for awesome work done here and for mantaining it well! One question, Is there a direct way to increase cultist capacity? the only way I found for now is Resource Buildings and was wondering if there's some other method. Nothing mentioned in description of your mod thus asking. Once again great work!!!
soonfx 24 Aug @ 3:24pm 
This mod is what I've been looking for for a long time. Thank you so much for making the mod.
HotPizza87 26 Jul @ 8:43pm 
I know but I was wondering if you implemented it. Hey ho...
Advice  [author] 26 Jul @ 10:07am 
@HotPizza87
No. WoC do not use the cult mechanic seen in monogod races. Slaanesh cultists in WoC have no target settlement action.
HotPizza87 26 Jul @ 7:55am 
Does having the cultists allow you to establish cults like you would for N'kari for example? I'd love to be able to play with Sigvald whilst being able to build up seductive influence and summon disciple armies using the cults whilst still keeping Path to Glory, Eye of Chaos etc whilst also having access to Slaaneshi Unholy Manifestations.
Advice  [author] 8 Jul @ 4:26pm 
@Telaka
Possible? Maybe. Lords and heroes function a lot differently behind the scenes.
Not to mention its not really something I find very important to look into.
Telaka 8 Jul @ 4:01pm 
Is it possible to lock the Demonic lords (heralds) behind tech tree like the monogods hero ones ? I think it would be better WoC faction, as if you start with mortal lords and then through tech you get access to not only heroes but also lords.
Norman 30 Jun @ 6:09am 
I forgot to update some RPFM functionalities, that was it! :) Thanks!
Advice  [author] 25 Jun @ 2:36pm 
@Norman
Thank you for the support. You are correct in that being the location of faction permissions (though you might want to look through some of the other tables to clean up effects for a more proper edit for the heroes). As to why you get an error message on opening the table, I don't know. I didn't alter it with this last update, and I just opened it now normally. What does the error say?