Total War: WARHAMMER III

Total War: WARHAMMER III

Lily's Bretonnia Overhaul: Definitive Edition - Immortal Empires - 6.3.1
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Opdatering: 4. sep. 2024 kl. 12:46

Royal Men-at-Arms (Hammers) have a new unit card
Royal Men-at-Arms (Hammers) have 36 melee attack down from 38
Royal Men-at-Arms (Hammers) Shocked effect gives -4 leadership down from -6


Developer Thoughts: I over corrected the contact effect this unit has, as well as the stat buff to its melee attack. This unit should be more in line with other units at its price point.

Opdatering: 4. sep. 2024 kl. 11:33

Royal Men-at-Arms (Hammers) have a larger hammer model
Royal Men-at-Arms (Hammers) have 38 melee attack up from 34
Royal Men-at-Arms (Hammers) have 25 Charge Bonus down from 29
Royal Men-at-Arms (Hammers) have the Shocked contact affect, applying -20 armour and -6 leadership to any enemy engaged in melee with them
Royal Men-at-Arms (Hammers), Foot Squires and Royal Men-at-Arms (Skirmishers) cost 50 less to recruit
Royal Men-at-Arms (Skirmishers) have a 10% missile block chance (like a shield)
Foot Squires and Royal Men-at-Arms (Hammers) have +1 Melee Defence
Foot Squires have 75 armour down from 80
Foot Squires have 89 hit points each, down from 92
Foot Squires have 28 speed down from 30

Developer Thoughts: Your end game melee peasants are now cheaper, with clearer distinctions.
Foot Squires are still the most armoured, with the highest combination of Anti-Infantry and Armour Piercing. Skirmishers are now by far the fastest and now resist missile fire, making them adept at deal with enemy ranged infantry.
Hammers sunder armour and inflict a large morale penalty, making them ideal shock infantry, even if they are a bit squishy for the cost still.

Overall, they should be better at scale (or in other words, more cost effective) but worse individually. For the Royal Men-at-Arms, this accounts for the amount of increased capacity that has been added lately. For Foot Squires, this makes them clearly worse than the other two in many scenarios rather than generally being the best which was unintended considering that Foot Squires are available without a capacity and at an earlier tier.

Opdatering: 4. sep. 2024 kl. 6:46

New unit card for the Blessed field trebuchet
Beastslayers of Bastonne have more weapon strength

Lionhearted skill gives +4 leadership in the Lords are of influence

Opdatering: 3. sep. 2024 kl. 3:48

Opdatering: 2. sep. 2024 kl. 15:12

Added a final tier of Guild building, reworking the existing tiers to be more affordable
The final tier gives 240 income and +2 to Core Royal Men-at-Arms Capacity, and +1 to Special Royal Men-at-Arms Capacity
-1 Recruitment time for Knights moved from the tier IV to the tier V building

Developer Thoughts: This redesign keeps the Guild in parity with the Almshouse by giving it 4 tiers, and now the first three tiers of these buildings are very similar prices. The very powerful effect of having Knights recruited faster is now locked behind two huge paywalls, that being a Tier V settlement and the building itself. It does come bundled with more Royal Men-at-Arms capacity but of course the best way to increase that capacity is with the proper Royal Chapter Barracks building chain.

My goal with this building is not to diminish the roles of other buildings in the Bretonnia Roster, but still provide useful benefits, such as province wide income and faster knight recruitment, but these powerful effects must be balanced carefully.

Opdatering: 29. aug. 2024 kl. 14:56

Royal Chapter Headquarters gives +4 to All Royal Men-at-Arms capacity, up from +4 to Core/+3 to Special

Opdatering: 29. aug. 2024 kl. 14:13

Men-at-Arms and Spearmen-at-Arms leadership reduced from 54 to 52
Guilds income brought from 125/175/225 to 125/150/200

Opdatering: 29. aug. 2024 kl. 8:54

Royal Spearmen-at-Arms and Royal Men-at-Arms (Polearm) no longer have Charge Defence against All
Royal Spearmen-at-Arms and Royal Men-at-Arms (Polearm) gain the Charge Defence against All attribute from the Royarch's Command Tech
Royal Spearmen-at-Arms and Royal Men-at-Arms (Polearm) have slight stat increases
Royal Men-at-Arms, Royal Spearmen-at-Arms and Royal Men-at-Arms (Polearm) cost less to recruit and have a lower upkeep

Men-at-Arms (Polearm) cost 400 down from 450

Opdatering: 28. aug. 2024 kl. 15:47

Masters Guild gives 225 income down from 250
Pox shelters chain gives +20/+30/+40 growth down from +30/+40/+50
Steel Furnaces gives industry +4% income up from +2%

Developer Thoughts:
Guilds 250 base income didn't factor in the 10% increase it gives itself, making it a touch too powerful compared to what was intended.

Pox Shelters gave a ton of growth even at Tier 1, meaning there was little reason to upgrade them.

Industry needs a little boost, so I put it here at Steel Furnaces. +6 gold per turn from each Tier III industry building isn't a huge amount, but I think the numbers balance between Farms and Industry into the late game should be perfect now.

Opdatering: 27. aug. 2024 kl. 13:46

Royal Spearmen-at-Arms have a new unit card.

Lowborn warriors skill reverted to vanilla effect (+6 Leadership, +6 Melee Defence)

Peasants Duty effect gives +6 leadership down from +8