Total War: WARHAMMER III

Total War: WARHAMMER III

Cataph's Southern Realms (TEB)
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Update: Jan 29 @ 8:43am

- TEB is now be a proppa target for waaaghs and batman’s batcave (?).

Update: Jan 28 @ 9:28am

- Hireling Wizard contract: added a bandaid to prevent the icon from malfunctioning in unknown mod interactions.
- TEB should correctly be possible targets for WoC subjugation.
- Priestess: Legion’s Courage unlockable at level 8 from 18. Those skills are finally in unlocking order.

Update: Jan 27 @ 11:22am

- Couple of knight character skills: base damage turned into ap damage and lowered a bit.
- Colombo’s Scourge skill: effects are factionwide, and added one against all forces of destruction.
- Ranald deity skill: buffed port income to 10.
- Colombo: fixed his animation set still being the outrider one and the unintended firing 6 rounds per volley. Make that ammo last, Marco.
- Locs: fixed typos and inconsistencies around Payhamsters Chust Vogons.

Update: Jan 26 @ 3:48am

- Fixed porthole settings for the camp generals (broken while repairing a bug)
- Fixed a tooltip in the mercenary warfare chain.
- Skill Indents pushed down by 1 on generals, captains and priestesses to make more room for the deity skills.
- Fixed the fix about Pavona’s bugged barracks in TOW/C.

Update: Jan 25 @ 7:21am

Update: Jan 25 @ 6:22am

- fixed new tech node link
- fixed new skills required level

Update: Jan 25 @ 6:18am

Update: Jan 25 @ 6:12am

Ogre-like Camps implemented for TEB playable factions!
- Their building tree is different from the one in settlements, offering a different and additional way to get units in terms of tier or chain. Some units are not in there at all (e.g., Noble Retinue), but there are… special guests.
- Currently you get more camps when one gets to level V. Camps interact with the settlement-based merc warfare building chain, and some effects apply regardless of whose the camp is. Camps are also one of the rare big sources of replenishment and cost reductions for TEB.
- Reminder that no, you cannot swap units between armies and camps, only recruit from. It’s how camps work.
- Catrazza starts with a camp in TOW/C.
- HUGE THANKS to Rhox and the OVN team for letting me use their UI scripts for this. CA please stop hardcoring UI features.
But wait, there’s more
- Eight new “devoted to X deity” skills for all characters, mutually exclusive. For now everybody can get everything.
- Also new technology for everybody, Men with No Names, cause I felt like it.
Other stuff
- Priestess of Myrmidia and Master Duellists lowered by one tier in recruitment. Intended to lower the Captain at t2 but it’s too crowded.
- Tome of Ushoran: improved description text.
- Remas in TOW can recruit Inq Lords (cause of the cult of Solkan).
- Temples of Shallya also help against plagues.
- Temples of Myrmidia buff agent recruitment xp later on.
- Cadavo’s unique skills: titles made shorter because they didn’t fit anymore.
- First level of the settlement-bound mercenary chain renamed from Merc Camp to Merc Haven.
- Internal: replaced all hidden agent scaling nodes with the generic one (checked that it doesn’t cause issues mid-campaign).
- Internal but relevant for submods! Changed faction bundles to contain lord_trait instead of faction_trait because of hardcoded parsing.

Update: Jan 6 @ 9:45am

- TOWC: removed plutocracy thing about Lorenzo Lupo.
- TOWC: removed campaign filter from a pavona vs trantio faction potential thing, to make it work in both TOW campaigns.
- TOWC: Dreams of Empire tech should be available to Cadavo.
- Internal (?): removed stuff from campaign_group_member_criteria_campaigns_tables or they wouldn’t show up in TOWC.
- Enbiggened a notTOW building context check to include TOWC.

Update: Jan 6 @ 8:54am

- TOWC again, more factions show up on frontend