Total War: WARHAMMER III
The Old World Campaign
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Ενημέρωση: 29 Ιαν 2024 στις 3:37
από ChaosRobie

Version 2.18a
-Fixed how the MCT script handled multiplayer, shouldn't crash anymore if you have it enabled
-Fixed frontend script break that would happen if you entered and exited a multiplayer lobby

Ενημέρωση: 24 Ιαν 2024 στις 0:42
από ChaosRobie

Version 2.17b
-Fixed MCT not working, caused by unwanted stuff being saved to the start_pos during it's creation

Ενημέρωση: 23 Ιαν 2024 στις 17:30
από ChaosRobie

Version 2.17a
-Updated for game version 4.1.4, no real changes

Ενημέρωση: 21 Ιαν 2024 στις 22:14
από ChaosRobie

Version 2.16
-Updated to include new custom Mixer factions
-Fixed bugs with wef rituals and Oasis of a Thousand Camels and the Oak of Prophecy
-Fixed bugs with Ostankya's rituals and Oasis of a Thousand Camels and the Oak of Prophecy

Ενημέρωση: 20 Ιαν 2024 στις 15:16
από ChaosRobie

Version 2.15c
-Fixed missing ship stuff for the four vanilla vampire coast faction leaders
-Renamed "Couronne" to "Castle Couronne" and "Salt Plain" to "The Salt Plain"

Ενημέρωση: 20 Ιαν 2024 στις 13:58
από ChaosRobie

Version 2.15b
-Actually Kraka Ravn gets its own tech tree because it wouldn't work as I had it.

Ενημέρωση: 20 Ιαν 2024 στις 13:06
από ChaosRobie

Version 2.15a
-Kraka Ravnsvake now has the Kraka Drak Mixer tech node set. So empty tech tree by default, unless you have a certain Kraka Drak mod enabled.
-Created a new version of the MCT-related script "oldworld_handle_vanilla_factions.lua". Maybe this will make things work better in multiplayer? I can't see why the last one was causing problems....
-Removed unlocked techs at game start from Clan Carrion
-Added the normal unlocked tech at game start for the new dwarf/greenskin/cathay/dark elf factions
-I've change to a better process for this update, so it's possible there are some bugs.

Ενημέρωση: 16 Ιαν 2024 στις 19:46
από ChaosRobie

Version 2.14
-Carroburg can now return settlements to elector counts
-Fixed bug in elector counts script that was letting AI elector counts influence loyalty by returning settlements. This is probably still a problem in Mixer (like, when used to play IE or IEE) and a smaller problem in vanilla (AI Gelt returning settlements when you're playing as Karl).

Ενημέρωση: 16 Ιαν 2024 στις 12:36
από ChaosRobie

Version 2.13
-Added the vanilla Nagashizzar special building to Nagashizzar
-Fixed elector count troops and ancillaries which was broken last update

Ενημέρωση: 14 Ιαν 2024 στις 20:39
από ChaosRobie

Version 2.12 (likely ruins saved games)
-Adjusted Empire ministers (elector counts) so they are all unique from vanilla. You won't notice any difference. But it's still a big change, so keep an eye out for any bugs.
-That has likely ruined your save game, so check the mod description for a link to the previous 2.11b version.
-Fixed some campaign group keys that were unintentionally overlapping with Immortal Empires Expanded. This might mean slightly better compatibility if you run the two mods at the same time. But we still aren't at 100% compatibility, so it's still not recommended.
-Adjusted the oldworld_wh3_campaign_ai script so it doesn't do bad things late into the game