Total War: WARHAMMER III

Total War: WARHAMMER III

Cataph's Southern Realms (TEB)
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Update: Apr 11 @ 8:03am

- Strategy Only the Best: fixed lack of lord rank effect for forces/replacements.
- Estalian Riders: +3 missile damage (using noble sons’ weapon profile).
- Removed the (provincewide) scope bracket from all unit experience and local recr slot effects in buildings, just more readable since it’s useless.
- TOW/C: changes to Magritta’s starting units. Replaced one of Lupio’s royal guards with Irranans, and one of the militia spearmen with Alejandro with Knights of the RS fresh out of the academy.

Update: Apr 9 @ 2:00pm

- TOW/C: new landmark in Valley of Windmills (Estalia), actually one for every TEB and a unique chain for Lupio.
- Plutocracy: Mercenary Wars had its income effects compacted into one and buffed from 50 to 75%. Added experience gain for both characters and units. Felt like this should be more appetizing for that 5k front cost.
- Plutocracy: Stiletto Politics now adds +200 xp per turn to all characters (so they learn while dodging assassins behind the scenes).
- Recruit the Veterans tech: added +5 phys res for rank 4+ units.
- Local Steel tech: added +8% damage for characters (who were completely unaffected by the tech, might as well put it here).
- Mercenary Hosts tech: added +1 global recr slots, and compacted income effects into one.
- Swapped icon used by a charge bonus per rank effect for the chargey one.

Update: Apr 8 @ 9:57am

- Adventurers: added scaling damage bullet point that I forgot.
- Militia Spearmen: related, added a super big feature they should have had. It’s “Meat Shield” printed on their ID badge. You’re welcome.
- Militia Spearmen again: +5 block chance, to equalize units that use pavise shields.
- Dietershafen’s Fist: ditto. Also, added Unyieldindingindindg Assault attribute. Also also, improved short description.
- Black Watch: +1 base damage, +1 bonus vs Large. Tweaked unit card, fixed one of the head accessories (old path change on bret lords).
- Black Watch ROR: upped MA and MD to 53-46 (I don’t know what happened since last time they were slaughtering everything in their bracket), +5 physical resistance, added Contempt and Glorious Charge attributes; redone unit card and replaced minspec porthole.
- Militia Archers and ROR: redone unit cards. Sorry about the owl, no room.
- Republican Guard: +1 MA, +1 base damage.
- Billmen: +1 MD, +1 base damage.
- Master Duellist: Protagonist’s Sass from rank 12 to 8. Added a new skill, The Challenge, for The Challenge ability and something else (not another challenge).

Update: Apr 6 @ 11:22am

- Pirazzos: Death or Riches bullet point gets a further icon to highlight it.
- Montante Swordsmen: +50 cost. However, added new passive ability, The Challenge.
- Irranan Hillmen: new passive ability to reinforce their role, Opportunist Raider.
- Light Scouts (and ror): +5 charge.
- Adventurers (and ror): melee damage +1 ap and scales with enemy health. Default rank depth from 7 to 4.
- Duellists (and ror): +2 ap damage. Default rank depth from 6 to 5.

Update: Mar 31 @ 2:25am

fixed AI spawn for Piggolo (random number)

Update: Mar 27 @ 1:26am

- UPPERCASE DEBACLE again, lowercases all vmd and textures.
- Duellists: restored two of their off-hand swords from the compulsive renaming quantum realm.
- unit variant colours all tertiary from black to white to avoid issues on helmet.

Update: Mar 26 @ 3:26am

- fixed 6.1 uppercase crash

bumped land units schema

Update: Mar 24 @ 5:56am

- Internal: removed sartosan pirate lines from unit variant colours, renumbered the others.
- Freelance Knights: fixed black imperial helmets (tertiary to white in unit var colours). Also tweaked unit card.
- Light Scouts: newish unit card too.
- Ussingen Challengers: +4 damage to better match up with stuff like Stubborn Bulls.
- Montecastello: got the memo of getting the Encarmine buffs too.
- Knights of the RS: +2 ap damage.
- Knights of the RS ror: +1 ap damage.

Update: Mar 24 @ 2:18am

- Melee cavalry units: default rank depth updated to 4 from 5.
- Golden Lions: removed cap contribution from t1 port, used for testing.

Update: Mar 23 @ 12:29pm

- Knights Encarmine: +4 HP, +3 Ld, +6 MD, +4 charge, added Glorious Charge. They were underperforming against expensive non-AL infantry and that helps them stick around better. New unit card too because do I look like a guy with a plan?
- Carlsson Militia: +3 Ld.