Total War: WARHAMMER III

Total War: WARHAMMER III

The Old World Campaign [Updated]
Showing 151-160 of 211 entries
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Update: 21 Jan, 2024 @ 10:14pm

Version 2.16
-Updated to include new custom Mixer factions
-Fixed bugs with wef rituals and Oasis of a Thousand Camels and the Oak of Prophecy
-Fixed bugs with Ostankya's rituals and Oasis of a Thousand Camels and the Oak of Prophecy

Update: 20 Jan, 2024 @ 3:16pm

Version 2.15c
-Fixed missing ship stuff for the four vanilla vampire coast faction leaders
-Renamed "Couronne" to "Castle Couronne" and "Salt Plain" to "The Salt Plain"

Update: 20 Jan, 2024 @ 1:58pm

Version 2.15b
-Actually Kraka Ravn gets its own tech tree because it wouldn't work as I had it.

Update: 20 Jan, 2024 @ 1:06pm

Version 2.15a
-Kraka Ravnsvake now has the Kraka Drak Mixer tech node set. So empty tech tree by default, unless you have a certain Kraka Drak mod enabled.
-Created a new version of the MCT-related script "oldworld_handle_vanilla_factions.lua". Maybe this will make things work better in multiplayer? I can't see why the last one was causing problems....
-Removed unlocked techs at game start from Clan Carrion
-Added the normal unlocked tech at game start for the new dwarf/greenskin/cathay/dark elf factions
-I've change to a better process for this update, so it's possible there are some bugs.

Update: 16 Jan, 2024 @ 7:46pm

Version 2.14
-Carroburg can now return settlements to elector counts
-Fixed bug in elector counts script that was letting AI elector counts influence loyalty by returning settlements. This is probably still a problem in Mixer (like, when used to play IE or IEE) and a smaller problem in vanilla (AI Gelt returning settlements when you're playing as Karl).

Update: 16 Jan, 2024 @ 12:36pm

Version 2.13
-Added the vanilla Nagashizzar special building to Nagashizzar
-Fixed elector count troops and ancillaries which was broken last update

Update: 14 Jan, 2024 @ 8:39pm

Version 2.12 (likely ruins saved games)
-Adjusted Empire ministers (elector counts) so they are all unique from vanilla. You won't notice any difference. But it's still a big change, so keep an eye out for any bugs.
-That has likely ruined your save game, so check the mod description for a link to the previous 2.11b version.
-Fixed some campaign group keys that were unintentionally overlapping with Immortal Empires Expanded. This might mean slightly better compatibility if you run the two mods at the same time. But we still aren't at 100% compatibility, so it's still not recommended.
-Adjusted the oldworld_wh3_campaign_ai script so it doesn't do bad things late into the game

Update: 10 Jan, 2024 @ 7:27am

Version 2.11b
-Fixed coordinates for Oxyotl's first mission

Update: 10 Jan, 2024 @ 7:13am

Version 2.11a
-Fixed missing rebel units, which didn't allow the new factions to rebel/reemerge
-Fixed TEB's rebel units too, they needed to be in cdir_military_generator_unit_qualities, oops

Update: 9 Jan, 2024 @ 4:41am

Version 2.10
-Tweaked battle catchment map, south world edge mountains should now be drier and orcier