Total War: WARHAMMER III

Total War: WARHAMMER III

The Old World Campaign [Updated]
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Update: 31 Dec, 2023 @ 9:18pm

Version 2.0 (broke saved games)

  • added 102 new settlements in the south badlands and southlands
  • added a bunch of new factions in the south badlands and southlands
  • all the new faction's flags are by Partypus
  • lahmian sisterhood faction leader changed to Naaima (Khaled Al-Muntasir is now leading the cult of mordig down in Araby)
  • khatep moved slightly south to "tomb of kali'amon" where he fights Rusty Daggaz
  • khalida placed near the straits of nagash
  • luthor harkon placed in the mortis delta
  • count noctilus placed somewhere appropriate
  • Eltharion placed in "western badlands"
  • nkari moved down to Araby where they are fighting Thegan's Errantry
  • kugath moved to "blightriver falls" in the southern badlands, fights the stitched skulls tribe
  • sigvald shifted somewhere simmering, spectral, sapphire, and soggy
  • swapped kholek and vilitch's positions
  • tweaked the exact positioning of the WoC factions
  • moved beastmen blooded-axe tribe down to marshes of madness
  • Grom moved north to the pale sisters, still fights Clan Morbidus
  • Skrolk moved to Massif Orcal where he fights Skullsmashers
  • Clan Spittel fills the vacant Putrid Stump
  • Loose Tooth ogres added to Belyervota, nerfing Baersonlings
  • moved Nakai to the marshes of madness and put Kroq-gar in Konquata by default
  • added wyrmkins as oxyotl's starting fight
  • swapped settlements/regions "kin slayer haven" and "wyrmkin lair"
  • existing settlement "giant stomping grounds" is now part of "north badland hills"
  • existing settlement "Gronti Mingol" and "Soqotra" moved to new province "Zandri Road". Their old province "Badlands Coast" is used somewhere else in the south.
  • existing settlement "Soqotra" moved a bit farther south
  • Regions "Pillar of Bones", "Serpent's Fang", and "The Beast Stone" have their province changed to "the cauldron". Their old province "eastern badlands" is used somewhere else in the south.
  • added swamp and hill settlement climates because lack of variety was annoying me
  • tweaked climates in existing parts of the map (elftown now temprate island, for instance)
  • added an additional 22 settlements around the map
  • new skaven region in talabecland for clan skaul and skavenblight gets a third minor settlement
  • albion tweaked with two new settlements, province set-up adjusted
  • bretonnia got three new settlements and yremy moved into mousillon which is now a three region province
  • new wood elf forest in bretonnia, "forest of arden". also I made the "oasis of a thousand and one camels" in araby one too.
  • split-off the existing empire forts into their own provinces
  • a few new "pass" regions, like "dok-a-dum" for "black fire pass" and vanilla "fort soll" returns for "winterteeth pass"
  • part of that pass update was tweaking parravon and the grey mountains. "karak azgaraz" and "blood keep" shifted up and then new region "eomain tarn" added at the bottom
  • the area around troll country overhauled, three new settlements and another province
  • magritta got another region, and the province setup was tweaked
  • in norsca, moved "hall of snaegr" inland, and also renamed "river voltag volley" to something else since it was just entirely wrong
  • norse dwarf area overhauled with two new settlements, kraka dorden, kraka drak, and kraka ravnsvake each on their own
  • swapped settra's settlement and the "monolith of hrothrax", like swapped their physical locations. more accurate and makes things nicer
  • misc settlements: wissenheim in the border princes, und uzgar in death pass, ar anrak north of karak ungor
  • another pass at victory conditions
  • new ursfjordling faction, for better compatibility with the rotblood mod, eventually
  • set all corruption to be non-visual, trees will still change (and props, when I get around to that) but the textures on the grounds are gone. There is a 256 province limit for those ground textures to work without issue, and we are past that.
  • fixed some lighting issue that was causing crashes in sylvania
  • Several slots are now unused because of the above settlement/province setup tweaks. The slots were left in the db under a table called "zzz_cr_oldworld_obsolete_slots_stop_using_these".
  • And probably even more changes that I didn't write down.

Update: 7 Dec, 2023 @ 7:10pm

Version 1.17
-fixed endgames

Update: 5 Dec, 2023 @ 4:50pm

Version 1.16b
-removed mountain props from above hell pit, how did those get there?? failed experiment is how

Update: 5 Dec, 2023 @ 3:42pm

Version 1.16a
-added missing ancillary (maybe a few) to cathay caravan script
-fixed oxyotl starting mission coordinates

Update: 3 Dec, 2023 @ 3:33pm

Version 1.15
-Replaced Rametep Dynasty's flag with a new one by Partypus
-Fixed Sarthoreal's agent subtype, won't affect on-going campaigns
-Removed the temporary Mixer fix, you should be using the latest version of Mixer now

Update: 2 Dec, 2023 @ 9:38pm

Version 1.14
-fixed k8p ui always being visible
-fixed vanilla bug with Skarsnik's settlement building at Karak Eight Peaks (Karag Lhune for the Old World Campaign)

Update: 1 Dec, 2023 @ 7:11pm

Version 1.13d
-Fixed small thing with the caravan script that was causing a script break

Update: 1 Dec, 2023 @ 5:56pm

Version 1.13c
-Added some new nodes to the chaos dwarf caravan network (You can now get all the vanilla ancillaries)

Update: 1 Dec, 2023 @ 3:14pm

Version 1.13b
-Tweaked karak eight peaks script to take into account in-progress games

Update: 1 Dec, 2023 @ 2:16pm

Version 1.13a
-Redid Karak Eight Peaks stuff for Queek/Belegar/Skarsnik. Their buffs/debuffs are now slowly added/removed as you capture more of the peaks.
-Also, things are a little harder for Belegar, with the -5 to control immediately. But since he's starts so close compared to vanilla IE, I think he was due a nerf anyway.
-Fixed wef post-ritual of rebith incidents not giving reduced cooldown on worldroots use, or something like that