Total War: WARHAMMER III

Total War: WARHAMMER III

Cataph's Kraka Drak: the Norse Dwarfs
Showing 51-59 of 59 entries
< 1  2  3  4  5  >
Update: 22 Nov, 2022 @ 6:21am

Update: 8 Nov, 2022 @ 3:27am

updated frontend compatibility message

Update: 2 Nov, 2022 @ 7:58am

- Fixed Run-Engineer worky mistakenly being available to normie dwarfs.

Update: 26 Oct, 2022 @ 3:11pm

Update: 26 Oct, 2022 @ 3:04pm

revert frontend thingy because it does something weird to the mixer frontend thingy

Update: 26 Oct, 2022 @ 2:59pm

- added frontend warning thingy

Update: 23 Oct, 2022 @ 11:10am

- Removed some old Troll Melter lines that were screwing with Trollsearer texts.
- Removed reclamation marker from Tower of Khrakk.
- Fixed Ungruvalk landmark in Tower of Khrakk. Hopefully this doesn’t screw existing tunnels in Sjoktraken.
- Thane unique skills are correctly locked until level 12.

Update: 22 Oct, 2022 @ 12:14pm

- Fixed level of unlock for Cromson's ancillaries.
- Frontend: added the remaining unit types Crommy actually starts with.

Update: 22 Oct, 2022 @ 6:55am

FOLLOWING NOTES ARE INCREMENTAL TO FIRST BATTLE RELEASE, THAT CONTAINS THE FIRST UPDATE FOR WH3. Read those here.[www.patreon.com]

- MP caps: Frostdrakes are no longer considered Miners and can now drive their own car.
- All dorf units updated with the +10% spell resistance as per 2.1 patch. Wardbearers got +10% phys res instead.
- Huskarls buffed after 2.1 Hammerers.
- Tweaked some wording and scopes for some campaign effects.
- Tech tree visually reworked so that it finally looks like the Rune of Sanctuary it was supposed to represent.
- Tweaked some tech effects.
- Norscan refugee camps can be built from tier 1.
- Ungruvalk Tunnel landmarks can be built from tier 2 and fully replace the garrison chain.
- New building, Run-Engineer Workshop. Replaces the entire Engineer chain. You get less research, deal with it.
- Listed regions available for reclamation and norscan refugee camps ex novo. If you see reclamation buildings in a frozen non-chaotic region, that’s wrong.
- New landmark for Winter Pyre aka Kraka Dorden to replace the special reclamation there (since it’s frozen, not chaotic).
- Icon for Ward buildings has the correct green hue for infrastructure.
- Tweaked costs for buildings.
- Redone customized garrisons, the database is a bit less malleable than it was in WH2 so I had to compromise a bit and will have to stay aware of CA changes. Unique KD units are less likely to cooperate with mods that add or change dorf garrisons.
- Scripts for frontend and campaign thanks to Mixu, OVN and DrunkFlamingo.
- New compatibility for TTC.
- RORs are now scripted in the pool rather than recruited from landmarks. Except for Orgi and his boys.
- Added three new skills for Kraka Drak Thanes to replace the vanilla ones.
- Wardlords now start with Rune of Speed.
- Various tweaks to innates and some other skills. Red line skills adapted to current dorf skills, Axe Lord and Pride of Dragon Keep reworked to avoid double-buffs on Longbeards.
- And finally (?), remember the Rune Drakken? Hello? New unit made with Wolfremio? Cromson gets it as a mount. TBD more characters.
RECRUITMENT CHANGES compared to WH2:
- Wardbearers and Stormbeards moved to t3 smithy.
- Huskarls are t4 in barracks, smithies and Kraka Drak landmark.
- Frostdrakes and Trollsearers moved to the new t3 engineer workshop.
INTERNAL
- Renamed some tech keys for clarity and searchability.
- Kraka Drak shield set uses wsmodels instead of rigids again after CA fixed the horrid pop up.
- Made porthole bins. Thanks to Marthenil for the selfie tool update.
- Added new scaling agent skills to Wardlords and Cromson.
- Updated some skills to the new version.
- Removed some careless unit set junctions.

KNOWN ISSUES/TO-DO
- Recruitment of KD units as allies is untested.
- Some 2d portholes need to be redone.
- Some rune icons will be redone.
- Victory conditions.
- Will continue internally renaming effects for clarity. Submodders, you’re warned.