Rotblood Tribe
Turn Based StrategyWelcome to the Rotblood Tribe, brand new for Warhammer III! Worshippers of Nurgle, Warriors of Norsca, and resilient to the extreme, this adds a brand...
Hello, six-years-old mod here. A lot of you know this thing.
First battle release post with changes and update notes.[www.patreon.com]
The Norse Dwarfs are a subculture of Dwarfs (whaddayaknow) who live in a corner of Norsca. They lived for centuries separated from their southern cousins and only recently met again with High King Thorgrim. With that in mind, what follows is a mix of established lore and OC integration.
This faction overhaul defines Kraka Drak's features under Great King Thorgard Cromson. Norseys are considered a weird lot: they are relatively outgoing yet prone to enjoying the melee a bit too much, and trade with the few surviving non-chaotic Norscans nearby.
Practically speaking, they don't have gunpowder, have a bit of their own steam tech, a lot of rune magic and a few stroppy berserking lads. A handful of friendly Norscan allies adds some useful complements.
- 11+ new units, mixed with a few vanilla units, with 8 Regiments of Renown (one being a pseudohero).
- Custom Legendary Lord and one new Lord type.
- Customized character skills.
- New tech tree built from scratch.
- New building chains and landmarks.
- Appropriate Garrisons.Secondary features: slight reskin for basic dwarfs in the faction, uniform colour rehued to be greener like in the artwork, and some settlement renames (waiting for a better system).
Also, this mod deliberately shoves Malakai to start a bit more eastwards in IME, so that KD can exist again.
- Use with Mixer as required. No idea what happens without atm. Mixer not needed for skirmishes.
- Use in IME/TOW campaign. RoC probably not worth the effort, don't even try enabling it there, some big bits won't work.
- Works in Robie's TOW campaign, but preliminary support with no reclamation landmarks and campaign balance TBD.
- MP untested but should work.
- Don't use with overhauls without submods, and don't ask me to make them[tw-modding.com]. If you are using an overhaul's submod, don't report balance issues to me.
- Supports TTC and Variant Selector.
- BEFORE you report issues, follow the troubleshooting guide[tw-modding.com]. Who am I kidding, you're not even reading this.
- If you have 1366x768 screen resolution or similar or otherwise tech tree doesn't fit in your screen, use this submod as well.
- Mixu, for the unlocker and script help. I wouldn't be doing any of this without this kind of support.
- Wolfremio, for preparing, rigging and animating the Drakken.
- DrunkFlamingo and Lorgal for the frontend VMD thing.
TOOLS
- Frodo and supporting crowd for RPFM, which makes modding bearable.
- h3ro/Ole for the asset editor tool, which makes model bashing actually accessible.
- CA for mod support, which makes everything possible.
- Marthenil for updating selfie/porthole tool.
- some pics in gallery by DungeonMaster
- Since 5.0, campaign effects will show units you don’t have access to (e.g., Thunderers of any kind). I can’t fix this, CA would need to roll back the change.
- Completing compatibility for TOW campaign with reclamation landmarks and polishing Kraka Ravnsvake faction.
- Some 2d portholes need to be redone.
- Some rune icons will be redone.
- Starting grudge/s and custom victory conditions.
- Will continue internally renaming effects for clarity. Submodders, you’re warned.
- Cromson's boat doesn't show up on campaign map for the moment.
- Don't ask me about post-confederation recruitment of the other dwarf units. It's a technical/balance mess and not a thing for vanilla factions with unique features/units. If you want to make a submod, knock yourself out.
Don’t forget to provide feedback and rate!
FOLLOW VIA PATREON BLOG for dev posts, detailed patch notes, updates and stuff!
Before commenting, follow the TROUBLESHOOTING GUIDE.
Also, JOIN THE MODDING DEN DISCORD SERVER, designated lurking place for me and other modders.
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