Total War: WARHAMMER III

Total War: WARHAMMER III

(Decky) Tech-Tree Compilation SFO Submod [SFO 1.36 Update]
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Update: 26 Apr @ 1:35am

Update:
- Update mod's title for SFO 1.36 (mod before update was working almost fine, except having a minor errors)
- Kisled: Boris got his rightful technologies back
- Wood Elves: King Orion got part of his rightful Decky's technologies back

Update: 31 Jan @ 8:43am

Update:
- Throughout Heaven and Earth, Norsca are now back to the main mod and now not requiring a submod (of submod)
- Fixed crashes due SFO/Decky/WH3 Main Patches updates
- Adjusted Vampire Counts technologies position due to changes in SFO

- Creative Assembly themselves fixed issue with technology groups possible overlapping over tabs, but I will write as a patch note.

Update: 2 Aug, 2024 @ 6:36am

Update:
- Removed Norsca technologies adjustments due to Decky removing them from his mod
- Update mod description

Update: 19 Jun, 2024 @ 6:04am

Update:
- Readjust Boris SFO technologies position due to Decky adding additional technologies
- Edited mod description (about how some factions technologies were adjusted/fixed)
- Changed mod link in description
- Updated screenshots of the mod

Update: 18 Jun, 2024 @ 8:38am

Update:
Fixed technologies for SFO update. It was made on quick hand, so report if you notice some bugs. Touched only the Empire (and removed Dwarves technologies)

- Fixed Empire technologies (due to SFO removing part of their tech)
- Removed outdated dwarven SFO technologies
- Removed some nodes as RPFM was saying that they're not used

Update: 7 Nov, 2023 @ 7:18am

Update:
- Fix Tzeentch technologies (Kairos) due to update of Decky technology tree

Update: 2 Oct, 2023 @ 9:28pm

Update:
- Fixed Lord Skrolk Special Plague technologies overlapping with skaven tech due to recent updates of technologies for Skaven from Decky.

Update: 30 Sep, 2023 @ 7:33am

Update:
- Updated for new SFO version Kingdom & Wildlands
- Fixed Norsca technologies position conflict (SFO added new tech for them)
- Added Beastmen tech positions fix (due to Decky returning Beastmen technologies back)
- Moved positions of new 7 Empire technologies (SFO added them) for more compability
- Updated some technologies resource consumption for Bretonia (so they actually take Valor resource as intended by SFO)
- Fixed Lizardmen positions to fit with new tabs (from SFO)
- Moved Kairos new 9 technologies (from SFO) to prevent conflicts with Decky technologies
- Added fix to make for Bretonia abilities technologies from Decky for them to be actually working (giving effects)

Update: 25 Jul, 2023 @ 8:03am

Update:
- Fix crashes related to now non existent beastmen technologies, due to beastmen technologies being removed from Decky's Tech Tree mod compilation.

Update: 23 Jul, 2023 @ 3:20am

Update:
- Fix incorrect tech positions of all possible races, due to previous update for beastmen. (Silly bug from me just occured but it was fixed)

Now should all be playable and beastmen supported (for their technologies)