Total War: WARHAMMER III

Total War: WARHAMMER III

Community Bug Fix Mod - Game v7, Batch 0
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Update: Jun 9, 2023 @ 2:57pm

Hotfix n such:

FIX: Removed stuck characters fix, as it was found to cause issues with scripted events (e.g., Empire politics battles)
FIX: Paladin/Damsel initial vows/troths no longer default to "Pledge to Order" whenever a character is in a region where a building is completed (whether Pledge to Order had been chosen or not)

NEW: Azazel's defeat trait fixed (weapon strength mod applies to all lords/heroes, not just for Dwarf factions)
NEW: Zhatan's defeat trait now applies for Chaos Dwarf artillery
NEW: Oxyotl Silent Sanctums and Chaos Cults can now be built in Chaos Dwarf settlements

Update: Jun 3, 2023 @ 10:44am

Hotfix
- Troth fix readded, should no longer not work twice

Update: Jun 3, 2023 @ 9:10am

Hotfix
- Removed the Troth script as it was causing some unexpected issues. Will be posting it again if we find a better fix.

Update: Jun 2, 2023 @ 12:06pm

3.0 Batch 3

HIGHLIGHTS:
- Updated for game version 3.1
- Many bugs introduced in 3.1 fixed (see notes below!)
- Quite a few older bugs fixed
- Champions of Chaos (Valkia, etc.) can once again upgrade Daemon infantry to their Exalted forms
- Troths for Damsels, introduced in 3.1, are now functional (can progress)

New 3.1 bugs fixed:
- Nakai's units missing in 3.1 (including Kroxigors, ironically) have been restored.
- Rite of Ascension tech was applying Chaos Warrior effects to chariot units; this has been fixed.
- New Regiments of Renown added in 3.1 had no unit cap, which kinda takes away from the whole "Regiments of Renown" thing.
- Bloodcrushers identified as both daemonic and non-daemonic in 3.1, allowing for double redline buffs; we have forced them to pick the daemonic side.
- Greenskin Pump Wagon riders no longer individually all produce the same frontal damage as the chariot itself, reducing overall damage to the intended (and displayed on the tooltip) level. Technically, this was not a new bug in 3.1, but an attempt to fix this problem in 3.1 by tweaking charge bonus values failed to address the root issue.
- Tzeentch chosen that's not rank 7 no longer benefits from the rank 7 redline buffs.

CA fixes in 3.1 removed from CBFM:
- Tons of redline issues addressed by CA removed
- Event feed updates properly fixed, our workaround removed
- Chaos Dwarf Rune of Immunity (spell resistance) for missile infantry now works
- Daemonsmith Sorcerer (Metal) Careful Casting spell no longer bugged.
- Tomb of Khengai Khan landmark no longer gives wild bonuses to Greenskins when damaged
- Chaos Dwarf RoR missile units now get standard RoR reload bonus
- "Monster Commander" Chaos Dwarf caravan trait now provides listed bonuses
- Daemon Whisperer follower for Dark Elves now properly spreads Slaanesh (not Undivided) corruption
- Thorek's unique follower "Kraggi" can now be reassigned in the base game

Misc:
- New Nurgle units are now all properly affected by the 40% starting health handicap
- Miscast damage now properly counts as spell damage
- Fixed icon for Light Slann (was showing as Heavens)
- Some factionwide corruptions effects were erroneously applying per region instead of per province
- Armies properly start fatigued when being attacked from full speed naval stance (High Elves excluded by design)
- Thorek Ironbrow's runecrafting bonus was supposed to be reduced to 25% way back in patch 2.1, but it never was. Now it has been.
- Volkmar's Books of Nagash bonuses fixed
- Summoned Ancestral Warriors (Cathay) now come with Strider attribute as intended.
- Dwarf unit runes no longer able to be equipped on characters.
- Rakarth "Spellthirst" effect from "Convocation of Hunters" rite now properly applies 10% physical resist to hyrdas
- Missing basic garrisons added for forts/gates/bastions for Ogre Kingdomes and Wood Elves
- Tzeentchian "Eye of the Gods" effects now decreases (rather than erroneously increses) ambush detection chance
- Greenskin timber building effects fixed
- Feral Cold Ones added to most Cold One unit sets
- "Channeller" skill for Tomb Kings now provides magic reserves properly
- "Deep Cleansing" and "Boon-Maker" techs for Be'lakor had swapped effects (Tzeentch tech buffing Nurgle daemons and vice-versa), which was probably just a Tzeentchian deception but we fixed it anyway
- Huntsmen General's anti-large projectile upgrade fixed
- Queen Bess benefits from "Enscrolled Weapons" skill in accordance with its tooltip
- Azazel's "Ecstatic Adoration" skill fixed
- Hidden replenishment buff for Vampire Counts in channeling stance no longer hidden
- Discovery building chain costs made uniform across factions (per CA, first tier should be more expensive than second tier)
- Lash of Slaanesh ground indicator changed to look more accurate for the spell
- Daemonic Pact technology for WoC now provides fear attribute for Chosen as the tooltip says
- Fix for a rare bug when characters occupy the exact same space and get stuck implemented (thanks, FiftyTifty!)
- Various porthole position fixes
- Various tooltip fixes

Update: May 4, 2023 @ 8:01pm

3.0 Batch 2 Hotfixer of Ways

Changelog:
-- Fixed some issues with the Tzeentch red-line fixes in the last batch
-- Added a fix to the vanilla Tzeentch red-line bug that was providing a Rank 7 bonus for Tzeentch Chosen of any rank
-- Fixed a few .loc tables that were corrupted by Tzeentch

Update: May 3, 2023 @ 9:04am

3.0 Batch 2:

HIGHLIGHTS:
- Priority event feed notifications fixed!
- Many Chaos Dwarf fixes!
- Several general red-line skill updates!
- Multiple fixed technologies!
- ... and more!

