Total War: WARHAMMER III

Total War: WARHAMMER III

The Old World Campaign, Classic
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Update: Jun 12 @ 10:05am

Version 1.28

  • Changed Valkia to Kholek to prevent the Chaos Dwarf grudge from auto-completely on turn 1
  • Removed out-of-map regions from the grudge script, doubt that does anything

Update: Jun 3 @ 12:49pm

Version 1.27 (same as main mod's 3.116a update, only showing relevant things)

  • Major start pos changes:
    • N'kari added to "Aguilas"
      • Starting cult at Gualcazar
    • Malagor (re)added in Talabecland
    • Wulfrik moved to "Monolith of Bjorkil"
    • Cylostra moved to "Soleil"
    • Lokhir moved to "Tor Karyndis"
    • Rakarth moved to "Chenhild's Monoliths"
    • Grom moved back to "Orquemont"
      • Morbidus back to Black Chasm
      • Skulltakerz back to Pale Sisters
    • Skrolk hidden
    • Oxyotl and Wyrmkin hidden
    • Taurox hidden

  • Other start pos changes:
    • Order of the Blazing Sun given 2 more regions

Update: May 28 @ 7:50am

Version 1.26

  • Added new mixer factions to start_pos
  • Make sure you've updated Mixer to the latest version

Update: Apr 29 @ 10:53am

Version 1.25

  • Fixed Karak Izor in frontend
  • Removed Malagor from frontend

Update: Apr 27 @ 5:52am

Version 1.24

  • Mount Zardele added
  • Cult of Sotek placed
  • Western Irrana/Abasko Mountain province change
  • Sailable rivers in bretonnia and kislev

Update: Apr 5 @ 4:07am

Version 1.23

  • Added the new custom mixer factions
  • Ensure Mixer is updated before reporting any bugs...
  • Porto Real now has TEB settlement skin

Update: Mar 29 @ 7:10am

Version 1.22

  • Fixed bad formatting in the victory conditions script
  • First time uploading using Runcher, hopefully everything is okay

Update: Mar 27 @ 10:52pm

Version 1.21

  • Updated Katarin and Kostaltyn's victory conditions to match vanilla IE

Update: Mar 26 @ 7:52pm

Version 1.20 (not save game compatable)

  • Updated the map, pathfinding, etc. to match the main mod (it was the Feb 26 update I think). So a couple new settlements. Don't think there's any visible new factions. And Barak Varr's port was fixed.
  • Adapted the Chaos Dwarf narrative for the smaller map, no you can't actually access this since I haven't made any chd playable.
  • Enabled the Sword of Khaine script, it's the exact same as in the main mod
  • Updated for game version 6.1
  • Enabled the new kislev and tzeentch script stuff
  • Added new mixer custom factions and cultures
  • Reordered mixer custom factions in the start_pos so they are nicer and corrected some mistakes
  • Added that new faction wh3_main_ogre_stoneshatter, not actually playable
  • Reworked the victory_conditions script set-up. It now modifies the "main" script which is in the main TOW mod's .pack
  • Endgames should be fixed, probably

Update: Mar 8 @ 2:38am

Version 1.19

  • Fixed the audio_campaign_maps table