Total War: WARHAMMER III

Total War: WARHAMMER III

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[5.1 Ready]The Cult of Slaanesh (Slaanesh Units for Morathi, Marked Dark Elves Units)
   
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2.295 MB
28 Aug, 2023 @ 3:10am
29 Jun @ 12:06am
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[5.1 Ready]The Cult of Slaanesh (Slaanesh Units for Morathi, Marked Dark Elves Units)

Description
A more mod compatible version of this mod:
https://steamproxy.net/sharedfiles/filedetails/?id=3236955465

An 'all lord type' submod is now available:
https://steamproxy.net/sharedfiles/filedetails/?id=3102981575

A skill dump for the 'new' heroes in this mod is uploaded separately:
https://steamproxy.net/sharedfiles/filedetails/?id=3027692942

A skill dump for the 'new' heroes in this mod with bonus 1% HP per level:
https://steamproxy.net/sharedfiles/filedetails/?id=3236864626

Thank 泡泡茶壶 for making a fantastic Chinese localisation for this mod!
https://steamproxy.net/sharedfiles/filedetails/?id=3027705848

Thank ShadDoUrden for the French translation!
https://steamproxy.net/sharedfiles/filedetails/?edit=true&id=3175558325

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Inspired by Morven's Morathi Simple Slaanesh Expansion: https://steamproxy.net/sharedfiles/filedetails/?id=2855142590 and the Cult of Slaanesh from Storm of Chaos (but not strictly following), this is my own take on the Cult.

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Features/Design choices:

1. Lord - Supreme Sorceress is the only Lord choice. Added Slaanesh spells to Morathi

2. New unit - Cold One Dread Knights (Lances)

3. Black Arks - Since Corsairs are not in the original army list, Black Ark is untouched, except adding the new unit

4. Unit roster and the Cult of Pleasure building


- Added sorceress with lore of Slaanesh and marked Master.

- No Slaanesh RoR. No Daemonic Lords and Heroes or Chaos Sorcerers.

- All Slaanesh units except Spawns, Forsakens and Soul Grinders can be recruited from the CoP building.

- Garrison added for CoP building

- Added Cultist variant with the replenishment skill, for those who don't use Death Hag in a Slaanesh Army (and myself)

- Increased Cultist (and Death Hag) cap for lv5 CoP building

- Added 1 Sorceress cap for lv5 CoP building


5. Global recruitment enabled, but no encampment stance or technology bonus for recruitment time.

6. Mark of Slaanesh

- Most but not all DE units can be marked. Like Vanilla, marked units gain +5 speed (run speed and charge speed), physical resistance (5% on most units), strider and immune to psychology attributes.

- Marked units also gain immunity to Chaos wastes and corruptions

- You can also mark or upgrade the units via the warband upgrade panel (may have issue with other faction/warband mods)

7. No seduction. I want to keep it as a daemonic feature. The roaster should be strong enough to begin with. And unfortunately it can't be modded as a Morathi only feature (to my knowledge anyway). And there are other mods that let you do so.

8. Added Slaanesh ancillary/item set to the faction

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Technical remarks:

- Since I achieve the lord choice by editing CA's tables, this mod will need to be updated every time CA add new lords and heroes. Also, update is needed because Slaanesh features are added to Morathi in campaign.

- Should be compatible with most agent mods (might have UI issues)

- Compatible with Marthenil's Variant Selector

- Skill dump added for 'new' heroes and lords in this mod
https://steamproxy.net/sharedfiles/filedetails/?id=3027692942

- Dread Knight (Lances) unit card image taken from imgur: https://imgur.com/gallery/Qd46ylM

- I cheat to speed up my testing process

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My other WH3 Mods:

- Bretonnia - Foot Knights Pack for Vanilla
https://steamproxy.net/sharedfiles/filedetails/?id=2943967280

- Empire Reiksguard Foot Knight Pack and Garrison For Vanilla
https://steamproxy.net/sharedfiles/filedetails/?id=2946462682

- Improved Wildwood Rangers (Better anti-large)
https://steamproxy.net/sharedfiles/filedetails/?id=2995347226

72 Comments
Murray222  [author] 15 May @ 1:37am 
Updated, thx for the report!
海海的脆脆鲨 14 May @ 8:15pm 
this mod make crash for 5.0.3,plz update
Slendermawn 14 May @ 6:31pm 
Recent patch is causing crash with this mod:

Cult_of_Slaanesh.pack

The first invalid database record is
wh2_dlc10_skill_node_set_def_supreme_sorceress_slaaneshwh3_dlc24_s
kill_node_all_mentor in table character_skill_node_set_items_tables
and pack file Cult_of_Slaanesh.pack
Murray222  [author] 11 May @ 11:39am 
@Babarigo: CA for sure know modders could fix that...haha
Babarigo 11 May @ 11:06am 
I think they should at least add the daemonettes to tech trees and skill trees, and do the same for other factions that get units from other rosters. Daemonettes are just going to end up pretty bad compared to units imrpoved by techs and skills.
It's not something hard to do, even I would manage to do it with my basic rpfm skills.
Murray222  [author] 11 May @ 9:30am 
@Babarigo: Hopefully they will do a complete and proper revamp of Morathi in the coming Slaanesh DLC, or at least make something new for Slaanesh so I could port them in.

I think one of the reasons why CA have half baked Morathi atm is that with the current system, it is hard to mix both dark elves and chaos in a lot of mechanics, or they better create a new culture/mechanics for Morathi.
Babarigo 11 May @ 8:30am 
Ok thanks for the replay. Great mod by the way, it gives an hybrid feeling to the faction, which is something I think CA shoud fully commit on instead of just adding some random units that will become obsolete.
Murray222  [author] 11 May @ 6:38am 
@Babarigo: Ok I see. My bad I totally miss them. I'll fix it very soon. Expect they will be buffed like doomfire warlocks. Thx for your report I haven't play them in awhile.
Babarigo 11 May @ 5:12am 
Maybe I wasn't clear but I'm not talking about the seeker chariots but the seekers of slaanesh who are riders.
I've tried the raid leader, knight lord, lash master and slaughter lord and none of those skills buffed them.
Murray222  [author] 11 May @ 2:00am 
@Babarigo: Should be buffed by the general skill "knight lord" and tech "serrated blades". They are treated as in the same group as cold-one chariots.