Total War: WARHAMMER III

Total War: WARHAMMER III

TDKillen's Blessed Spawnings
53 opmerkingen
JediMasterDraco  [auteur] 30 aug om 20:36 
Yeah I plan to do updates for all my mods once 6.3 goes live. I was expecting to do that when the new DLC released, but then the Delay happened.
Godzilla2021 30 aug om 18:38 
May need an update for the new units coming out in the patch next week
Sir Bobik 15 feb om 13:36 
Cool mod!

Blessing of Sotek is way OP thou. As one unit of skinks with it is capable of melting down half of enemy's army. I've had three chameleon skins defeating full stacks with relative ease using this blessing. Not leaving much of a challenge when playing, but pretty enjoyable for a while :)

Blessed spawned units can have all blessing stacked on them. Normal units only can get one. RoR units can't get any, which makes them obsolete.
JediMasterDraco  [auteur] 18 jan om 19:09 
Let me check that out on Monday and I'll hopefully be able to resolve that issue.
Shulgi 18 jan om 11:51 
Love your mod but unfortunately since last update with the scrap UI mode it doesn't work correctly. I can select all the blessing for one single unit! It is a bug or Iam missing something?
afk.rok 17 jan om 2:00 
Do it. After all, if there are free improvements, why not use them. But in the middle of the game you realize that for you there weren’t even strong opponents like current ones(
JediMasterDraco  [auteur] 16 jan om 16:20 
Yeah part of that is owning to how this mod was originally just meant to be applied to the actual Blessed Spawnings and hence it was a free upgrade. But given how I've added submods to include virtually every lizardmen unit both vanilla and modded, I should probably change that.
afk.rok 16 jan om 14:33 
For some reason, all the improvements are free. You can take all the upgrades. A skink turns into a death machine)))
JediMasterDraco  [auteur] 20 dec 2024 om 22:20 
Sure I can whip up a submod for this. A bit tired to do it now, but sometime this weekend, Monday at the latest.
SgtPhatbooty 20 dec 2024 om 13:10 
Do you think we could get a sub-mod for this gem if time allows? https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3383322996
JediMasterDraco  [auteur] 19 dec 2024 om 10:06 
Also, all the submods should work just fine since those merely address what units have access to upgrades and that table is unchanged.
JediMasterDraco  [auteur] 19 dec 2024 om 10:04 
Alright first updated mod of the day. Please be aware that you now need the Scrap Upgrade UI Framework courtesy of BAGHolder. There might be some visual issues, but since it's all just UI, the upgrades should apply correctly.
JediMasterDraco  [auteur] 17 dec 2024 om 21:13 
Yeah I heard something to that effect. Fortunately, there's a fix I've seen here on the workshop.
Revenant of Creek 17 dec 2024 om 17:30 
Just a heads up. The mod kind of breaks the UI for greenskins now, with the new scrap upgrades and also removes Gorbads Tactic slots entirely.
walk_the_max_planck 21 aug 2024 om 19:39 
(pt 3/3) For Sotek's Curse (the x2 dmg version), they chose 120-240 dmg/s, which is decently representative.

A single use of Ark of Sotek test battles does 2000-3000 damage, depending on how the infantry crowd. Sotek's curse is supposed to be around double the effectiveness, so should be around 2500x2 = 5000 dmg. It actually does less than that. My guess at why it's lower is because there's also lots of non-infantry units with far less than 100 entities. 120-240 dmg/s for Sotek's Curse, if it were 10-20 dmg/s, is equivalent to if a x2 Ark of Sotek ability were used on a unit with roughly 12 entities.

The end result is that the Sotek's Curse contact effect is more powerful against single entities than it would be as an area of effect, while actually being worse against infantry than if it were 10-20 dmg/s per entity. It's still insanely powerful though because the Bastiladon ability has a 60 s cooldown, while a unit of Chameleon Skinks has a reload time under 10 s.
walk_the_max_planck 21 aug 2024 om 19:38 
(pt 2/3) Consider that all attack contact effects always apply to the whole unit, regardless of which or how many entities are hit, e.g., regular poison or frostbite. TD Killen made the Sotek's Poison and Sotek's Curse abilities contact effects because that's the only option for applying an effect upon landing a hit.

