Total War: WARHAMMER III

Total War: WARHAMMER III

Mortals, Mercs and Management
Showing 61-70 of 105 entries
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Update: 3 Mar, 2023 @ 9:14am

Update: 27 Feb, 2023 @ 7:47am

Update: 25 Feb, 2023 @ 10:04am

The Beast Update for 2.4

- This will likely break saves.
- All beast units now use the old Beastmen populations for replenishment. So wolves, bears, trolls, bats, spiders, and beastmen all pull from the same pool. Let me know if we should add any more units to this list.
- Renamed Beastmen to Beasts.
- Added a bunch of flavor text for the different factions population classes, ie tomb kings have priests, guards and servants now.
- Rebalanced the population capacity to start at 80% instead of 50%. So you will have more room for your populations to grow now at the game start.
- A whole bunch of other little tweaks and bug fixes I have forgotten.

Update: 1 Feb, 2023 @ 4:24pm

- Updated the rebellion calculations to make rebellions less likely, but more punishing.
- Rebellions will now spawn with up to 16 units, instead of up to 10.
- Rebellions likely hood is reduced by ~20%. Was (100 to 1, now 100 to 20)
- Rebellions require more pops to have the same likelihood. From 3 to 5 for malcontents and from 3 to 2.5 for exterminations.
- Malcontent no longer have a -0.015 negative suppression, it's now 0.0 suppression, so no effect.

Update: 25 Jan, 2023 @ 10:14am

Update: 12 Dec, 2022 @ 8:00am

Update: 8 Dec, 2022 @ 2:36pm

Update: 22 Nov, 2022 @ 10:09am

Update 2.3

* Overhaul of Class_Special and Class_Dissident. Not they are shown under the new Malcontent's table.
* Added class growth to all factions, one for each of the major classes: civilians, warriors and nobles.

Update: 19 Oct, 2022 @ 1:04pm

-- Performance Improvements and Bug Fixes

Update: 1 Oct, 2022 @ 2:58pm

-Bug Fix for a bad upload.