Total War: WARHAMMER III

Total War: WARHAMMER III

Champions Of Undeath: Conquest Of The Blood Dragons - Updated for 6.1
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Update: Oct 20, 2023 @ 5:14pm

Vlad and Dusk Reaver Update Change Notes Part 1

@everyone

Hey guys, it’s BasedMemes, back at it again with another episode of “What the hell am I doing with my life rn lol.” Ima preface this with 3 statements, in caps so there is no questions, if, ands, or buts:

THIS WILL ABSOLUTLEY BREAK YOUR SAVE FILE.

I AM PROBABLY GOING TO FORGET TO POST SOME CHANGES THAT WERE MADE, I’M ONE DUDE SO JUST CHILL.

PLEASE JOIN THE DISCORD FOR BUG STUFF

So with that out of the way herrreee’ssss whhhatt weee gotttt.

Agent Typing Changes

a. Agent subtypes for the BKC generic Ordo agents has been changed from the Champion type to the Engineer type, and the Aspirant Agent(s) have had their agent typing switched from Champion to Dignitary. Timmy: “But Based, Knights aren’t Engineers, that doesn’t make any sense.” Based: “S-T-F-U Timmy.”
b. All Legendary Agents have been changed from their various typing to Runesmith. Based: *Glares daggers at Timmy, non-verbally daring him to question this change.”
c. Angsty AF jokes aside, there’s actually a very good reason for these changes. I won’t get too technical, but recruitment categories are tied to the agent typing, this means Champions would always say wight king, unless I overwrote the labels on the back end which would then cause issues with the wight king. So, changing the typing let us make our own recruitment categories. We plan for future bloodline mods to make use of these new typing which is why we kept the naming vague.

Vlad Simps Rejoice!

a. Vlad’s access to the Drakenhof Templar landmark and it’s units has been restored to all of it’s former glory – ish.
b. The Land mark will now recruit a version of the Aspirant agent (dignitary), which can be upgraded via the PtG to the Drakenhof Templar Champion (DTC) OR the von Carstein Noble (VCN). This PtG option has new ui that is unique to Vlad’s faction.
c. New agent that is specific to Vlad and Vlad alone – you guessed it – The von Carstein Noble. What the VCN lacks in physical prowess he makes up for in the addition of a barrier and a mixed lore of magic that’s split between vamps and shadow magic. He also gets some pretty good bound abilities at the top of his skill tree. This new agent uses the Engineer typing. He has no mounts, and yes that is on purpose, and NO it will not change so don’t even ask.
d. A PtG option for the generic vampire lord that allows him to upgrade to a Drakenhof Templar Lord (DTL). For the time being there is no von Carstein Lord rework in the pipeline. This is because we want to see what CA does with the empire before committing to making a full rework. Shit is a lot of work so just chill and wait.
e. The DTC, VCN, and DTL are only attainable through the PtG. Also not something I’m going to change any time soon.
f. The units are also capped, however the skill that allows you to grow your order has been added to the DTC and DTL version specific to Vlad.
g. Units themselves can only be recruited as the base warriors and knights and will need to be upgraded to their more powerful forms. Why did we do this you ask? BC Vlad start is stupidly strong and needs no help. He has access to raise the dead and we got to balance it somehow.
h. Speaking of Vlad’s start, we’ve swapped out his starting unit of thralls for a unit of the DT knights and one of the vampire ladies for an Aspirant.
Vlad and Dusk Reaver Update Change Notes Part 2

@everyone

Dusk Reaver Stuff!

a. Man I can’t believe this is already ready. All dusk reaver units are now available in game, the lord has it’s own skill tree, there’s new mounts, and the captains subtypes been switched to Runesmith for that sweet sweet uniquely named recruitment category.
b. They are for the time being only available to Luthor. Why? Because that’s what we’re doing. I will NOT be adding them to the other Coast rosters so don’t even ask. They will eventually be their own faction complete with campaign.
c. Luthor also has a new mechanic in the form of the Dusk Reaver Camps (think Ogre Camps) and a new pooled resource called Spoils. This resource is used to build up your Dusk Reaver camps to get access to their lords, agents, and units.
d. These camps ALSO are where you can recruit the skelly dinos and their agent from.
e. Unit caps for both DR and Skelly Dinos are tied to camp building levels. Caps for DR lord is tied to number of caps you have.

