Total War: WARHAMMER III

Total War: WARHAMMER III

🦀The Crustacean Nation🦀(Now with🦞 faction)
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Update: 2 jun om 14:23
door Pegaz

ver. 4.1.3

Old Kelpbeard's Sanctuary settlements now ignore climate penalties

Fixed a bug which prevented Old Kelpbeard from earning his victory condition (may require starting a new campaign to take effect)

Added a new custom Long Victory reward for all Crustacean factions (Does not apply to old saves, needs new campaigns to take effect)

the Blue Scribes now get access to spells from the lores of Shell and Claw in their random spell pool

Update: 1 jun om 9:53
door Pegaz

ver. 4.1.2

Fixed a bug which prevented Crustacean factions from gaining diplomatic bonuses with one another (requires starting a new campaign to take effect)

Added diplomacy bonuses with crustacean factions to the following:
- King Crab's faction trait
- Old Kelpbeard's unique skill line
- the Crustacean Throne landmark
- the Ruins of Crustopolis landmark

Update: 1 jun om 5:53
door Pegaz

ver. 4.1.1

Increased experience granted by Old Kelpbeard's "Ancient Knowledge" offering from 2500 to 3000

Slightly increased acquisition rates for all followers

Update: 1 jun om 0:55
door Pegaz

ver. 4.1

Bug Fixes and Improvements:

Tidelord no longer has innate access to the Crustacean Pocket Pistol ability

Characters mounted on Spider Crabs now properly cause splash attacks against Infantry

Crustacean Artillery models now have unique visuals when destroyed

Fixed a bug which prevented Old Kelpbeard from building sanctuary addons

Fixed a texture bug which caused Spider Crabs to have different colours than intended

Fixed an asset error which caused Disciple units to be more taxing on graphical performance than necessary

New Buildings:

Crustacean Menagerie - allows recruitment of 3 new Bestial units.

New Units:

Crustavians - fast flying armour piercing war beasts

Giant Reef Snapper - affordable mid-tier single entity with a bonus vs large

Giant Reef Snapper (Battle Platform) - same as the previous unit, except that it also has gunners mounted on top of it.

Crustacean Battle Altar - A supportive war machine with access to various auras that buff allies.

New Mounts:

Reefspeaker - Giant Reef Snapper
Crustacean Prophet - Crustacean Battle Altar

Balance Changes:

All of the Warrior Monk/Disciple passives have been adjusted to give both Base and Armour piercing damage, bonus reduced from 25% to 15%
(This is effectively a buff to every unit except for the Disciples of the Claw who are nerfed by this)

Improved reload rate for Crustacean Grenadiers 10s -> 8s

All characters on Spider Crab Mounts gained increased HP (around +200 across the board)

Crustacean Pocket Pistol uses: 2 -> 3
Crustacean Cluster Bombs uses: 3 -> 2
Crustacean Hunting Net uses: 3 -> infinite

Others:

Adjusted starting armies for the Reefspeaker and Old Kelpbeard to include some of the new units

Made starting battle for Old Kelpbeard easier -2 Night Runners +2 Clanrats

Technologies have been adjusted to include buff for the new units

Adjusted garrisons for landmarks to include some of the new units

Buffed all of Crustacean Nobles unique unit buffing skill lines and added a new line that buffs Hardshell Units

Reworked Reefspeakers unique skill line to now include distinct buffs to Reef Snappers and Giant Reef Snappers

Reorganised the.Tidelord's skilltree, allowing the "Thrillseeker" passive to be picked at level 1

Reduced the construction time for the following building chains by 1 turn: Major Settlement, Barracks, Gunnery, Royal Barracks, Monster Barracks , Shell Income, Ports, Tidestones

Update: 27 mei om 1:16
door Pegaz

ver. 4.0.4

Fixed a bug which caused the Reefspeaker's unique army ability to crash the game when hovering over the icon

Update: 26 mei om 14:13
door Pegaz

ver. 4.0.3

Fixed a bug which prevented King Crab from building ANY buildings... How did that happen?

Fixed a bug which allowed Old Kelpbeard to construct Sanctuary buildings in regular settlements

The Forge building now gives Barrier to armies in province, instead of armour.

Update: 26 mei om 7:38
door Pegaz

ver. 4.0.2

Fixed a bug which prevented Old Kelpbeard from constructing and upgrading landmarks.

