全面战争:战锤3

全面战争:战锤3

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[update in progress]Blessed Bretonnia - Faction Update
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18.752 MB
2024 年 9 月 18 日 上午 3:03
9 月 23 日 下午 4:10
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[update in progress]Blessed Bretonnia - Faction Update

描述
This mod aims to bring Bretonnia, one of the oldest DLC factions, just slightly closer to the consistency of Warhammer 3’s newest factions.

Take a look at the screenshots if you want a quick general overview.


Not Save game compatible, Must start a new campaign.
mixer unlocker hard requirement.

[Compatible optional mods]



Whats Changed..
  • Confederation Hearaldy technologies have been de-linked - speeding up research time. Additionally, there is now an extra option to vassalise a duke instead (including mixer factions) with the help of IfThenOrElse and his mod!

  • A brand new line of tech buffing Men-at-Arm’s units, helping them to stay relevant a little longer in a campaign

    There is still more we can do to improve Bretonnia's tech!

    Normally many of the mainline technologies take an extremely long time to research, sometimes even up to 15 turns for a single tech (warhammer 3 factions usually 4-5 turns each). Blessed Bretonnia normalises research times to about 5 turns.
    • Alberic and Repanse are more concerned with launching their errant quests into foreign regions rather than unifying the dukedoms. Both Legendary Lords have a special errantry tech tree in lieu of confederation techs to aid them in waging war in the unfamiliar territory.

    • Diplomatic overseas tech has been wholly removed and replaced with Repanse's Rally the Peasants tech branch.. Personally I found this set of research too manipulative and cheese and just making campaigns a bit too easy and samey after a while.



    Bretonnia’s farm and industry both require two synergizing buildings, while novel, is a problem.
    Especially in the early game, these buildings quickly consume valuable slots, often at the expense of military structures like the barracks. This severely restricts army composition, usually forcing players to skip most peasant units.

    Normally the income disparity between farms and industry is significant early on, with industry only catching up after unlocking SIX! separate technologies.

    • Each set of buildings has been merged into a single one, saving precious settlement space.

    • Load the bulk of the technology boosts back into the base industry building, making it viable from the start.


    • Farms can be built in ‘farmable’ climates: Temperate, Temperate Island and Savannah for bonus income and will offer superior income compared to industry when done so.

      Industry provides slightly less total income but with the benefit of being unaffected by climate or the peasants' economy.



    Alberic of Bordeleaux now has access to the shipbuilding mechanic. Functioning similar to vampire coasts horde ships, Alberic is able to upgrade his ship the L'Ermite de Sous far from port and home.

    An upgraded ship may benefit from the keen eyes of Pegasus scouts extending its vision range, reduced army upkeep thanks to a vast cargo hold brimming with supplies, or even a private cellar stocked with the finest Bretonnian wines, ready for trade.


    • The Damsel can ride a Pegasus, while the Prophetess has access to the mystical Unicorn as a mount option.

    • Many legendary lords have their loose skills cleaned up and their special skill trees developed.

    • Regular Lords and Paladins have an additional mini skill tree. Prophetess and Damsel also have several brand new skills as well as some reworked ones.

    • Squires eager to prove their worth and increase their chances of being elevated to knighthood have gained a new skill A Squires Duty.




    • A reputation bonus with other order factions aswell as an upgraded version of the iconic lance formation if you prove yourself to be of knightly valour.

    • Green Knight arrives equipped with his unique wargear, traits and some extra QoL such as being able to move the same turn he is summoned.

    • In addition to lords starting with vows already unlocked at high Chivalry level Heroes too will now also enjoy that same bonus.

    • Recruitment for several units such as the Grail reliquae, Men-at-Arms variants and foot squires have all been lowered down a building tier to further encourage the recruitment of these units.



    With GW officially making new Knights of the Realm fighting on foot models[www.warhammer-community.com]...we can now happily add this unit to our roster!

    Available in two variants, Shields and great weapons. Featuring custom art and models from the GLF team and their awesome mods. thanks!


