Total War: WARHAMMER III

Total War: WARHAMMER III

The Old World Campaign [UPDATING]
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Aggiornamento: 20 gen 2024, 15:16

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"

Aggiornamento: 20 gen 2024, 13:58

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

Aggiornamento: 20 gen 2024, 13:06

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.

Aggiornamento: 16 gen 2024, 19:46

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).

Aggiornamento: 16 gen 2024, 12:36

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

Aggiornamento: 14 gen 2024, 20:39

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

Aggiornamento: 10 gen 2024, 7:27

Version 2.11b
-Fixed coordinates for Oxyotl's first mission

Aggiornamento: 10 gen 2024, 7:13

Version 2.11a
-Fixed missing rebel units, which didn't allow the new factions to rebel/reemerge
-Fixed TEB's rebel units too, they needed to be in cdir_military_generator_unit_qualities, oops

Aggiornamento: 9 gen 2024, 4:41

Version 2.10
-Tweaked battle catchment map, south world edge mountains should now be drier and orcier

Aggiornamento: 5 gen 2024, 7:20

Version 2.9
-Changed the River of Echoes "sea lane" UI, 2d art by Partypus
-Adjusted the sea lane off the coast of Estalia so it goes to Sour Sea
-Added a few more sea lanes, one to get from Araby to the Sour Sea, one to get from Sour Sea to River Ruin, and then one to bypass Galleon's Graveyard