Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Disasters
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Update: Sep 26, 2022 @ 9:16am

Fixed daemon princes skills dissapearing.
Rifts now take into account if the faction owning their province is a vassal of another faction for deciding what chaos realm they link, and to whom belong the spawned armies.

Update: Sep 25, 2022 @ 6:15pm

Recommended new game. Old campaigns may work, but stuff on already triggered disasters may not work.

    Framework:
  • Implemented integrations module to integrate modded units in the disaster armies. For how to use it, just drop your integration in "script\campaign\dynamic_disasters_integrations" and the framework will load it automagically. Check the example.lua integration for what to put in the integration. Added the following integrations:
    • Expanded Roster - Greenskins - Goblin Pack
    • Expanded Roster - Greenskins - Orc Pack
    • Yin-Yin, the Sea Dragon & Warriors of the Jade Sea
  • Fixed issue causing disasters to not trigger victory mission.
  • Fixed debug mode not working. Yet THIS IS NOT RECOMMENDED TO USE. IT'S ONLY FOR TESTING.
  • Removed unused incorrect key that returned an invalid reference error.
  • Improve randomizers seed.
  • Fixed "Disable vanilla endgames" MCT setting not working properly.
  • Fixed a myriad of small bugs.

    Chaos Invasion:
  • Implemented "Chaos Realm" battles. While traveling through rifts, you have a small chance of finding a daemon prince. If you choose to attack and win, both rifts, the entrance and the exit will close, and you will get a weapon/ancillary from their realm. Currently only Khorne and Slaanesh realms have rewards.
  • Implemented "The Great Vortex Undone" mission. If chaos manages to take down 4 specific regions around the vortex, the vortex will be undone (no visual changes due to a bug) and rifts may spawn EVERYWHERE (max amount of rifts depends on difficulty) if chaos corruption is higher than 75. You'll get a mission to remake the vortex. The AI may also redo it itself.
  • "Flow of the Polar Gates" effect now last until the mission to kill chaos is done. Good luck!
  • Vilich now participates in stage 1, attacking the north of Cathay.
  • Greatly reduced army spawns from rifts.
  • Armies spawned with targets now will attack their targets before control is give to their faction.
  • Improved logic for war declarations to make sure they vassalize norscan factions.
  • Fixed issue that caused extreme army spawn at low difficulty levels, hanging the game for a few seconds each turn.
  • Rebalanced general disaster spawns.
  • Fixed an issue that caused certain commands of this disaster to trigger more than once.
  • Fixed a truck-ton of small issues.

    Enactment of the Great Plan:
  • Reworked into a two-stage disaster. Stage 1 will cause lizardment to spawn armies to secure their home provinces, stage 2 will make them attack their targets.
  • Fixed spawned armies not actually targeting their targets properly.
  • Rebalanced disaster. Just... better not be in lustria when it triggers.

    Realm Divided:
  • New disaster, only for Cathay. Only singleplayer.
  • If you expand too fast (20 cathayan provinces within 35 turns), all catayan factions will get extra armies and turn to you.
  • When a playable cathayan faction dies, the next turn you'll get a dilemma to confederate them and take their legendary lord. Works with custom lords.

    Raiding Parties:
  • Fixed bug that caused certain spawned armies to be "stuck" at sea.

    A Grude Too Far:
  • Fixed a bug that caused resurrected factions to not declare war on the player.

    Pyramid of Nagash:
  • Fixed a bug that caused the a dialog to show empty text if the faction taking the Pyramid was vampire.

    The Greatest WAAAGH!:
  • Randomized logic for what minor factions awaken with the disaster. Amount of factions awaken depends on difficulty.
  • Goblin-focused factions will spawn Goblin-focused armies.
  • Savage Orc-focused factions will spawn Savage Orc-focused armies.
  • The disaster can no longer trigger with a savage orc faction as player.
  • Fixed a multitude of issues with savage orc factions.

Update: Sep 16, 2022 @ 4:08am

Update compatible with on-going campaigns.

