Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic World
Showing 21-30 of 55 entries
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Update: Jun 25, 2024 @ 7:39am
by a70f

Updated for 5.1

Update: Jun 19, 2024 @ 6:36pm
by a70f

Update: Jun 19, 2024 @ 6:04pm
by a70f

Update v7.1

🌿 Doubled Grass: Doubled the size of all grass patches.
🌳 Static Nurgle Bloat Tree: The Nurgle bloat tree has been made static.
🍃 Tree Enhancements: Retouched and fixed minor issues for all trees.
🌱 Upcoming Feature - Shrub Assets: Currently working on reintroducing shrub assets into the grass patches for each faction.

Update: Jun 10, 2024 @ 11:40pm
by a70f

Update: Jun 10, 2024 @ 10:36pm
by a70f

Update v7.0 is Here!
Thank you all for your valuable feedback. After careful consideration, I've reintroduced the grass feature in my own unique style! ***("See New Screenshots")***

This update brings a subtle but impactful change to the campaign map, enhancing the visual variety for each race with their distinct tones of grass. Enjoy!!!

Update: May 7, 2024 @ 4:58am
by a70f

Update: The pine trees for Kislev have new variance

*I am working on some additional changes, since the mod is running well I don't want to overload it I think I have reached the game limits on the factions, any time I try to introduce additional factions (Chaos Dwarfs, Norsca or Beastmen) very weird things start happening around the map.*

Update: Apr 30, 2024 @ 6:07pm
by a70f

Update: Feb 23, 2024 @ 4:42am
by a70f

Update: Feb 23, 2024 @ 3:44am
by a70f

v6.2 Update

- Khorne and Tzeentch: New Fortress structure added.
- Nurgle: Added a new small structure
- Asset Resizing for all 4 of the Fortress.
- Tomb Kings: Small changes to the assets placements to the desert regions.

Update: Feb 3, 2024 @ 4:34pm
by a70f

Tzeentch: added a new structure and a crystal surrounded by trees