Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem






I also fixed the Exalted Blue Flames, which were sending 5x the amount of shots due to some hard coded animation shenanigans. Both Pink and Blue flames are now equally strong (pink tends to work better against light units, blue better against armored).
I have unfortunately discovered that misfires are no longer triggering, meaning all artillery is now a lot strong than they should be - am currently investigating a solution to this.
Misfires do exist for artillery (as per old ctt mod) but not for flamers. From testing I need to reduce the effectiveness of the blue flames rather than Buffy the pink flames - will look into it when I have a chance.
@cream the rabbit: This should work fine with campaign only mods - this only updates the unit profiles.
@devil-t: unfortunately the abjlity mechanism that Cataph uses (random damage chance iirc) was removed in Warhammer 3. So I made it use bonus large/bonus small to represent killing blow instead.
I respect your passion to fulfil this fantastic project.
btw I wanna ask you a question, what do you think about adding black knight "killing blow" like cataph did? I really loved that feature.
since range on pink fire is listed as N/A and blue fire as 12" would that mean that pink fire should have larger range or the opposite?
So from what i read, blue fire is more of a scatter, hit mutiple opponents anti infantry weapon
and pink fire should be more consistent stream focus on a single target. more precise?
unfortunetly as is, in game blue fire just excels at everything it does a lot of consistent damage over a large area, there is really nothing pink fire does atm that makes it worth using over blue fire.
i think they would benefit from some more extreme differentiating.
* The character barrier buff appears as a 10% buff in campaign for me... I haven't touched this so am unsure why it would be different?
* About savage orcs, I'm confused: Ward save is basically Physical Save + Magic Save. Do you feel them having magic resistance is wrong here?
* I need to have another look at Blue Fire / Pink Fire at some point. Blue Fire is basically a 'Grapeshot' round, which makes the Exalted Flamer a pseudo cannon. Pink Fire is a regular template weapon. Theoretically Pink Fire should be better against unarmored chaff, and Blue Fire against armored enemies. I will investigate.
https://8th.whfb.app/special-rules/exalted-fire-of-tzeentch
* Barriers are now merged into this mod. Trying to figure out how to override all the campaign mechanics does not seem worth it.
* I have reduced the effectiveness of bullet weapons, which were shredding due to high penetration. I have also reduced the lethality of outriders, which were doing double damage due to hard-coded animation shenanagans
* 'Move Or Fire' rule is now correctly configured for skimish / cavalry units (i.e. outriders).
* Fixed the Marks tooltip text
* Fixed 'Water Wise' water trigger
So now abilities in campaign (like the hunger) should map to the CTT ability, and should most of the time not be enabled by default.
As ever, LMK if I missed any.
(There does seem to be a small bug that the tooltips don't work for character abilities).
* Updated flying unit spacing (i.e. Sky Lanterns)
* Mournguls are now monsters again, but cheaper
* Shielded units with halberds now have shield stats again
There's definitely a few instances I've found where what used to be easy starting battles are now a lot more difficult (i.e. in the tutorial) but right now my focus is on battle stats over campaign.
This should fix all the units that didn't want to fire before (i.e. Iron Daemon, Casket of Souls). I also changed Hobgoblin archers to fire regular arrows instead of flaming ones (no stat changes).
If easier, maybe just change the effect to something like +15% healing cap
Additionally:
* In TT, Lances are just better than swords in that they give a charge bonus - albeit at a minor cost increase.
* Added Blessed Spawn abilities for all Lizardmen blessed units
* I've converted Mournguls into a Monstrous Infantry unit (as per vanilla) which seems to be a better balance for them (without deviating too far from TT rules)
* Hellcannons are weird, in that they're supposed to be (in TT) a monster with handlers, but in TW they're regular artillery. Have revamped rules for them to reflect this.
* Fixed a bug where dismounted artillery crew would CTD when rejoining artillery