    Framework:
  • Implemented helper to kill factions without notification (for 1-battle spawned factions).
  • Added new "mct_settings" list for disasters, that will autoload settings specified there from the MCT for specific disasters.
  • Fixed issue with shroud revealing not working if more than one disaster triggered it on the same turn.
  • Fixed dynamic_disasters:execute_payload() not picking the region it receives correctly.

    Faction Stats Tracker:
  • Fixed issue reloading old data from save.

    Chaos Invasion:
  • Implemented a dummy effect that'll tell you the turns from the first warning to the next stage of the disaster.
  • Added missing description to "Flow of the Polar Gates" effect.
  • Fixed Dark Fortressed far away from chaos factions being given to chaos factions. Only norscan-owned ones shall do that.
  • When Stage 2 (The Great Chaos Invasion of our Age) triggers, rifts will now spawn in Norsca and Chaos Wastes. They have the following characteristics:
    • Region must have more than 50 of any corruption for them to initially spawn.
    • The max amount of open rifts at the same time depends on the difficulty multiplier.
    • Rifts now spawn armies belonging to the region owner (if its daemonic) or to Archaon.
    • The respawn frequency of rift armies depends on the difficulty multiplier.
    • Rifts will respawn after a few turns if there the max number of rifts hasn't been reach yet and the province has more than 75 of any corruption.
    • You can close rifts with Agents or Armies, but if using an army you'll have to fight a daemonic army to do so.
    • You can travel through rifts, but there's a 10% chance you get a debuff trait if you do so.
    • Bad traits are removed in the same way as in RoC campaign, stay in a city for a few turns.
  • Rifts can be disabled through the MCT, but on future updates if you disable them, the invasion will stop at stage 2 (they're planned to be a central part of stages 3 and 4).

    Raiding Parties:
  • Spawned armies no longer start at level 1.
  • When the "Pirates!" message triggers, it'll not tell you one of the regions attacked.

    The Great Ascendancy:
  • Implemented a dummy effect that'll tell you the turns from the first warning to the next stage of the disaster.

    A Grude Too Far:
  • Replaced "The End is Night" effect with another one so it doesn't "merge" if more than one vanilla disaster trigger at the same time.

    Pyramid of Nagash:
  • Replaced "The End is Night" effect with another one so it doesn't "merge" if more than one vanilla disaster trigger at the same time.
  • The Black Pyramid now FLIES when triggering the disaster.

    The Greatest WAAAGH!:
  • Replaced "The End is Night" effect with another one so it doesn't "merge" if more than one vanilla disaster trigger at the same time.

    Vampire's Rise:
  • Replaced "The End is Night" effect with another one so it doesn't "merge" if more than one vanilla disaster trigger at the same time.


    The Wild Hunt:
  • Replaced "The End is Night" effect with another one so it doesn't "merge" if more than one vanilla disaster trigger at the same time.

    Extra:
  • Implemented a fix for the "jumping around the bastion" thing Vilich tends to do.

Update: Sep 13, 2022 @ 7:12am

For people making disasters, check the disaster_example.lua file to get a grasp at the changes you have to do on your disaster to get it to work on this version of the Framework.

Framework:

  • Improved documentation for modders.
  • Rewritten a ton of helpers to be a lot more bug-resistant.
  • Implemented a "Faction Stats Tracker" to track agressiveness against specific factions to take it into account when triggering disasters.
  • Implemented "Max Concurrent Endgames" setting, to limit how many endgames can trigger at the same time.
  • Implemented a "Max Turn" setting to force a disaster to trigger if it hasn't trigger by a specific turn.

  • Force-disabled the debug mode. Despite it being check in the MCT, it'll not work.
  • Fixed issues related with saving/loading disaster status when configured with the MCT.
  • Fixed issues with settings not being properly set when upgraded.
  • Fixed a myriad of internal misc errors that caused scripts to break.
  • Fixed CTD when starting the RoC campaign.
  • Fixed mod not working when loading a Coop campaign (hopefully).