    [Other notable changes]
    • Character starting trait rework

    • Knight characters can obtain Knightly Virtues to follow

    • Significant re-tiering of certain units. Footsquires are now T3, Pegasus T3 etc

    • Flying units have their own recruitment building and it is now in the military support section of buildings. this feels more familiar to WH3 faction building structure and tiering

    • Pledge to campaign has more climate options, making questing vow a tiny bit easier

    • Some LL unique items (Alberics trident etc) have unlimited uses - 2 minute cooldown

    • Green Knight has an extra charge per chivalry level

    • Green knight has large mass like normal heroes

    • Grail Reliquae's aura has slightly better effects

    • Rally the Peasants tech has been fixed

    • Henri & paladins have mentor


      If you have feed back on anything in this mod, no matter how simple or tiny please leave a comment.
    • Not SFO compatible
    • Other custom bretonnia factions are untested
    • Old World Campaign Incompatible
热门讨论 查看全部(1)
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1 月 8 日 下午 11:46
Mod Compatibility Guide
Snotwasabi
252 条留言
Primus 12 月 9 日 下午 4:25 
@Snotwasabi Hello, thank you for the mod. However like, the other person below, all my units are forced into lance formation by default without toggle and that makes it very hard to maneuver. I checked your profile but couldn't see the submod you mentioned where is it to make it toggle?
AwDiddums 12 月 9 日 下午 12:29 
Would you consider adding a small relationship penalty between Alberic and the Lizardmen?

Wulfhart currently receives an aversion debuff toward them, but Bretonnians in Lustria is more accepted than Imperial feels a bit odd from a lore perspective. Just a suggestion!
Snotwasabi  [作者] 12 月 8 日 下午 1:13 
Thanks for the nice comments! I have not yet updated the mod to 7.0, but hopefully it will be soon.

The forthcoming mod update is mainly neatening up data tables and making more building adjustments. There are also changes to the Green Knight, turning him into an army-ability battle summon.

The Green Knight can no longer be embedded into armies, but instead allows your forces to summon him in battle in whatever province the GK is in on the campaign map
Snotwasabi  [作者] 12 月 8 日 下午 1:02 
@MasterMeude Yes that is intended, there is a submod that changes it back to a toggle if you so desire.

Which mod is giving your new infantry lance formation?
ahcwestend 12 月 7 日 上午 7:41 
Most comprehensive and well made Bretonnia mod out there. Praise the lady!
Zeivz 11 月 30 日 下午 5:41 
Hi! I was gonna mention the thing about the armoury but it seems that you've answered that a lot!. So instead I'm just gonna comment that the mod feels amazing <3! Looking forward for the dlc release so I can fully enjoy it :)
MasterMeude 11 月 29 日 下午 6:29 
Hey. First of all amazing mod. Make Bretonnia feel, at alst, really fun and deep to play.

Little question I have is: is it intended that I cant deactivte the upgraded lance formation when it's unlocked? My knights use it but default and I can't find the button to deactivate it.

It wouldn't be such a problem for cavalry units, but I have, from another mod I think, Infantry that is considered "knights". And well.. These guy now can't be put into a line. And it's an issue. ^^

Thanks again anyway <3
Snotwasabi  [作者] 11 月 29 日 上午 3:16 
yes its easy to change in rpfm. you should be able to complete his quest by building the noble manor instead of the usual armoury for now.

when the dlc comes out and i have to update the mod the armoury will be back along side a few other minor adjustments
thefightintitan 11 月 28 日 下午 9:31 
Seems the removal of the Armoury also breaks Leon's first quest for the Armour of Brilliance, since constructing it is the requirement. I am looking around in RPFM, looks like I can just re-enable it with the checkbox in the building_levels_tables/!blessed_brt_buildings_tier_down
Snotwasabi  [作者] 11 月 11 日 下午 1:05 
I have an update prepared for when the dlc drops. More adjustments to buildings (including the proper return of the armory) as well as green knight changes