Total War: WARHAMMER III

Total War: WARHAMMER III

The Old World Campaign
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更新:2024年1月29日 @ 3時37分
更新者: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

更新:2024年1月24日 @ 0時42分
更新者:ChaosRobie

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

更新:2024年1月23日 @ 17時30分
更新者:ChaosRobie

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

更新:2024年1月21日 @ 22時14分
更新者: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

更新:2024年1月20日 @ 15時16分
更新者: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"

更新:2024年1月20日 @ 13時58分
更新者:ChaosRobie

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

更新:2024年1月20日 @ 13時06分
更新者: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.

更新:2024年1月16日 @ 19時46分
更新者: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).

更新:2024年1月16日 @ 12時36分
更新者:ChaosRobie

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

更新:2024年1月14日 @ 20時39分
更新者: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