Total War: WARHAMMER III

Total War: WARHAMMER III

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Landmarks of Chaos
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4 Sep, 2022 @ 1:14pm
27 May @ 6:15pm
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Landmarks of Chaos

Description
Have you ever felt the Dark Fortresses, despite how powerful they are, remain a bit boring? Do you wonder where the landmarks are after reading the tooltip of 'This may provide a unique building chain'?

If you want your empire-building as WoC to be more spicy, then this mod is for you.

Now the mod has been updated, some of the landmarks have also been made available to Daemon of Chaos (Daniel). Mono God faction will also gain access to their own specialized version of the landmarks in the future (I still have not found time and desire to actually play a Nurgle campaign. Until they get an update and improve their sluggish battle experience I am not going to update mono god).

Note: At the current moment you can technically use this mod without Mixu with all its content intact, though I will still put Mixu as a requirement in case of future updates.


Summary:
This mod does the following:

- Add 17 landmarks to WoC, some are shared with Daniel. 3 of which are exclusive to Be'lakor, Archaon, and Daniel respectively;
- Add 4 landmarks to Chorf.
- WoC and DoC now gain 6 additional T5, extremely expensive and costly buildings under a new building category. These building function as pseudo-landmark that provides small, stackable buffs to armies faction-wide.


Landmarks:
These landmarks are very powerful, and either enable passive abilities for a specific unit group or provide powerful control over the region. For example, Be'lakor can construct a Portal back to Forge of Souls, granting his soul grinders one passive ability from each chaos god. You can also construct the Gate of Gargoyle at Praag, which massively increases campaign movement of your armies in that region while reducing enemy leadership.

They are, however, way more expensive than vanilla landmarks and usually take a very long time to build. Some of these landmarks are concentrated in a specific fortress such as Middenheim. This means that B-lining towards them can be very rewarding.

Of course, not all of them are 100% lore accurate, but they should feel like something Chaos could have done if they manage to occupy these cities from other races.
The list of landmarks can be found here: Google Docs[docs.google.com]


Devotion of Dark Gods:
These are the 6 additional, pseudo-landmarks that can be constructed in any tier 5 dark fortress. They provide small, faction-wide buffs, usually to a specific chaos god.

For Undivided, you can either construct Altar of Chaos Undivided or Daemon Forge. The former has a small passive income and provides melee and leadership bonuses to all armies and weapon strength for all undivided units. Daemon Forge provides armor, weapon strength for chosen, knights and aspiring champions, and additional bonuses based on their weapon type. You can only pick 1 of the 2.

For the individual gods, each altar will provide a buff that applies to all armies. Spell resistance for Khorne, campaign movement range for Slaanesh, WoM reserve for Tzeentch, and healing cap for Nurgle. On top of that, they all grant additional weapon strength + some god-affiliated stats (melee attack for Khorne, speed for Slaanesh, etc.) to their marked mortals and daemons. However, each god despises a specific nemesis, as Khorne and Slaanesh don't get along, Tzeentch and Nurgle hate each other, and you can only pick 1 of the 2 in one settlement.

Daniel has his own version of the buildings for the 4 gods. Since he doesn't rely on Dark Fortress and can build settlements anywhere, his version is more expensive (both money and time) to build. However, his devotion building will also buff undivided Chosen and Aspiring Champion, which has been made available for recruitment at his unique landmark. The devotion building also provides buffs to himself.


Credits:
[Visual Assets] Landmark and building icons (Mostly based on vanilla icons of existing buildings) are done by Cactopus


Compatibility:
This mod is compatible with Immortal Landmark and Landmark of Legends, however, there will be some duplicate buildings (i.e., both this mod and immortal landmark have 'Gate of the Gargoyle' at Praag), as there are only so many loreful landmarks.

Should be compatible with everything that does not alter start-pos similar to Mixu. It is compatible with SFO, as far as the last SFO patch is concerned, however, that may change. Abilities are updated to SFO standards since 99% of them are not custom-made.

However, many unit groups are custom, which means if you are using a mod that adds more units to the WoC roster (such as the amazing Patron God or Greater Chaos Spawn), then it would require a compatibility patch for these units to be buffed correctly. I do have a compatibility patch that you can find here, you can leave me a suggestion there if you have found a mod and want me to include it.


Translations:
[中文] Chinese Translation

[Русский] Russian Translation, done by Gosudar

[한글] Korean Translation, done by jinwook0817

[Français]French Translation, done by ShadDoUrden
148 Comments
代考BISS  [author] 12 Jul @ 7:30am 
@7/11 was a part-time job Sure m8, just credit the original.

@Solo Extremo I have used it in a few MP session so it should be fine
Solo Extremo 12 Jul @ 6:00am 
MP compatible?
7/11 was a part-time job 27 Jun @ 9:38am 
Would it be okay if I made a port of this mod for Old World?
The Dragon 25 May @ 7:09am 
Awesome, Thanks!
代考BISS  [author] 23 May @ 8:00pm 
@7/11 was a part-time job It should be possible, but I am not using that mod personally so u need to find someone to do it.

@The Dragon It should include Belakor, Azazel and Valkia on top of generic daemon princes.
7/11 was a part-time job 21 May @ 2:33pm 
Hi there, is it possible to make this compatible with The Old World map?
The Dragon 20 May @ 4:33am 
when it says anti large and berserk ability for demon prince, is that for belakor also?
代考BISS  [author] 30 Apr @ 6:50pm 
@Poddatore @Sin

This mod is working fine at the current moment (though I have not done any extensive testing yet, so let me know if certain vanilla dark fortress/location is missing their landmark or pseudo landmark) since most of unit set are customised and this mod doesn't contain any new unit, quest or ancillaries that might be associated with script.

Check other landmark mod in your load. At the current moment any of immortal landmark, landmark of legend and landmark of eternity will cause the game to crash.
Poddatore 30 Apr @ 12:37pm 
Hi crash since 5.0 thx for your work <3
Sin 20 Apr @ 4:06pm 
Will this updated for 5.0?