The Enactment of the Great Plan:
  • Implemented mission to keep track when the disaster ends (with reward).
  • All lizardmen factions automatically get military alliances with each other.
  • Misc fixes.

Chaos Invasion:
  • Initial implementation. Stages 3 (dilemmas and possible switching sides options) and 4 (undoing of the Great Vortex) will come in a later update.

Chi'an Chi Assault:
  • Fixed armies failing to spawn due to broken spawn points in bastion logic (again).
  • Fixed issues with Vilich declaring war on its own vassals if thy capture the Bastion.
  • Misc fixes.

The Great Ascendancy:
  • Implemented a mission for destroying the Skaven.
  • Increase change of triggering by a lot if the Chaos Invasion disaster gets triggered (when it rains, it pours).
  • Fixed an issue that caused stage 5 (The Siege of Karaz-a-Karak) to not trigger.
  • Fixed "The Green Shine of Morrslieb" message not being red.
  • All Skaven factions sign peace when the disaster begins. They're free to fight eachother after that.
  • Misc fixes.

Raiding Parties:
  • Armies will now try to attack the settlements the're supposed to attack instead of returning home after spawning.
  • Rebalanced army spawn logic to work a bit better with the new AI changes.
  • Fixed issue with armies being mixed after the first time this triggers.
  • Fixed issue where armies will only attack norsca and the chaos wastelands.
  • Misc fixes.

A Grudge Too Far:
  • Added the following factions to the disaster (as long as they are not confederated, they'll respawn if they're dead):
    • Spine of Sotek's Dwafs,
    • Greybeard Prospectors,
    • Clan Helheim,
  • All dwarven factions automatically get military alliances with each other.
  • Fixed a few issues where armies will fail to properly declare war when spawning.
  • Misc fixes.

Pyramid of Nagash:
  • Enabled disaster for Vampire or Tomb King players.
  • Implemented missions for capturing the Pyramid and for destroying the faction that occupies it.
  • Changed reinforcement spawn logic to depend on the difficulty multiplier.
  • Fixed a few issues where armies will fail to properly declare war when spawning.
  • Fixed an issue where the disaster will not trigger properly if a vampire faction is the one occupying the Pyramid.
  • Misc fixes.

Vampire's Rise:
  • Added the following factions to the disaster (as long as they are not confederated, they'll respawn if they're dead):
    • Waldenhof
    • The Silver Host
    • Stygos Empire
    • Necrarch Brotherhood
    • Sires of Mourkain
    • Lahmian Sisterhood
    • Nagashizzar
    • Jiangshi Rebels
  • Implemented a mission for destroying the Vampires.
  • All vampire factions automatically get military alliances with each other.
  • Misc fixes.

The Greatest Waaagh:
  • Added the following factions to the disaster (as long as they are not confederated, they'll respawn if they're dead):
    • Top Knotz
    • Teef Snatchaz
    • Skullsmasherz
    • Skull Takerz
    • Scabby Eye
    • Red Fangs
    • Red Eye
    • Crooked Moon Mutinous Gits
    • Broken Nose
    • Bloody Spearz
    • Black Venom
    • Black Pit
    • Tusked Sunz
    • Slaves of Zharr
    • Moon Howlerz
    • Dimned Sun
    • Dark Land Orcs
    • Da Cage Breakaz
    • Blue Vipers
    • Arachnos
    • Broken Chains
    • Creeping Death
    • Skull Crag
    • Red Cloud
    • Leaf Cutterz Tribe
  • Implemented a mission for destroying the Greenskins.
  • All Greenskin factions automatically get military alliances with each other.
  • Tweaked a bit the spawning location logic.
  • Misc fixes.

The Wild Hunt:
  • Added the following factions to the disaster (as long as they are not confederated, they'll respawn if they're dead):
    • Spirits of Shanlin
  • Implemented a mission for destroying the Wood Elves and another for Capturing a certain amount of their Provinces.
  • All Wood Elves factions automatically get military alliances with each other.
  • Misc fixes.