Since contact effects can't be applied to individual entities within a unit, any damage amount from the contact effect will be done to the whole unit spread equally across all entities. So if TD Killen had made the Sotek's Curse actually do 10-20 dmg/s, then that's how much would be done to the entire unit, which would be absolutely pitiful, and far *far* worse than the Ark of Sotek's ability.

In order to somewhat accurately replicate the actual damage output of the Ark of Sotek ability, TD Killen had to choose a fixed damage range to be applied to the affected unit, which gets spread equally across all entities.
walk_the_max_planck 21 aug 2024 om 19:38 
(pt 1/3) I've realized I was wrong in my previous post. Pretty sure I've figured out why it was done the way it was, and how it works.

I think the original moder (TD Killen) had to implement it the way it is due to engine limitations. They probably couldn't get an effect more accurately replicating Ark of Sotek's poison to work without the area of effect the original ability has.

Basically, area of effect damage abilities (like spells) can distinguish which entities within the same unit take damage, and apply that damage amount to each individual entity. Thus why things like vortex spells are so good against blobbed infantry units with high entity numbers and low HP, but suck against low entity number units with lots of HP per entity. However, I believe the game engine does not support applying similar damage effects based on which entities within a unit get hit by an attack.
walk_the_max_planck 21 aug 2024 om 18:26 
@Bulwarg when the Ark of Sotek poison says 5-10 dmg/s that's not to the whole unit. There may be some kind of background formula to how it determines damage dealt, but it's basically 5-10 dmg/s *per entity*, i.e., per individual clan rat model. I think this gets applied to every entity within range, so entities in a unit not in rage might be unaffected.

That's why the tooltip says "Strong vs. 25 men unit of above": it does far more total damage to a unit with many entities and low HP/entity. And if you test you'll see that the Ark of Sotek poison ability does do a ton of damage to infantry units with high entity numbers, like skaven.

When an entire unit of skink skirmishers with greater blessing of sotek shoots their blow pipes at a unit, I think that 10/20 dmg/s effect is being applied to every entity in the whole unit since there's no area of effect. So yeah, it deletes infantry.
JediMasterDraco  [auteur] 16 mrt 2024 om 9:13 
That may actually be the case. I'll take a look at the files when I have the chance and see what's up with that.
Bulwarg 16 mrt 2024 om 9:10 
Hey, first i want to say that this is a great mod and thanks for making this.
But in your mod-discreption it says the greater Sotek-Blessing would deal double the dmg of the Ark of Sotek poison, that would be 10-20 dmg per second. But it actually deals 120-240 dmg per second, is that a bug?
If one of my skink units just shoot one time, they delete halve the hp of a clanrat unit.
I fought with an army of skinks with the greater blessing of sotek against 3 full stack of skaven and i took like 160 cassualties :D yea and i had nearly no buffs for the skinks ^^
VictorWJ 12 mrt 2024 om 22:57 
thanks for your work,if i can chance my bless by some cost,that would be even better
JediMasterDraco  [auteur] 9 mrt 2024 om 20:48 
The requested submod for Lost Calm Jurassic is now up. Let me know if anything is missing Blessings.
Pyrodysseus 7 mrt 2024 om 20:17 
that would be awesome, Lost Calm is so sick
JediMasterDraco  [auteur] 5 mrt 2024 om 10:04 
I suppose it wouldn't be too much trouble.
walk_the_max_planck 5 mrt 2024 om 5:03 
I'm wondering if you'd consider making a submod for Lost Calm: Jurassic Normal? Would be even more fun to put these blessings on those beasties, even though it wouldn't make any sense since they aren't spawnings.
walk_the_max_planck 5 mrt 2024 om 4:58 
Oh I know. To clarify, I don't consider it a bad thing. I find it hilarious and love it. My current LM campaign is using a lot of mods for the express purpose of smashing things with dinos for fun. If I didn't want to use it then I just wouldn't.
JediMasterDraco  [auteur] 4 mrt 2024 om 18:18 
In fairness, The Greater Blessed Spawning of Sotek is a copy of the original mod. The only change I really made was in the form of my submods that allow any Lizard unit to be upgraded rather than just the Blessed Spawnings.
walk_the_max_planck 4 mrt 2024 om 17:41 
The Greater Blessing of Sotek is insanely OP. I managed to do a good test by attacking a minor Khorne settlement.

