Total War: WARHAMMER III

Total War: WARHAMMER III

Cataph's Southern Realms (TEB)
Showing 21-30 of 149 entries
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Update: 14 Feb @ 8:22am

- Captain: moved the shooty skills to indent 3 to make them not red.
- Sisters of Fury: +3 speed (submods: different battle entity).
- Paymaster Wagon and Estragon Pariahs are part of the gunpowder unit sets.
- Plutocracy: all diplomatic initiatives are cheaper (3000 to 2000). Some received a further effect or they were tweaked to encourage their use.

Update: 12 Feb @ 3:05pm

- Broken Lances: 1 turn recruitment. Not super fair for them to pay the “don’t overshadow Light Scouts too hard” tax.
- Birdmen: Up and Under also adds devastating flanker. Big buffed their charge to 16 or that attribute would look really stupid.
- Verena’s Owls ROC: discovered a fruit of my laziness, fixed their missile weapon being a recycled one. This updates their range to 150, and changes their damage to 16+4 like Emp Huntsmen (lower than before, but faster reload and much better calibration distance).
- Legion’s Courage passive: from 30 to 55m radius, more in line with emp’s Grim Resolve.
- White of their Eyes: forgot to add an affected unit cap.
- Galloper cannons and ROR: removed the ‘permanently’ from the unlimber ability tooltip; ROR has slightly faster reload (clean 12s) and gains the suppressed contact effect (balance submods, it’s still a new projectile). Also finally custom icons for the limber abilities.
- Fixed ROR tonk still having fire weakness.
- Gausser: dwarf buffs in Sanctioned Aid are factionwide now, to encourage use of allied units. Removed armour for heavy infantry there.
- Gausser: Ranger Corps skill enables tunnel stance for his own army. Cause fuck it, he’s just that friend-shaped.
- Borgio’s Wall Fighters passive: added flank immune, and new icon.
- Borgio: added -1 recruitment time for artillery to his faction bundle.
- Borgio’s Mace: also imbues magical attacks during the uberswing.
- Lorenzo Lupo: removed magical attacks from the abilities since he’s got that baseline. Did I mean that? Whatever.
- Pathfinder lord: shuffled down some skill lines to make better room for the deity skills.
- New sub-tech, Militia Reforms, with a mix of goodies for the heroic chaffy dudes.
- Classical Studies tech: added +10 research.
- Expeditionary Vets tech: added +10% xp gain for units.
- TOW/C: added some settlements to the manual list for Art Workshops in lack of resources.
- Dirty Fighting's onscreen name is now correctly red.
- Fixed inconsistency where Half Pikes are Half-Pikes in effect texts. Mod is playable again.
- Internal: removed some legacy minspec ports.

Update: 10 Feb @ 2:46pm

- Couple of tweakes in the UI file for camps, thanks again to Rhox. Should fix the camp placement x button and deployment when a camp is in limbo.
- Duplicarii ability now has shiny vfx (internally tweaked to work ok with that). Also its radius increased to 35m. New icon.
- Pathfinder lord: flattened the incongruence that had the White of their Eyes skill lead to a passive of a different name. Now they be both the same. The passive itself was changed: +5m radius, no more Unspottable (keeps Stalk), added devastating flanker and some missile dmg. Also it is disabled if the lord is wavering or worse, and doesn’t show a legacy 50m range. Changed icon.
- Feint & Riposte ability: changed icon.
- TOW: improved some faction potentials.

Update: 9 Feb @ 11:55am

- fixed a booboo where I accidentally emptied a climate table.

Update: 8 Feb @ 3:28pm

- Fixed forgetful dumb dumb re: the Nuln guns group members.

Update: 8 Feb @ 3:05am

- Added health effects to major wall chains, FWIW cause those things are either dummies or hardcoded.
- Camp buildings that generate tradable resources will now work correctly (for the region owner).

Update: 7 Feb @ 2:10am

- Borgio: Difficult to Slay buffed a bit and fixed its visible duration. Also swapped the losing combat condition (notoriously iffy) for not on fire (nobody likes that, especially with that beard).
- Vassal option script, added exclusions for Golgfag or the fat bastard forgets how to read contracts.

Update: 5 Feb @ 10:02am

- ogre camps won't have pikemen and crossbowmen in them
- pikemen and crossbowmen will take three turns to spawn in new camps or after being hired (instead of five)
- reduced max pool of pikemen from 4 to 3
needs a new campaign to worky

Update: 5 Feb @ 5:05am

- Vassal option in diplomacy active without other mods. Needs new game to actually worky (no, it won’t break ongoing).
- Lucy’s landmark in TOW also buffs vassal income, because the trade per ally effect doesn’t affect them.
- Borgio: Mace of Might gives him an invisible punk crest as a callback to his rebellious youth, and his damage cannot be reduced. The passive ability now also inflicts Dazed, and its CP is increased by 20.
- Borgio: Armour of Brazen Brass also adds +20% chonk and +10% bodyblock chance. What do you mean use the shield?
- Borgio again, added Difficult to Slay to his innate as a preview.
- Gashnag: Book of Ushoran loses HP bonus because it wasn’t working from there, buffed magical resistance. HP bonus moved and some damage added to his unique skills.
- Lord exclusive skills also carry a personal buff.
- Slightly buffed research bonus from art workshops and myrmidian temples.
- Self-made Leaders tech: buffed aura size effect to 20 and lord rank to 4.
- Frontier no More BP tech: replaced PO effect with one that goes with Foster Independence edict.
- Unsung Heroes BP tech: added 5% physical resistance for all units at 4+ xp.
- Importing the Orders BP tech: added a time discount for both temples to jump-start things.
- Changed a couple of tech icons.
- Capstone techs (the fourths from the left) lowered from 20 to 18 turns. For now, some need tweaking anyway, but I’d rather do this than buff too much.
- Gausser’s Dwarf Shieldwall skill: removed XP effect, buffed MA vs dwarfs to 8 just in case.
- Uvetovsds4tgnsn kossars: fixed lack of fleshy gore bits.
- Removed Reassuring Presence from camp generals since it’s basically a waste of skill points.
- Slight tweaks to the How to Play message.

Update: 30 Jan @ 3:29pm

teb camps now offer specific unit lists of teb units for the merc pool instead of ogres.
this needs a new campaign to work properly.