Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Disasters
Viser 21-30 af 37 forekomster
< 1  2  3  4 >
Opdatering: 21. nov. 2022 kl. 13:55

  • Added the following mod integrations:
    • Expanded Roster - Dark Elves
    • Expanded Roster - Vampire Counts
  • On the chaos invasion, when ulthuan is re-taken after it has fallen, all rifts outside the chaos wastes and norsca will automatically close.
  • On the chaos invasion, rift army spawn rate while rifts are spawned outside the chaos wastes/norsca has been reduced to not overspawn armies.
  • Fixed an issue that caused under-empire expansion to never end on skaven incursions.
  • Force skaven incursions to end after a few turns if they cannot reach their expected critical mass in time.
  • Implemented "Revive Dead Factions" option for Vampire's Rise.
  • Fixed Raiding parties sometimes using your own vassals to raid you.
  • Splitted some of the raiding Parties areas of attack, so they don't spawn so many armies.

Opdatering: 23. okt. 2022 kl. 3:51

  • New disaster implemented: Skaven Incursions. Repeatable disaster where one of the major skaven factions may overexpand its underempire and trigger vermintides and.... more things.
  • Vermintide disaster now uses undercities to spawn armies, plagues, and in the case of clan Skryre, nuke cities.
  • Rat king generated armies now consists on a full army + one or more slave armies, when created for AI. Does not change for the player.
  • Reduced a bit amount of armies generated by Vermintide stages.
  • Each lizardmen faction now uses specialized armies in "The Enactment of the Great Plan" disaster.
  • Fixed vanilla issue where discovering an undercity would cause events to dissapear.

Opdatering: 20. okt. 2022 kl. 6:21

  • Merged "The Great Ascendancy" and vanilla's "Vermintide" endgame into "The Vermintide" new disaster. The new vermintide is like the old Great Ascendancy but:
    • On stage 1, all major clans dead respawn in Skavenblight.
    • On stage 1, undercities are dropped around the map.
    • Each turn after stage 1 until the disaster ends, undercities will expand around the entire map.
    • For Empire, Dwarfs and Wood Elves, there's now a battle near ubersreik to get a special reward, like in the vanilla endgame.
    • All armies spawned by the disaster are now "tweaked" for each faction. For example, Skryre armies will be mostly long range armies, Moulder armies will be mostly monsters,...
  • Deprecated old Great Ascendancy disaster and disabled it by default.
  • Added setting to cap the amount of endgame disasters that can run in a campaign. Default is 3.
  • Replaced instances of math.random with cm:random_number which is marked as "safe for multiplayer".

Opdatering: 18. okt. 2022 kl. 4:46

- Updated mod for 2.2.

Opdatering: 14. okt. 2022 kl. 0:57

- Fixed Vampire's Rise not spawning armies in campaigns started before the last cleanup update.
- Fixed (hopefully) certain factions redeclaring wars on themselfs multiple times on campaigns started before the last cleanup update.

Opdatering: 10. okt. 2022 kl. 20:06

- Fixed a vanilla bug where script-controlled invasion armies would keep re-declaring war on their target factions until they capture their target settlement (if any), resulting in duplicate war declarations every turn.
- Fixed a bug that caused certain sea-spawned invasions to declare war on their own allies if they capture their target settlement before they reach it.
- Fixed a bug that caused duplicate war declarations when a disaster faction declares war on a player which is allied with factions already at war with the disaster faction.

Opdatering: 9. okt. 2022 kl. 21:53

- Fixed a bug that caused Cathayan factions left to not be properly calculated in the Realm Divided disaster.
- Internal army template cleanup.

NOTE FOR DISASTER MAKERS: This update has moved all the army templates so they can be created/loaded a bit more dynamically.

If you made an army template before, you need to change it so instead of just adding it to the templates list, you call the new "dynamic_disasters:add_army_template_to_race(race_name, template_name)" function, which will create your new template, then call "dynamic_disasters:add_unit_to_army_template(race_name, template_name, unit_key, weight)" to add units to the template.

This update has also added ALL THE RACES to the army template list, so templates can be created for them. And greenskin templates have been separated in greenskin and savage_orc race templates.

And the reason for using the functions instead of adding to the template list is because now that list is created dinamically on load, and both functions have checks to ensure that, if a race name doesn't exists, or a template_name is missing, or a unit key is wrong, it gets logged in the logs instead of causing an script break.

Opdatering: 29. sep. 2022 kl. 20:31

Fixed crashes.

Opdatering: 29. sep. 2022 kl. 17:41

I don't know why it crashes for others than me, so I just pull out the hammer and started smashing at random.

Opdatering: 29. sep. 2022 kl. 11:27

Implemented "Automatic difficulty" setting that will scale disasters difficulty based on your campaign difficulty. This disables the multipliers in favour of internal multipliers set at 40, 80, 120, 160 and 200, from easy to legendary. Also, this means, unless yoiu play on very hard, disasters will become a bit easier.

Fixed issue with non-global disasters not getting disabled correctly.
Fixed issue with victory mission not triggering if user has no MCT.
Fixed issue with Great Ascendancy's Stage 5 not triggering properly.