Total War: WARHAMMER III

Total War: WARHAMMER III

Hecleas Grand Strategy
Näytetään 11–20 / 34
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Päivitys: 5.11. klo 12.46
tekijältä Hecleas

⚒️ Fixes & Balance

Fixed: Animation / skeleton / LOD bug for Marauder units — now properly displayed in battles.

Design Adjustment: Restored Lord & Hero immortality unlock to level 2 (was level 20).
I initially wanted to keep it at level 20 for the player challenge, but the AI doesn’t value its characters — it often sacrifices near-veteran lords or heroes without caution.
Since I’ve also removed all XP bonuses, cheats, and passive XP gains for both player and AI, this change ensures smarter AI survival and more competitive enemy forces on the campaign map.

➡️ Result: Battles feel fairer — AI leaders now live long enough to matter.

Päivitys: 4.11. klo 23.44
tekijältä Hecleas

🐎 Charge Impact Rework

Collision damage values adjusted — reduced armour penetration, maximum damage, and overall impact modifier.
Charges remain powerful, but less explosive and more controlled.
➡️ Result: fairer cavalry impacts and more realistic charge outcomes.

⚜️ Bretonnia – Peasant Economy Rework

Barracks now grant additional Peasant Capacity at every tier, reflecting the realm’s growing ability to arm and sustain its people:

Tier I: +1 Peasant Capacity
Tier II: +2 Peasant Capacity
Tier III: +3 Peasant Capacity
Tier IV: +4 Peasant Capacity

Each military upgrade strengthens the bond between the nobility and the commonfolk, allowing your armies to expand without draining the realm’s fields.
➡️ Result: smoother early growth, rewarding investment in infrastructure and offering a believable military progression for Bretonnia.

Päivitys: 3.11. klo 13.37
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⚙️ Combat Behaviour

Units now react instantly to collisions when breaking off from melee.
Previously, they briefly ignored contact, causing awkward sliding or delayed retreats.
Now, withdrawals and re-engagements feel smoother, sharper, and more realistic.

➡️ Result: Melee break-offs look natural and responsive — no more “ghost” movement after disengagement.

Päivitys: 1.11. klo 11.54
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🔥 Warriors of Chaos — Local Recruitment Added
Core Chaos units can now be recruited locally, not just through global mustering.
This change lets Chaos factions replenish and expand faster, making their campaigns more fluid and competitive.
They can now rival other factions on equal terms, keeping the pace of war without breaking immersion.
➡️ Result: The Warriors of Chaos finally fight as they should — relentless, adaptive, and ever-advancing.

Päivitys: 1.11. klo 1.30
tekijältä Hecleas

💀 Immortality Rebalance

Immortality has been restored to its vanilla value — Level 20.
No more early unkillable lords: characters must now earn their survival through true campaign progress.
Heroes and lords feel mortal again until they reach that milestone.

➡️ Result: progression regains weight — immortality becomes a reward, not a given.

Päivitys: 1.11. klo 0.00
tekijältä Hecleas

🧱 Rush Construction
Now available for all factions.
Build instantly by paying resources: 💰 Gold (all), 🩸 Slaves (Dark Elves), ☣️ Infections (Nurgle), ⚒️ Labour (Chaos Dwarfs).
Each skipped turn costs 1000 gold (ex: 4 turns = 4000).
➡️ Result: faster growth, but at a real economic price.

📈 Level Progression Rebalance

Experience requirements have been increased for all characters.
Leveling is now slower and more deliberate — heroes and lords must fight, win, and survive to truly grow.
Progression follows the rhythm of the campaign instead of racing ahead of it.

➡️ Result: steadier growth, meaningful milestones, and a stronger sense of achievement.

Päivitys: 31.10. klo 1.56
tekijältä Hecleas

Päivitys: 30.10. klo 1.07
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⚙️ Additional Adjustments
🌲 Ambush Rework

Ambush chances now adapt to terrain type.
Forests, mountains, and wastelands favor stealth and surprise, while open lands are safer for movement.

➡️ Result: Ambushes feel logical and immersive — the terrain truly matters again.

🏰 Recruitment Overhaul

Global recruitment returns — but with longer training times.
It remains a strategic tool, not a shortcut.
Players are encouraged to rely on local recruitment for faster, more tactical army management.

➡️ Result: Planning, positioning, and logistics regain their importance.

🧙 Portrait Bug Fix Attempt

An issue causing lord and hero portraits to disappear on the campaign map has been addressed.
The system has been cleaned up to reduce the risk of missing visuals during long campaigns.

➡️ Result: Smoother interface and fewer visual inconsistencies.

⚔️ “Defeated” Traits Return

Defeated traits make their comeback.
Their effects have been completely rebalanced to fit the new, softer stat values introduced in this update.

➡️ Result: The system regains its flavor and impact — without breaking balance.

⚔️ Power Creep Rebalance

Over time, countless bonuses and effects had pushed heroes and armies far beyond their limits.
Attack, defense, speed, magic — everything kept growing until battles lost their tension and campaigns lost their pace.
This update brings everything back under control.
Power feels earned again.
Combat, abilities, and progression are now balanced around strategy, not stacking.

➡️ Result: A campaign that breathes, where every decision matters and victory feels deserved.

⚡ Combat & Campaign Flow

Stats, cooldowns, resistances, and movement bonuses have all been reworked for consistency.
Heroes remain powerful, but not unstoppable.
Magic is still dangerous, but no longer limitless.
Armies move with intent, not teleportation.
Each fight lasts longer, each march carries weight, and every ability must be timed with purpose.

➡️ Result: More tension, more strategy, and the return of true battlefield drama.


🧠 Progression & Balance

Experience, morale, and growth have been tuned to restore a natural rhythm.
Progression now matches the pace of your campaign instead of racing ahead.
Your empire expands, your leaders rise, and your strength builds over time — without ever breaking balance.

➡️ Result: A fair, grounded, and rewarding campaign where strength grows with your story — not against it.

Päivitys: 28.10. klo 2.04
tekijältä Hecleas

Bug fix where some MCT modules were not working

Päivitys: 27.10. klo 0.13
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⚔️ New Mechanic — AI Tactical Planner Overhaul

A brand-new system added to the mod, fully reworking how the AI plans and reacts in battle.
The Script AI Planner now behaves more like a human commander:
Dynamically reacts to enemy movement and morale.
Re-evaluates tactical orders every few seconds.
Smarter patrols, formations, and reinforcements.
Cohesive defenses and faster pursuit decisions.

➡️ Result: a new layer of battlefield intelligence — faster, sharper, and far more believable.