Update: Sep 7, 2022 @ 11:32am

UPDATE SAFE FOR OLDER CAMPAIGNS. Though if you triggered the pyramid of nagash disaster with Vampires, it's possible dummy armies spawn on it.

Disasters:

A Grudge too Far:

  • Imported changes from 2.1.

Pyramid of Nagash:
  • Imported changes from 2.1.

Vampire's Rise:
  • Imported changes from 2.1.

The Greatest Waaagh:
  • Imported changes from 2.1.
  • Fixed listener to end the disaster not triggering.

The Wild Hunt:
  • Imported changes from 2.1.

Extra:
  • Removed fix for cathay caravan script-break, as it seems CA has fixed it in 2.1.

Update: Sep 5, 2022 @ 3:39am

NOTE: THIS UPDATE REQUIRES A NEW GAME.

Framework:
- Implemented editable max amount of simultaneous endgames.
- Implemented debug mode (for testing, do not use it).
- Improved documentation.
- Fixed multiple helpers that caused weird issues when declaring wars.

Disasters:
- Enactment of the Great Plan:
- Implemented support for debug mode.
- Confederated factions no longer spawn as part of the invasion (should help with the braindead armies issue).
- Reduced amount of armies that spawn in the south of the map.
- Removed trade debuff.
- Fixed non-working port income debuffs.
- Increased default min turn to 100.
- Fixed issue with inconsistent war declarations on coastal provinces.

- Chi'an Chi's Assault:
- Implemented support for debug mode.
- If a norscan tribe or another chaos faction captures the gates, vilich will no longer declare war on them.
- Fixed inconsistent war declarations against owners of northern cathay.
- Increased turn thresholds for army quality.

- A Grudge too Far:
- Implemented support for debug mode.
- Fixed issues with missing warnings.
- Fixed script breaks due to incorrect effect names.

- Pyramid of Nagash:
- Implemented support for debug mode.
- Fixed issues with missing warnings.
- Fixed script breaks due to incorrect effect names.

- Pyramid of Nagash:
- Implemented support for debug mode.
- Fixed issues with missing warnings.
- Fixed script breaks due to incorrect effect names.
- Fixed broken listeners due to incorrect region key.

- Raiding Parties:
- Implemented support for debug mode.
- Confederated factions no longer spawn as part of the invasion (should help with the braindead armies issue).
- Reduced amount of armies that spawn in the south of the map.
- Rebalanced armies so they field early and mid-game armies if the disaster triggers too soon.
- Implemented missing notification for when the attacker dies before attacking.
- Fixed issue with inconsistent war declarations on coastal provinces.

- The Great Uprising:
- Implemented support for debug mode.
- Confederated factions no longer spawn as part of the invasion (should help with the braindead armies issue).
- Changed name to "The Great Ascendancy".
- Reduced chance of triggering to 0.25% per turn, +0.25% for each dead skaven faction.
- It should no longer trigger if Clan Skryre is confederated by another faction.
- Cathay invasion is only triggered if Clan Eshin has not been confederated by another faction.
- Min turn increased to 130.
- Fixed issue with stage 5 of the invasion not triggering the correct notifications.
- Fixed issue with the disaster not ending correctly.
- Renamed trait for factions affected by the disaster to "Vermintide".

- Vampire's Rise:
- Implemented support for debug mode.
- Fixed issues with missing warnings.
- Fixed script breaks due to incorrect effect names.

- The Greatest Waaagh:
- Implemented support for debug mode.
- Fixed issues with missing warnings.
- Fixed script breaks due to incorrect effect names.

- The Wild Hunt:
- Implemented support for debug mode.
- Fixed issues with missing warnings.
- Fixed script breaks due to incorrect effect names.

Extra Fixes (To be removed once they're added to the community bugfix):
- Implemented a more clean and future-proof fix for the Kurgan broken spawns.
- Implemented a fix for a script-break when, as cathay, you own the province a caravan finish its journey in.

Update: Aug 30, 2022 @ 12:55am

Initial release