Clarion Call Stuff and Empire Stuff.

a. We’ve scrapped the clarion call for a new mechanic, this new mechanic is based around the Witch Hunter Templars and their allies through out the world. As rampage about a threat meter will build. The more aggressive/violent your action, the more quickly the bar fills. Once it reaches full the Witch Hunters will enact a purge against you. They will send multiple armies at you to try and ruin your day.
b. This new mechanic is now a part of BOTH Walach AND Vlad’s campaign. So pushing the empire around should hopefully offer a greater challenge.
c. The Witch Hunter lords now have a fully functional skill tree and are recruitable to the ai and empire players. The witch hunter agent also has had its skill tree reworked and sports a fancy new animation set. The warrior priest, arch lector, and Volkmar has all had new skills/abilities added in the form of battle hymns. These hymns grant you new and powerful effects as an empire player that get spicey when you are actively losing combat. Should hopefully encourage some more creative interplay, no guarantees on what ai does though.
d. The Witch Hunter/Templar units are now recruitable to ai and human players. These come in the form of the Witch Hunter Kill Teams, the Templar Knights, and the Templar Inner Circle. They will all ruin your day if you don’t pay attention. Don’t say I didn’t warn you lol.

Tech Tree Fun and Side Nerfs For Days

a. I’m NGL you guys. I hate tech tree stuff. So please thank Grackul if you see him around the discord for helping a TON with that. In fact, this amount of stuff was only possible with his considerable amount of help. He did skill trees, he did inits, he did scripting, he did allll sorts of stuff. Seriously made my life way easier.
b. Tech tree cost completely been reworked. So has the effects it grants. It’s to overwhelming to go over it all so I’m not going to do that.
c. The high lights are the contact effects are fixed, stuff is wayyy less expensive, and stuff that got nerfed had the nerfed stuff moved to the tech tree. For example, none of the Ordo units have perfect vigor anymore. You can however still get that through the tech tree.
d. Again, not going to go into everything, but unit attributes for each ordo have been completely redone. Units from their respective Ordos should now feel more differentiated from units within the other Ordos.

Quest Battle Fixes and Houskeeping.

a. QB should all fire and start and stop correctly. Sorry aboot that. Stuff got weird when we did our final merge and some missions didn’t have their junction set up correctly to their dilemmas.
b. QB stuff is… Well, it’s a living hell. So keep filling out tickets and stuff should eventually get squared away if it’s not already.
c. general variant mesh clean up to make reskin mods not conflict.

Tutor has been kind enough to make a variant selector compatibility script for yall. It's included in the new upload that just got pushed so no need to do anything. Thank him if you bump into him.

For those of you who need to finish a campaign here’s a link to the deprecated version of the mod. I will not push any fixes to anything in this pack. It’s as is. https://1drv.ms/u/s!AjfM0lnd2ZzIgq5UR1hIxtXr5iqa5w?e=tNA7qW



Update: Sep 27, 2023 @ 7:34am

fixed a crash that would occur on turn start when the final worthy foe battle was loaded. Should be save game compatible.

Update: Sep 26, 2023 @ 4:19am

fixed an issue of Worthy Foe battles appearing multiple times which prevented the final battle due to the previous ones not being correctly removed from the pool

Update: Sep 26, 2023 @ 3:01am

fixed a missing end in the black grail knight ancillary script
tried to put a check in the turning lords script that *hopefully* fixes a crash issue that appeared upon AI razing a keep

Update: Sep 25, 2023 @ 10:53am

Based Memes here back at it again with another episode of "WTF just happened to my xyz thing?"

Okay so.. My b guys lol.

Some work was done on the Vlad update (by yours truly) and it messed up some portholes and skills. These are now corrected.

1. Bloodkin Aspirant no more gobbo cards - sobs_uncontrollably_in_character_art_sets
2. Bloodkin Aspirant skill tree working again
3. Drakenhof Champ and Lord skill tree working again
4. Cleaned up land unit abilities tables (not really for you so much as for me tbh, though some units have new passives on the elite inner circle side.)
5. Cleaned up bullet point overrides tables (same same more for my sanity, though you will notice units have new bullet points - doesn't change game play just the information shown.)
6. Abhorash Lord and agent variants both can now siege. yaaayyyy
7. More progress on Vlad update double yayyyyyyy
8. I corrected an issue to mission payloads. All Quest Battles now grant 1000 martial valor and 1 dragon scale each upon successful completion. triple yaayyyyyy

I have more work to do yet today so expect at least one patch from me and maybe one from Jangry.

Update: Sep 24, 2023 @ 4:46pm

a few more misc loc spelling fixes.

Update: Sep 24, 2023 @ 4:23pm

misc loc fixes
qb forcing alliances fixed
missing loc for rabe battle fixed
missing loc for hef worthy foe fixed

Update: Sep 24, 2023 @ 10:34am

fixed the control effects of the discoverability building and actually added discoverability effects to it
added an effect that can decrease the precious metal cost of buildings and added it to the previously named building

Update: Sep 24, 2023 @ 6:44am

Update: Sep 24, 2023 @ 6:29am