Total War: WARHAMMER III

Total War: WARHAMMER III

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Wounded Leaders Matter - Unofficial Update
   
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Tags: mod
File Size
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Updated
393.156 KB
11 Jun, 2023 @ 7:06am
8 May @ 12:16am
8 Change Notes ( view )

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Wounded Leaders Matter - Unofficial Update

In 1 collection by Railgun
Total War Warhammer III - Myloween's Modlist -
90 items
Description
Status: Updated for 5.0.3 CA Build.



Description :
Hello, I really love the idea behind Wounded Leaders Matter from Sam8872, unfortunately its mod seems forsaken, so I will try to update it for each factions added by CA while waiting for his return.

However, as I'm not sure about the right balance, I would really appreciate if you could give me some feedbacks or good ideas.

Compatible IEE.

Missing effects completed :
Common faction effects

  • Hero action success chance +5%
  • Control -4
  • Leadership -5

Vanilla related :
- Rogue Armies
- Chaos Dwarfs
- Warriors of Chaos
- Norsca
- Beastmen

Mod related :
- OvN Lost Factions: Fimir
- OvN Lost Factions: Albion
- OvN Lost Factions: Grudgebringers
- OvN Lost Factions: Dread King Legions
- OvN Lost Factions: Araby
- Cataph's Southern Realms (TEB)
- The Jade-Blooded Vampires: Curse of Nongchang
- Legions of Nagash
- GMD Sharkmen 2.0
- SCM Marienburg
- Copher faction overhaul

Specific faction effects (Vanilla related)

High Elves :
- Citadel of Dusk (Compatible OvN)
  • Campaign mouvement range -15%
  • Hero action cost +35%


Dwarfs :
- Malakai
  • Upkeep +5%
  • Missile strength -15%


Empire :
- Elspeth
  • Winds of magic power reserve -16 per turn
  • Missile strength -15%


Cathay :
- Yuan Bo
  • Winds of magic power reserve -16 per turn
  • Upkeep +5%


Kislev :
- Ostankya
  • Spirit Essence -5 per province per turn
  • Chaos Undivided corruption +5 per region per turn


Deamons :
- Changeling
  • Winds of magic power reserve -16 per turn
  • Hero action cost +35%

- Tamurkhan
(His effects only stay one turn due of its traits)
  • Campaign mouvement range -25%
  • Hero action cost +35%

- Epidemius
  • Infection cost to create a Plague +100%
  • Campaign mouvement range -50% for Plague Cultists


Warriors of Chaos :
- Archaon, Kholek
  • Casualty replenishment rate -10%
  • Recruitment cost +10%

- Be'lakor
  • Winds of magic power reserve -16 per turn
  • Recruitment cost +10%

- Azazel, Sigvald
  • Seduce units budget -15%
  • Speed -10%

- Valkia
  • Upkeep +5%
  • Melee attack -5

- Festus
  • Casualty replenishment rate -10%
  • Melee defence -5

- Vilitch
  • Winds of magic power reserve -16 per turn
  • Miscast base chance +15%


Chaos Dwarfs :
- Astragoth
  • Workload requirement for Raw Materials +20% per province per turn
  • Weapon strengh -20%

- Drazhoath
  • Workload requirement for Raw Materials +20% per province per turn
  • Miscast base chance +20%

- Zhatan
  • Workload requirement for Raw Materials +20% per province per turn
  • Missile strength -15%


Beastmen :
- Khazrak
  • Bestial Rage -20 per turn
  • Melee attack -5

- Malagor
  • Winds of magic power reserve -16 per turn
  • Melee defence -5

- Taurox
  • Weapon strengh -20%
  • Charge bonus -20%

- Morghur
(Respawn immediately, so no effects for him)
Specific faction effects (Mod related)

OvN Lost Factions Albion :
- Host of the Ravenqueen
  • Upkeep +5%
  • Recruitment cost +10%

- Order of the Truthsayers
  • Wind of Magic power reserve -12 per turn
  • Chaos Undivided corruption +5 per region per turn





Credits :
- Thanks to all modding community for their tools.
- Thanks to Sam8872 for his great mod Wounded Leaders Matter.
Popular Discussions View All (1)
2
7 May @ 10:13pm
PINNED: Balance Feedback Thread
Railgun
35 Comments
Railgun  [author] 12 May @ 2:06am 
@mikojb
Nice video and interesting list of mods, thank you. ;)
mikojb 11 May @ 3:29pm 
@Railgun I've included your excellent mod in an updated video of Best Mods For Grand Strategy: https://www.youtube.com/watch?v=cp3Nc3444x4

Thank you so much for your hard work.
Railgun  [author] 9 May @ 2:55am 
@Sotek28
Yeah sorry, I had lost all my motivation/interest having the sensation to continually fight against CA power creep to have fun, and following the SoC debacle... But I'm back on the game, hopping CA will address the lack of depth of core mechanics one day lol.
Sotek28 8 May @ 4:00pm 
Wicked!! Thought this mod wasn't being supported, glad it is!
Railgun  [author] 7 May @ 2:24am 
*Updated for 5.0.1*
If you want to give me your feedback or ideas, I made a thread for that Here .
mikojb 4 May @ 10:56pm 
@Railgun Yes! I love that mod, it reminds me a lot of DEI. I consider it an overhaul and am planning to do a different video review for those.

I'll be testing the strategy mods over the next week or so and I'll be checking in often to see any changes to any of them or error reports, so the video will come out after that.

Thanks so much for your work.
Railgun  [author] 4 May @ 12:25pm 
@mikojb
I think the state of the mod is fine, but keep in mind the unique effects for Soc and ToD lords are not present for now. The mod is not up to date for them but I'm currently working on it, I don't know how long it will take me though (probably few days).

If I may suggest you a great mod that need more attention for me, I recommand you to take a look at Crisis of Mortals, Mercs and Management (Adds Pop, Merc and Food Mechanics).
https://steamproxy.net/sharedfiles/filedetails/?id=2815401013
mikojb 4 May @ 9:06am 
@Railgun I'm planning to do a showcase collection and video similar to this older one: https://www.youtube.com/watch?v=KUwcM8i-cHU&t=397s
on the best mods to improve the strategic experience post-ToD and I'd like to include this one in the test. Are you comfortable with the state of the mod right now, or would you prefer I wait before testing it?

Thank you for your work.
Railgun  [author] 23 Apr @ 8:23pm 
Hum, honestly I think it's fine like that, I forgot but you have a stance that give you +15 winds of magic for 10% move penalty for all factions I looked.

But I will look to switch on infections for some Nurgle factions and souls for Belakor.
Autumnchain 23 Apr @ 7:01pm 
The values you put in might be a holdover from when there were effects that increase/reduce the gain in Winds of Magic that an army gets by a percentage value which have since been replaced with increases to Max Winds of Magic. If I'm reading the mod description correctly, those effects were changed over to reducing the Winds of Magic by a specific number each turn rather than a percentage value, which of course, would result in far greater Winds of Magic loss with the same numbers put into the game.