Total War: WARHAMMER III
Longer Battles Mod
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Ενημέρωση: 5 Δεκ στις 3:01
από Volcano

Sync update.

Ενημέρωση: 2 Σεπ στις 23:32
από Volcano

Sync update.

Ενημέρωση: 11 Ιουλ στις 16:31
από Volcano

Version 2.1

-Changed the WEF item "Dreaming Ring" I, II, III so that its healing internal is properly scaled to the longer battle time (just like the passive regen abilities are). If you know of any other equipment item that also provides this kind of active healing, which would also need its healing interval scaled, then kindly mention it in the comments.

Ενημέρωση: 18 Ιουν στις 20:42
από Volcano

Sync update.

Ενημέρωση: 26 Μαρ στις 12:56
από Volcano

Version 2.0b

-Changed the table names to accommodate CA's ridiculous crash bug where you suddenly cannot have capital letters in the table names. Why that would change is beyond me.

Ενημέρωση: 26 Μαρ στις 12:51
από Volcano

Version 2.0b

-Changed the table names to accommodate CA's ridiculous crash bug where you suddenly cannot have capital letters in the table names. Why that would sudden change is beyond me.

Ενημέρωση: 30 Ιαν στις 0:16
από Volcano

Version 2.0a

-Scaled the melee hit chance coefficient to scale it to a max hit chance of 90% (the original game's amount), rather than 100%.

Ενημέρωση: 29 Ιαν στις 1:03
από Volcano

Version 2.0

-Matched the melee hit chance coefficient with the max hit chance, so that both are scaled correctly where 100 melee attack will result in achieving the max hit chance. This correctly allows the subtle differences in hit % to exist between minimum and maximum MA values, and most importantly allows high MA units to still have their full potential. (Big thanks to Losenis for the suggestion).

Ενημέρωση: 12 Δεκ 2024 στις 17:35
από Volcano

Game was updated; verified mod integrity and diagnostics check.

Ενημέρωση: 5 Δεκ 2024 στις 11:49
από Volcano

Version 1.9b

-Increased the charge duration time by 1.5x to match the longer battle duration, and the fact that charges are inherently less effective with the melee attacks being slower, and because of the reduced hit probability. This change helps make charges more effective, in the melee that follows the impact (they can melee with with the added charge advantage for a longer duration to match the longer battle).