Total War: WARHAMMER III

Total War: WARHAMMER III

The Old World Campaign [Updated]
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Update: Jul 21, 2024 @ 2:14am

Version 3.12
-Fixed Karanak dilemma

Update: Jul 16, 2024 @ 12:53am

Version 3.11
-Be'lakor and daemon princes are immune to the new RoC attritions
-Added a minor game mechanic where any faction can get immunity to a realm of chaos's attrition. Attack other interlopers and don't attacking the realm's culture.

Update: Jul 13, 2024 @ 7:35pm

Version 3.10
-Made the transitions from ocean to Slaanesh/Nurgle realms nice and clean
-Fixed chaos dwarf relic mission coordinates, hopefully for the last time
-Fixed battle catchment problem for realms of chaos

Update: Jul 11, 2024 @ 10:15pm

Version 3.9b
-Remove some endgame test code. If all endgames activate on turn 2 then you know you're a version behind.

Update: Jul 11, 2024 @ 10:10pm

Version 3.9a
-Fixed bug with vmp endgame that would also prevent the ones after it from activating if you had all of the endgames activated
-Forgot to remove some endgame test code
-Tweaked teleport placements

Update: Jul 11, 2024 @ 3:13am

Version 3.8
-Tweaked tile map around the edge of Nurgles realm, preparing to fix how the quarter circle isn't perfectly circular.
-Added/tweaked Belakor teleport coordinates for the mountains of mourn, eastern steppe, and a couple west darkland provinces
-Clarified in mission text that Luthor Harkons special vault building has been placed in Sartosa.

Update: Jul 9, 2024 @ 7:17pm

Version 3.7
-fixed siege maps for several regions, especially around gnoblar country
-start_pos updated again. should be save compatible.
-tweaked the hidden culture originator for some regions
-for other regions, I adjusted which siege map they were assigned
-area around heldegrad now has kislev siege maps for some diversity
-added teb catchment pool thing, but it's filled with the emp siege maps for now, so you won't notice anything different

Update: Jul 9, 2024 @ 9:08am

Version 3.6
-MCT minor faction killer tweaked once more. the game REALLY doesn't like it when chd factions are removed, crashes left and right. So the option now skips their turn rather than removes them
-added some incidents for when the new minor chaos dwarf factions take seats in the ToZ
-added missing diplomacy modifiers involving minor chd factions too
-start_pos updated. should be save game compatible.
-gave nurgle minor factions level 2 capitals, just so they have a spot to build
-pallid nurslings now has some units in there starting army

Update: Jul 8, 2024 @ 8:52pm

Version 3.5
-start_pos updated. Should be save game compatible...
-Added some missing RoR and other mercs (like dwf grudge units) to minor factions, including a few mixer custom factions
-Fixed Wissenland being way late in the faction ordering

Update: Jul 7, 2024 @ 3:41pm

Version 3.4
-Fixed Labourfleet of Uzkulak not being able to control labour
-Wissenland can now get schematics from fighting Mixer-TEB-cultured factions
-Tweaked MCT stuff once again. Minor faction killer handles the ROC a little smoother, although it's only going to be noticeable if you set the kill % to 95 and then play as Epidemius lol. Much more flexible though.
-Tweaked terrain patch script, don't need to check for army movements, the game does that internally already
-I doubt any of that will fix MP desyncs people are experiencing. Still looking into it. If you've successfully done a MP game, I want to hear about that too.
-Oh I added attrition immunity to tze/kho/nur/sla/dae factions. Before there was just the unit-specific immunity.