Fixed some typos and spelling errors

Rebalanced Shell Income from battles:

Post Battle Captive shells are now capped at max 20 per battle
Shells from razing increased from 5 to 10
Tidelord rewards all give roughly twice as much shells as before

Update: 23 mei om 11:01
door Pegaz

ver. 4.0.1

Balance:

Crustacean Gunners: +3 missile dmgs +1s reload time

Bug Fixes:

Fixed a bug which caused Crustacean Gunners to sometimes T-pose between volleys

Fixed a bug which caused resource displays to disappear when loading back into the campaign map after manually fighting a battle

Added missing faction lore text in the Campaign Selection Screen

Update: 23 mei om 6:39
door Pegaz

ver. 4.0

General:

Added low poly impostor versions of crab infantry models, visible when you zoom out.
(This DRASTICALLY improves performance, especially in large scale battles)

Added a unique campaign resource for all factions "Gleaming Shells", used for activating special effects in campaign, they are also used by some faction specific mechanics.

Added custom campaign victory conditions for each faction.

Faction Mechanics:

King Crab:

King Crab remains the most vanilla faction, but he now has access to improved Military outposts that increase the capacity for allied units in his armies (which long term, gives you the possibility of armies with solely allied units)

Tidelord:

The Tidelord gets access to "Tidelord's Armoury" a crafting system which allows him to gain unique ancilliaries and units in exchange for shells.

Reefspeaker:

The Reefspeaker has become the hardest start by far, his new Great Reef mechanic grants him a unique resource "Great Reef Health" gained by building great reef buildings, this gives him buffs when high, but nerfs if low.

Old Kelpbeard:

Old Kelpbeard can now establish Ancient Sanctums, unique settlements which cannot have any recruitment buildings, but grant factionwide buffs.

Units:

New unit: Crustacean Gunners (a basic firearms unit)
recruitable from tier 2 Gunpowder building

Technologies: Added 2 new technologies

Specialist training: Vanguard for Slingers and Grenadiers

Mighty Champions: Stat buffs for lords and heroes

Ancilliaries:

Crustacean Pocket Pistol (Randomly Dropped item available to all factions)

10 new ancilliaries craftable by the Tidelord in his armoury

1 new unique item for each of Old Kelpbeard's Leviathan Lords

Bug Fixes:

I forgot to write them down, but there were a lot of them.

Update: 7 mei om 6:04
door Pegaz

ver. 3.0

Settlements:

Marienburg and Galleon's Graveyard are now unique 10 slot settlements.

New Landmarks:

Crustacean Throne - Marienburg
Crustacean Royal Guard Headquarters - Marienburg
Mirror Moors - Gorssel
Rimeshell Crossing (North) - Pack Ice Bay
Rimeshell Crossing (South) Wrecker's Point
Black Gulf Colosseum - Barak Varr
Shattered Claw - Nuja
Grand Tidestone - Galleon's Graveyard
Heart of the Reef - The Star Tower
Ancestral Gravesite - The Awakening
Ruins of Crustopolis - Nahuontl
Great Feasting Hall - The Maw Gate
Old Powderback's Treasure Hoard - Chupayotl
Ironclaw Arch Monsatery - Dread Rock

New Items:

Crustacean Hunting Net - Rare Enchanted Item
Abyssal Tidestaff - Rare Arcane Item

Lord Mechanics:

Tidelord:

Gains his own unique commandment, which buffs his own combat stats, allowing you to gradually turn him into a One Crab Doomstack.

Old Kelpbeard:

Completely reworked all of Old Kelpbeard's Lord Quests, they now require various conditions to fulfill, and on reward, allow you to spawn the newly unlocked Lords in faraway locations to establish a presence in other parts of the world.

AI Old Kelpbeard now automatically gets access to all Leviathan Lords on turn 25

Campaign Difficulty:

Adjusted Starting Battles on "Hard" difficulty

They should now be similarly difficult across the board.

Tidelord now starts with the "Crustacean Hunting Net" ancilliary
Bug Fixes:

Fixed King Crab's Royal Presence skill.
Now properly affects the whole province instead of just the region he is in.

Fixed Crab Lords and Heroes suffering terrain penalties from fighting in forests as if they were a large unit even when being on foot.

Mages and Archmages no longer get Ironclaw Resolve baseline (It now correctly requires the Warrior Priest skill)

Fixed Skills and Technologies that buff movement speed in battle not providing their effects.

Fixed Selective breeding technology providing vanguard to royal knights and glorious charge to riders (should be the other way around)

Replaced "Indomitable" skill in King Crab's and Crustacean Royal Guard Captain's skilltrees with "Fleet-Footed"

Fixed a bug which caused random
lua script failures after a Crab faction would incur grudge points from dwarf factions.

Fixed bastion gate settlements not having garrisons

Fixed technologies and skills that increase damage by a percentage only buffing base damage