Total War: WARHAMMER III

Total War: WARHAMMER III

"Realism" mod
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Update: 22 Dec, 2023 @ 8:08am

Update: 24 Nov, 2023 @ 4:54am

Update: 8 Sep, 2023 @ 3:24am

Update: 4 Sep, 2023 @ 7:43am

Update: 3 Sep, 2023 @ 7:12am

• The mod has been brought up to date.
• Single entities now have several levels of “wounds” debuff.
• Single entities that are constructs or warmachines now slowly lose hp while their hp are under 25% threshold.
• Single entities that are constructs or warmachines now have a chance of critical failure, which instantly kills them, when their hp are under 10% threshold.
• Morale penalties of “lord is no longer present on the battlefield” persuasion, have been increased around threefold.
• Most units from the more organised factions, that have had an officer, now have an additional one.
• All sources of corruption generate half as many corruption points.
• Corruption effects are more severe.
• As always there might be some changes that I have forgotten about.

Update: 27 May, 2023 @ 6:45am

A few minor issues have been fixed.

Update: 26 May, 2023 @ 3:21am

• The mod has been brought up to date.
• Units of Chosen, Chaos Knights, Aspiring champions, Skullcrushers and Doom Knights have fewer numbers, but each entity has more health and deals more damage.
• Units of Blood Knights and Depth guard also have fewer numbers, but each entity has more health and deals more damage.

Update: 9 May, 2023 @ 8:15am

• Several issues have been fixed.
• Cathayan lords and heroes temporarily use generic innate traits, as I discovered that sometimes trait effects were doubled, which caused serious issues with harmony. As soon as I figure out how to fix this issue, innate traits of these characters will once again be changed.

Update: 15 Apr, 2023 @ 6:37am

Several minor issues have been fixed.

Update: 13 Apr, 2023 @ 4:18pm

• Innate traits of generic lords and heroes have been changed. There are no longer situations when an individual physical characteristic, such as “strong” or “tough” traits, changes stats of an entire retinue.
• When an army consists only of cavalry, chariots, and flying units, it gets extra 25% movement range.
• Global recruitment has been disabled for all faction, with the exception of “Spirit of the Jungle.”
• Melee weapons now deal virtually no damage to buildings, so barricades should be more useful. Units that have “siege attacker” attribute are unaffected by this.
• Lords and heroes on chariots are considerably weaker but they also have significantly reduced upkeep cost.
• Sister of Avelorn have “martial mastery” ability instead of “martial prowess.”
• Silver bullets no longer have stalk but they’re unbreakable as they’re similar to Sigmar Sons.
• Character wound time has been increased to 8 turns.
• Order factions can vassalize each other. However, there are a few exceptions. Dwarves cannot vassalize High Elves and vice versa, also Dwarves and High Elves cannot be vassalized by any human faction. Additionally, Cathayan factions cannot vassalize each other, and Northern and Western Provinces cannot be vassalized at all. Lastly, Wood Elves and Lizardmen haven’t been changed, so they cannot be vassalized by other order factions, and they only have access to the same diplomatic options as in vanilla.
• Units with “dodge” no longer have physical resistance, instead they’ve been given additional melee defence and missile block chance.
• Blunderbusses deal slightly less armour-piercing damage.
• Melee weapons now deal virtually no damage to buildings, so barricades should be more useful. Units that have “siege attacker” attribute are unaffected by this.
• Lords and heroes on chariots are considerably weaker but they also have significantly reduced upkeep cost.
• Sister of Avelorn have “martial mastery” ability instead of “martial prowess.”
• Silver bullets no longer have stalk but they’re unbreakable as they’re similar to Sigmar Sons.
• Vampire Coast’s lords and heroes have a retinue when they ride prometheans.
• “Frenzy” passive ability decreases melee defence.
• “Rowdy” passive ability has completely different effects.
• “Martial mastery” and “martial prowess” abilities now give a percentage-based bonus to melee attack and melee defence, and they also provide accuracy.
• Marauder Champions and Marauder Horsemasters have fewer armour points.
• Unit spacings have been adjusted for Bretonnia, Dark Elves, Dwarves, the Empire, Grand Cathay, High Elves, Kislev, Vampire Counts and Wood Elves. Frontline units now fight in tighter formations while skirmishers have sparser spacing.
• Ranged state troops wearing sallets have raised visors.
• Kossars look differently.
• Marauders are no longer half-naked, but Marauder Berserkers, marauders of Khorne and marauders of Slaanesh haven’t been changed.
• All Streltsi models wear helmets.
• There might be some changes and fixes that I have forgotten about.