Total War: WARHAMMER III

Total War: WARHAMMER III

Rising Kingdoms Overhaul (WIP)
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Update: Jan 22, 2024 @ 5:22pm

Version 0.1-Stirland (that's right, we're numbering updates now)

-New culture added: Stirland
-13 new units
-1 new hero
-1 new unique character
-Generic Changes to Lizardmen, Tomb Kings, and Ogres

Update: Jan 14, 2024 @ 9:10pm

Fixed an issue causing the plague furnace to be impossible to recruit because I forgot to add it to the building list.

Update: Jan 14, 2024 @ 8:00pm

Major Update

Upped character health and damage by 4x of the health of their bodyguard unit
Overhauled greenskins
Overhauled the skaven clans
The skaven have received 4 new cultures, one for each of the greater clans. They're made up of the skaven roster being torn apart and stitched together in a more lorefriendly manner. See the full changelog for more details.
2 new units for clan pestilens

Known Issues

The goblin/night goblin shamans and the skaven are currently missing their bodyguards, I'm still working on it. Adding the bodyguards is a very tedious process and I wanted to take a short break but didn't want to keep everyone waiting for the next update

Update: Jan 8, 2024 @ 10:58pm

Minor bugfix, should be save game compatible
Fixed an issue that caused the Kurgan horsemen and the Hung champions to clip into the ground
Fixed an issue that caused dwafs to be unable to consume raw materials
Fixed an issue that caused various dwarf buildings to be unable to be built in the same settlement

Update: Jan 7, 2024 @ 7:16pm

Minor Patch
Fixed an issue that caused Alariel's dryads and treekin to count as asur for replenishment
Fixed an issue causing Jorek's Big Boom ability to oneshot units
Still diagnosing a problem resulting in the Hung champions and Kurgan Horsemen to be stuck in the ground

Update: Jan 7, 2024 @ 11:09am

Major update, we're out of alpha! This update shows a vertical slice of what I want the end result of this mod to be, now I just need to add these changes to the rest of the factions. Speaking of which, added the Empire and the Northern Tribes. Norsca is now split into 3 separate subcultures, Norsca, Kurgan, and Hung, each bringing their own units and eventually buildings to the fray. Additionally multiple mods have been integrated, including quivers, names, and most of all population mechanics. Check the full change log for more information.

Update: Dec 23, 2023 @ 4:10pm

Bretonnian Campaign Update (first pass)

Lightly reworked bretonnia's campaign, including the generic changes from the dwarfs and high elves plus a rework to the peasant economy. Men-at-arms and squires, both being professional troops instead of farmers, no longer count towards your peasant cap. To make up for this their costs have been increased. The bretonnian economy has also been heavily nerfed to represent how far behind everyone else they are technologically, you will need to manage your economy much more carefully to wage war. Bretonnia kept its trademark highly defensible settlements so use that to your advantage, you can't always afford to be on the attack. Also don't be afraid to disband levies between wars, its what they're there for.

Update: Dec 23, 2023 @ 1:01pm

Fixed an issue that caused the peasant levy units to incorrectly use the men-at-arms models.

Update: Dec 23, 2023 @ 12:07pm

Bretonnia Battle Update!

Since bretonnia doesn't have an 8e army book or a lot of lore to pull from, I've decided to take some liberties to sprinkle in some real historical stuff instead. For example, Men-at-Arms are professional troops and have access to some of the finest arms and armor available to peasants, and yet they're on par with clanrats in game. No more! Men-at-Arms are now tier 2 troops effectively, being roughly as good as empire state troops, not good but just good enough. To compensate their price has been hiked pretty high so you can't afford nearly as many. They will now serve the core of your roster, having 2-3 units to hold the line while your other units do stuff. To fill in the gaps, basic un-shielded men-at-arms have been transformed into peasant levies. In history a majority of any military force was made of peasant levies. While men-at-arms are professionally trained, levies are random peasants from the streets given weapons. Basically they serve the same roll peasant mob did in vanilla, with peasant mob now being pretty useless and reserved for garrisons. Additionally, the arbalestiers from 3e make a triumphant return! These crossbowmen are the men-at-arms equivalent of the levy bowmen. Unfortunately as I'm not good at art all of these units have placeholder looks, unit cards, etc. but that will come with time. I'm also unsure as to how to balance these new units so if you have any feedback, please share it in the comments!

Update: Dec 22, 2023 @ 5:59pm

Fixed an issue that caused dwarfs to gain raw materials from their consumption buildings.