I had Skink Cohorts, rank 1, with the Greater Blessing of Sotek against 2 Chaos Warriors, 2 Bloodletters, 1 Warhounds of Khorne. The skinks should have been massacred.

"A Brutal Business" was active (+20 damage all factions), and Sacrifice of Xahutec (+10 armour my armies). I had no technologies for skinks, rank 3 lord had no red line skills and a neutral trait.

Ultra unit scale, VH campaign, VH battle, max AI stat bonuses.

5 Skink Cohorts fought each Khorne unit 1v1, head on charge. Over 5 runs of this test, no unit of of skinks took more than 65 casualties out of 160 (most in the 35-60 casualty range), and every Khorne unit was wiped, unless the warhounds ran away early.

Then I did custom battles replicating the above as closely as I could (without blessing), with the expected results: the skinks got wrecked by everything but the Warhounds.
sepulonius 25 feb 2024 om 4:48 
Hello and thank you for the mod. I just have to ask whether or not the Sotek blessing is supposed to work the way it currently is? Giving it to any multi-entity units makes them combat gods when not fighting single entities since it does 37-75 (i think) per unit
JediMasterDraco  [auteur] 19 feb 2024 om 13:48 
I ran some tests last night and couldn't trigger anything.
CoffeeCaat 18 feb 2024 om 2:40 
Hey, this currently causes ctd when hovering on winds of magic bar on campaign
Shulgi 15 aug 2023 om 11:27 
Very cool taht you made it for WHIII. thanks. Do you think you could do also for the WHII mod jungle swarm? https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2190222550
JediMasterDraco  [auteur] 8 jul 2023 om 14:44 
Should be.
DaveyJones 8 jul 2023 om 13:07 
Is this up to date?
Deschain 10 jun 2023 om 0:56 
Is the AI capable of using this?
JediMasterDraco  [auteur] 30 apr 2023 om 15:40 
Oh jeez. I’ll correct that.
grovinch 30 apr 2023 om 3:27 
I think there is a typo for the sotek poison: It says 50-100 damage instead of 5-10... No wonder why these blessed spawning MELTED anything in melee xd
JediMasterDraco  [auteur] 27 apr 2023 om 9:34 
@dnadolny The sub-mod for the Landmark Spawnings is up.
JediMasterDraco  [auteur] 19 apr 2023 om 19:11 
Scripts have been removed. If they aren't what's causing the issues then I'm not really sure where to start looking so hopefully that works.
sny 19 apr 2023 om 15:03 
Can confirm this mod is causing other mods to break (no CTD but they simply stop working)
JediMasterDraco  [auteur] 19 apr 2023 om 14:14 
Okay well, the sub-mod for giving the Blessings to normal units is now up (more for specific unit mods to follow). If the script is causing issues, then I may have to delete the script because editing such things is not my forte. The only thing I know how to do at all really is spawn armies and heroes at the start.
Haruno Sakura 19 apr 2023 om 11:30 
It seems also that this mod causes caravans to spawn with only 1 lord for some reason.
Theobald 19 apr 2023 om 7:21 
Script is breaking other mods' scripts
Flipse 18 apr 2023 om 2:32 
Yaeeees
sakkothegreat 15 apr 2023 om 10:45 
YES! I HAD BEEN WAITING FOR THIS MOD SINCE FOREVER!
dnadolny 15 apr 2023 om 5:39 
Thank you
JediMasterDraco  [auteur] 15 apr 2023 om 5:21 
I'll add it to the list of sub-mods I plan to create.
dnadolny 15 apr 2023 om 1:34 
Is there any chance this can be expanded to allow the landmark spawning mod units to be upgraded?
Autumnchain 14 apr 2023 om 16:18 
Looking forward to what you make.
JediMasterDraco  [auteur] 14 apr 2023 om 15:35 
Not quite. Unit creation is a bit beyond my skills as a modder, same with writing the scripts that’d be required to give players regular access to said units. Plus since that would essentially be copying the DLC units and making them publicly available, CA probably would want to have words with me.

Instead I plan to make a sub mod giving the generic units access to these blessings. I also have some plans of making further sub mods to give these upgrades to the units from the Lustria Rises and Singe’s Lizardmens.