Total War: WARHAMMER III

Total War: WARHAMMER III

SFO: Grimhammer III
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Update: 7 Nov, 2024 @ 5:02am

- Update for vanilla hotfix.

Update: 7 Nov, 2024 @ 1:21am

- Small bug fixes.

Update: 6 Nov, 2024 @ 5:52am

SFO III ver. 1.32

GENERAL

- 5.3 update implementation.
- Various bug fixes.
- Various changes to Army Caps, especially Chaos factions allowing for more elite armies late game.

VAMPIRE COUNTS

- Grave Guard (Halberds), SFO unit; changed to Barrow Guardians, using maces, high knockcback, aoe and Bonecrusher SFO contact effect with Empire units models parts.
- 2 units of Grave Guard (Halberds) added to all major settlements garrisons.
- Vargulf and Terrorgeist, units; +10 leadership.

OGRE KINGDOMS

- Contracts base gold reward doubled.
- Gnoblars, unit; +5 anti-large.
- Mass of all cavalry units increased by +500.
- Ogre Bulls (Dual Weapons), unit; 10 anti-infantry changed to 20 anti-large.

DARK ELVES

- Small buffs to slave buildings effects.
- Destroyer, item; magical attacks added.
- Executioners, unit; +4 speed and +5 normal damage.
- Hellebronai, SFO unit; +4 speed and charge defense against large change to charge defense against all.
- Creeping Dread, SFO unit; magical range attacks added.
- Scourgerunner Chariots, unit; +10% missile damage.

HIGH ELVES

- Maiden Guard (Sisters of Avelorn), SFO unit; +15 armour and +5 melee defence.
- Omen of Hope, passive ability; +20% spell resistance added.
- High Elven Rangers, unit; immunity to flanking added, 5 normal damage changed to 5 armour-piercing, +20% missile resistance.

WOOD ELVES

- First technology no longer provides control +1 but instead -10% upkeep reduction for all units on own territory.
- Small increases to all unit caps sources.
- Defending Oak of Ages quest battle grants army and heroes capacity.
- Small buffs to Durthu unique skills.

SKAVEN

- Anointed Plague Monks, SFO unit; unique ability no longer buff armour, physical resistance buff doubled.

EMPIRE

- Amethyst unit capacity scaling cost changed to 10% from 25%.
- Outriders, units; +5 speed, -3 armour-piercing missile damange, +5 range.
- Ironsides, units; -1 armour-piercing missle damage.

KISLEV

- Strelsi RoR, unit; Skald SFO ability added.

VAMPIRE COAST

- Sartosa Carronade (Grapeshot), SFO unit; projectiles colission inscreased.
- Zombie Pirate Gunnery Mob (Bombers), unit; +3 ammo.
- Deck Droppers (Bombers), units; +6 ammo.

SLAANESH

- Nkari and Keeper of Secrets, characters and units; +5 armour.

LIZARDMEN

- Nakai not having tunneling and channeling stances bug fixed.
- Horned Ones, unit; +10 melee defence and +10 normal damage.
- Sacred Kroxigors, unit; +25 normal damage and +5 melee defence.
- Predatory Fighter, passive ability; -1% vigour loss reduciton per second added.

GRAND CATHAY

- Jade Lancers, unit; +5 melee defence and +5 anti-large.

NORSCA

- Razing income increased by +25%.
- Chaos Frost Dragon, unit; +1000 health and mass.
- Skinwolves, units; vanguard deployment and flanking immunity added, stalk to RoR variant.
- Marauder Chariot, unit; vanguard deployment added.
- Rampage stance vigour loss reduction bonus changed to -75% from -50%.

TOMB KINGS

- Nehekhara Warriors, unit; +10 anti-infantry, -5 melee attack, 5 normal damage changed to 5 armour-piercing.

DWARFS

- Gyrobomber, unit; projectiles aoe increased to 4m, from 2m. -25 normal damage on projectiles.

Update: 3 Nov, 2024 @ 12:07pm

Update: 3 Nov, 2024 @ 6:20am

Update: 28 Sep, 2024 @ 3:32am

- Kislev garrison fix.

Update: 27 Sep, 2024 @ 5:41am

- Steam upload bug fixed.

Update: 27 Sep, 2024 @ 4:01am

Empire

- Pew, pew really fast.

Warriors of Chaos

- Dragon Ogres, unit; -10% health.

Dark Elves

- Moderate income buffs to economy buildings with some additional effects buffs.
- Settlements income will have higher starting value, same at the end.

High Elves

- Moderate income buffs to economy buildings.
- Settlements income will have higher starting value, same at the end.

Vampire Counts

- Small income buffs to economy buildings.
- Settlements income will have higher starting value, same at the end.

AI

- A much more defensive AI in the face of the threat.
- AI ​​will juggle properly between attacking at the right time or defending what must be defended.
- AI ​​will no longer make placements or suicidal attacks like in the past.
- AI ​​will want to recover recently lost colonies if it is close enough to its armies.
- AI ​​will defend/attack borders with enemies and enemies with the main threat.
- AI ​​will retreat to neutral territory to regenerate the life of its damaged troops
- AI ​​will prioritize defending a colony that is under siege.
- AI ​​will recruit even more elite units.
- AI ​​will have a greater dislike for factions that it does not like close to it (Greater importance for proximity).
- AI ​​will no longer be forced march in a suicidal manner.
- AI ​​will launch group attacks in stacks of armies.
- AI ​​will withdraw when it sees that it does not have the necessary forces (exception to defend a colony).

Update: 12 Sep, 2024 @ 3:13am

- Several fixes with new vanilla update.

Update: 8 Sep, 2024 @ 12:55am

- Small script fixes.