- Fresh, hot Chaos Dwarf fixes:
-- Metal Daemonsmith Sorcerers no longer receive -10 WoM bonus from "Careful Casting"; get -10 *percent* as intended
-- Chaos Dwarf RoR ranged units get +18 reload bonus as per standard across the rest of the WH3 races (keeps them matching a regular Rank 9 counterpart)
-- Chaos Dwarf Legendary Lords no longer become mortal (can perma-die) when confederated
-- "K'Daai Domination" convoy trait now increases Melee Defence as per its tooltip
-- Fixes for "Hobgoblin Favour," "Metallic Resilience," and "War Machinist" Chaos Dwarf convoy traits so that they work as advertised
-- Various fixes to Chaos Dwarf agent traits to allow them to function as agent traits (rather than Lord traits), buffing units of the force in which the agent is embedded where appropriate instead of doing nothing at all
-- Landmark effects for "Ancient Inner City," "Infernal Barracks," and "Flayed Tower" now work as advertised
-- "Monster Commander" Caravan trait for Chaos Dwarfs now does what it says on the tin
-- "Rune of Immunity" Hellforge upgrade for missile infantry is supposed to provide spell resistance, but it does not... unless you have this mod, in which case, it does
-- Tower of Zharr District Seat capstones no longer overcount and break when the AI usurps certain seats. Fix provided by wachtl9. Thank you!

- Fixed red-line skills:
-- Chaos Chariots, Marauder Horsemen, and Chosen of Tzeentch now have a place in the Tzeentch Lords' red-line skills
-- Nurge's Marauder Horsemen now have a place in the Nurgle Lords' red-line skills
-- Great Stag Riders now benefit from their intended red-line skill (tooltip already said so but effect was missing)

- Fixed technologies:
-- Dread Saurians now properly benefit from "Sequence of the Great Beast's Rampage" technology as intended
-- Ice Guard now properly benefit from "Siege Mentality" technology as intended
-- Peasant Horsemen (Cathay) now properly benefit from "Peasant Triage" technology as intended
-- Celestial Dragon Guard RoR also benefit from Celestial Dragon Guard techs "Celestial Endurance Training" and "Kunlan Anvil"
-- Tzeentch's Marauder Horsemen now properly benefit from "Gift of Mutation" technology as intended
-- Chosen of Tzeentch now properly benefit from "Metallurgical Morphism" technology as intended

- Caravan fixes from Steam user Alex Zhao (thank you!):
-- Cathay caravans now once again receive the "Von Carstein Blade" ancillary after completing a caravan to Castle Drakenhof
-- Caravan master with "Clandestine" trait is supposed to start with veteran units, but he doesn't. With this mod, now he does!
-- "Retired Daemonsmither" Chaos Dwarf caravan master now gets a Bull Centaur Tar'ruk like he's supposed to

- Miscellaneous:
-- Tunnleling now properly excluded from Empire fort regions
-- "K'Daai Domination" convoy trait now increases Melee Defence as per its tooltip
-- Necrosphinx, and not Warsphinx, get bonuses from the tech "Underworld Gate" now, as per its description
-- Tomb of Khengai Khan landmark no longer provides +100 AP damage against Chaos Dwarfs when damaged
-- Dwarf Lords and Heroes added after Vanilla WH1 circa 2016 (i.e., everyone except Thogrim and Ungrim) are now properly included in the Dwarfs Lords and Heroes unit set, making them eligible for bonuses from tech
-- Nakai's unique rite "Rite of Mastery" now provides bonus AP damage to Kroxigor units instead of just base damage, matching its tooltip (and making it useful)
-- Handmaiden "Quicksilver" ability (reload speed bonus) now functions
-- Various tooltip fixes, e.g. for Cult of Sigmar and Tomb King quicksand incidents

Update: Apr 17, 2023 @ 5:45pm

3.0 Batch 1

Up to date for the Chaos Dwarfs patch; out with the old bugs, in with the new! This batch focuses on just working for the latest game update and tossing away any fixes we've implemented that CA has resolved.

Thanks as always to Dux for setting this batch up.

Fixes Added:
- Vault of Nagash landmark now available for VCoast again.
- Oxyotl's defeat trait no longer hidden.
- Teef Robbers (Goblin Wolf Chariot RoR) can fire on the move again.

Fixes Removed:
- Lizardmen post-battle captive options when fighting Chaos (+ unique ones for Oxyotl) restored.
- Dark Elf lords no longer gain extra name of power traits when dying/disbanding; CBFM script for this removed.
- Alith Anar received channeling stance.
- Nuln landmark had its recruitment issues fixed.
- Oath Brothers of Tor RoR have By our Blood ability like their non-RoR cousins.
- Wurrzag no longer double-buffs Rogue Idols with physical resistance.

Fixes Fixed:
- CBFM fix for allowing Silent Sanctums to still be visible in abandoned/ruined settlements was occasionally causing main settlement button to be hidden in UI when it should not have been; this has been rectified.

Etc.:
- Pack file updated for attribute name and DB table format changes in 3.0 (required for compatibility)

Update: Mar 21, 2023 @ 3:09pm

Hotfix
- no more desync, there's literally no reason why it did and now doesn't but whatever

Update: Mar 18, 2023 @ 9:18am

Hotfix
- Remove an accidental script break in a bug fix script. Oops!

Update: Mar 14, 2023 @ 2:20pm

Batch 7
- Bunch of new stuff!
- Remove old stuff!