Total War: WARHAMMER III

Total War: WARHAMMER III

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OvN Lost Factions: Dread King Legions SFO Submod
   
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overhaul
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783.231 KB
20 Mar @ 7:02am
11 Aug @ 4:06pm
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OvN Lost Factions: Dread King Legions SFO Submod

Description
Firstly the most important information.

*****The OVN team is amazing. Without them, this game would be in trouble. The Dread King applies a Greeko-Romen undead faction vibe that fits perfectly into Warhammer. I hope I can expand the number of people who can experience this wonderful mod.

Link to the team
https://steamproxy.net/workshop/filedetails/discussion/3016830682/3806156942408785993/
Buy them several coffees if you can

*****Thank you Venris and your team for making SFO. I just wish the base game was more like SFO.

Basic Mod trouble Troubleshooting
*****We will try help trouble shoot a mod conflict, but we WILL ASK YOU FIRST TO:
Download Prop Joe/Shazbot's Mod manager,[github.com] which will tell you if there are outdated, missing required, or conflicting mods
*****Unsub and resub to this and all required mods incase any were corrupted while being downloaded from Steam, and verify steam game files
*****Don't manually adjust the load order. If you have Prop Joe's mod manager, right click on the word order, to make sure your list is set to default load order.
*****Just try with the required mods to make sure it loads
*****And then if you still don't know what's going on, post more detailed information than just, "Doesn't work/Crashes/I have a conflict."[/b]
*****There is no CTD with this mod, SFO and it's required mods. As always, we appreciate your help and feedback for balancing or issues.



***Waiting on SFO to do Tomb King traits and then I will custom traits to match/mirror what SFO does.


If there are issues the best way to reach me is on the SFO discord. Please @Gabesky in the submods channel. I have a lot of submods and I cannot always keep up with the steam pages.
https://discord.com/channels/323444561659691008/349284291525476363
13 Comments
GabeSky  [author] 22 Jul @ 3:43am 
Added unspottable to the skill.
evcastello 13 Jul @ 2:08am 
The Hellwraith gets Stalk if you pick Poltergeist, but all ethereal units already have stalk in SFO. Maybe Unspottable? More charge? Not sure it makes sense, but fire resist?
evcastello 12 Jul @ 11:30am 
The Peltasts are so strong, definitely agree on keeping them as is. Overall, the faction feels very strong.
Except the wraith form of Gunther, it's just kind of fine. I almost feel like he's more useful existing quietly nearby to give the passive necromancer regen. He's plenty tanky, but he doesn't feel like he actually accomplishes much in melee. I feel like he could use a slight buff to his Haunting skills.

Realistically I don't think I'll ever actually use that form until he can enter it without dying, which is like 30-40 turns. And by that time he's just not enough of a statstick to really matter.
DarkRite 11 Jul @ 1:10pm 
Alright, thanks for the update and explanation. Also thanks for the hard work, I know that handling a lot of submods can be difficult, I used to submod for Radious, was a part of or in charge of, about 100 submods, give or take, most of the ones I wasn't personally in charge of have long since been removed from the workshop. But that's in the past, just know I appreciate anyone who has the dedication to submod multiple mods.
Milk! 10 Jul @ 8:40am 
damn imagine if the Nagash mod would be able to have a submod
GabeSky  [author] 9 Jul @ 7:21pm 
Updated hellwraith. Peltasts were chosen on purpose not to have a cap increase.
DarkRite 30 Jun @ 2:46pm 
The Hellwraith has a skill that reduces the cooldown for tomb scream, however they do not possess this ability so the skill is useless. I recommend either changing it, or merely giving them the ability since SFO did grant that ability to banshees and they're basically banshees anyway so eh. Also Royal Guard Peltasts do not get increased by the cap increases from the ancient kingdom building that grants unit caps to various units. This building does increase capacity for the other royal guard units, just not the peltasts.
GabeSky  [author] 10 Jun @ 3:25pm 
Mummies are a lot stronger then you think. The contact effect that causes a fatigue draining is where they shine. Fatigue is so important! I will take a second look at the unit.
nab 1 May @ 2:27am 
Great stuff, thanks for the mod.

Suggestion to buff or rework the mummies unit, making them more on par with other tier 3 units (they are currently extremely weak). Currently, even tho 'defender' and 'embalmed bodies' traits suggest they are highly resistant, in reality the unit has stats comparable to tier 1 skeletons but with ~25% more health, and vastly worse in every aspect than tier 2 Royal Guards.

In the wh2 version of the (sub)mod they were more elite, with lesser unit count, but better stats, resistances and defenses, which worked great and complimented the tier 3 'legionnaire' units.
Evan 11 Apr @ 4:38am 
Thank you!