Total War: WARHAMMER III

Total War: WARHAMMER III

Lily's Bretonnia Overhaul: Definitive Edition - Immortal Empires - 6.3.1
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Actualizare: 24 sept. 2024 @ 5:43

Actualizare: 23 sept. 2024 @ 17:03

Royal Men-at-Arms (Longbows) unit card updated

Pox Shelters allow the recruitment of Peasant Mob, Peasant Bowmen and Peasant Bowmen (Pox Arrows)

Royal Chapter Headquarters gives +5 Core Royal Men-at-Arms capacity, up from +4

Swords of Couronne (Royal Men-at-Arms) have improved melee attack, melee defence, charge bonus and cost 500 down from 550.

Royal Men-at-Arms (Skirmishers) are recruited at the Royal Chapter Hold
Royal Men-at-Arms (Longbows) are recruited at the Royal Chapter Headquarters

...In other words, Royal Longbows are now Tier V and Royal Skirmishers are now Tier IV

Royal Chapter Hold building icon now reflects the fact it doesn't unlock archers

Actualizare: 23 sept. 2024 @ 15:36

Royal Men-at-Arms (Skirmishers) have an updated unit card
Royal Men-at-Arms (Skirmishers) cost reduced 650 to 600

Actualizare: 23 sept. 2024 @ 15:20

Royal Men-at-Arms (Skirmishers) have increased morale, melee attack, charge bonus, health and leadership
Royal Men-at-Arms (Skirmishers) no longer armour piercing
Royal Men-at-Arms (Skirmishers) have less bonus vs infantry
Royal Men-at-Arms (Skirmishers) no longer have vanguard deploy

Developer Thoughts:
This unit has been redesigned to be a better generalised, keeping it more distinct from Foot Squires and Hammers. It lost Vanguard deploy as I felt this wasn't a good fit for a men-at-arms unit. I think its this more than made up for by the increased melee attack, charge bonus, leadership and health.

These changes may be revised in future.

Actualizare: 21 sept. 2024 @ 10:48

Men-at-Arms Reform gives +4 melee defence up from +2
Foot Squires have 28 Melee Attack up from +2

Developer Thoughts:

I've gone back and fourth on both of these before.
I want Foot Squires to be better all-rounders as they are still Tier IV in my mod (against all odds as I've contemplated making them Tier III for all Bretonnians for a while) and I think this is warranted as they are the best peasant melee infantry, or at least supposedly.

Foot Squires are damage dealer peasants with decent armour, this is sort of a paradox since Peasants are meant to be defensive walls that hold the line, allowing Knights the time to rear charge. They're pretty awful at their job when compared to all the other end game infantry, but do good work against units like clan rats. Yes this is a lot of words to justify +2 MA but I've flip flopped on this a lot and I want to stick to my guns. This mod is optional, and I feel like its target audience would appreciate Foot Squires being a bit more than just cost effective, they want them to be good enough to use beyond turn 100.

As for Men-at-Arms Reform, this reversion just makes sense to me. Men-at-Arms being better at holding the line ensures that they remain viable throughout the campaign, even if they do get increasingly undesirable as more options open up.

Actualizare: 21 sept. 2024 @ 7:14

Grail Healing Skill available at rank 1
Royal Mustering Skill available at rank 1
Field Trebuchet has an increased impact radius

Actualizare: 20 sept. 2024 @ 14:08

Updated Improved Mills Tech Icon
Levy Tithe's Edict gives +8% income up from +6%
Empathy gives +12 Growth up from +8
Empathy no longer gives +2% resistance to all units
Peasant's Duty Edict no longer gives +1 Public Order

Developer Thoughts: Levy Tithes was usually useless compared to the other Edicts which provided so much more value than what an extra 4% per turn over Peasants Duty was providing (Or the savings from Extensive Patrols and Realm of Chivalry) so this should make it much more potent of a choice.

Empathy was in a weird spot where I felt bretonnia didn't need *another* stat buff, especially one that strong, so I nerfed the number down to 2%, aka irrelevancy... so I've opted to remove it entirely and had the tech focus on growth instead.

Actualizare: 20 sept. 2024 @ 8:38

Farms give 300/350/400 income up from 200/300/400
Farms and industry are even cheaper
Tier I Industry build time reverted to 1 turn

Actualizare: 20 sept. 2024 @ 6:32

Farm and Industry buildings are cheaper
Industry techs give less income: +26% down from +46%
Guilds no longer give base income, instead have a larger boost to province-wide income
Main settlement buildings are substantially cheaper: 1000/2000/3000/6000/12000 down from 1000/2000/4000/8000/16000
Autonomous collective gives -15% upkeep to melee infantry units, up from -10%
Guilds gives +1/+2/+3 Core Royal Men-at-arms capacity, up from +1/+1/+2


Developer Thoughts:
With all the economic changes this mod brings, i felt that after many many campaigns the biggest issue for me was the large cost to the main settlements. This change keeps the campaigns feeling like the move a bit faster and all you to access those more interesting and exciting units more reliably and faster.

Autonomous collective now stands head and shoulders above most other techs, rather than languishing in this weird spot of being at the end of a line of techs but not feeling impactful. Since it buffs non-Knight Melee Infantry, aka Bretonnias worst unit type, I feel like it is perfectly fine as it is now.

Guilds were in a weird spot where I felt they were better now better than Mills and Storage, but weren't mutually exclusive with them, which wasn't intended. This change keeps the building relevant and powerful but doesn't make Mills and Storage completely useless.

Industry has its place and can be very powerful. Coupled with the powerful change to Autonomous Collective, it has a niche in a peasant spam playstyle. That said, the massive power boost Industry gets from techs is no longer needed.

Actualizare: 20 sept. 2024 @ 2:53

Registered drafts gives -5% recruitment reduction down from -10%
Glorious End gives +8% AP and Base Damage instead of a flat +5 base damage