Total War: WARHAMMER III

Total War: WARHAMMER III

Lily's Bretonnia Overhaul: Definitive Edition - Immortal Empires
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Update: Sep 17, 2022 @ 3:03pm

Farms give 50 more income per tier
Industry buildings are more expensive to build but give +1 peasant at tiers 1 and 2, and +2 peasants at tier 3
Royal Longbowmen are more accurate and cheaper, but deal less damage

Update: Sep 16, 2022 @ 5:58pm

Fixed a spelling error

Update: Sep 15, 2022 @ 7:10am

Update: Sep 14, 2022 @ 10:32am

Grail Reliquae is now cheaper in custom battles and campaign. Has roughly 100 more hitpoints and slightly less melee defence.

Update: Sep 13, 2022 @ 6:15pm

Tier 2 Industry no longer increase peasant count, making the tier 3 more desirable.
Building costs for industry/farms has been adjusted.

Swords tech now gives +3 melee attack to men-at-arms and men-at-arms (shields) in addition to the 12% damage bonus.

Royal Men-at-arms have had their appearance changed yet again. These men spend more time in the wardrobe than the battlefield!

Update: Sep 8, 2022 @ 4:58pm

Unit Changes:

Grail Knights and Grail Guardians:
• Unit count increased from 30 to 40 (on ultra)
• Stats have been changed to compensate for this change (Generally lower stats overall)
• Cost for both is now normalised to 1500

Battle Pilgrims:
• Leadership reduced to 75 from 80

Battle Pilgrims RoR:
• Leadership reduced to 85 from 90


Other changes:

Peasant's Duty:
• +2 melee attack down from +3

Knightly Tempered:
• +2 melee attack down from +4

Farms and Industry:
• Tier 3 farms and industry now confers an income 35% penalty up from 25% to the other type

Empathy:
• Now grants +2% replenishment rate faction wide rather than +4 melee defence for knights

Developers thoughts:
Most of these changes are nerfs meant to address the overall power creep in this overhaul, Bretonnia should still be in a relatively stronger position than in vanilla though. I think that make Battle pilgrims a little bit less strong in terms of leadership encourages their usages along side grail Reliquae.

The change to the grail knights was something I mulled over a fair bit and I feel like no matter which direction I take them it will be controversial. Ideally I would want them to be a smaller unit size, like 10 or 20, however I simply find it too hard to balance correctly so this is me essentially waving a white flag. I probably still haven't gotten the balance right, sue me. Hopefully you all still like the mod despite the change.

Update: Sep 6, 2022 @ 11:00am

Updated all instances of Men-at-arms to Men-at-Arms

Update: Sep 5, 2022 @ 6:18am

Sacred texts gives +10% weapon strength rather than +3 MA
Bretonnia Unification gives +2 unit cap to royal men-at-arms like in WH2 overhaul
Lance formation now gives +25% mass and +20% charge speed up from 10%

Update: Sep 4, 2022 @ 5:08pm

Made some technology tweaks, such as adding an upkeep reduction for men-at-arms from the warden tech and increaseing the cap increase for royal men-at-arms on the royarch's command tech and removed the buff it gave. I also reduced the melee defence from wardens to +2 from +3. The overall goal is to make men-at-arms units a little less powerful, as they do receive a lot of various buffs from this mod pack.

Foot Squires are a little bit tankier now with more hit points, and their AP damage has been increased. However, I reduced their bonus vs infantry heavily so that they are a lot more of a versatile unit overall, whilst not being a powerhouse.

Update: Sep 4, 2022 @ 10:54am

Lowered the level requirement for certain skills.