Total War: WARHAMMER III

Total War: WARHAMMER III

Vampire Coast Expansion: Pirate Life
Showing 101-110 of 147 entries
< 1 ... 9  10  11  12  13 ... 15 >
Update: 8 Aug, 2024 @ 5:44am

Update: 29 Jul, 2024 @ 12:24pm

very burned out
will stick to fixes and making things less ambitious and less bloated


removed blunderbuss deadeye units from the game
removed special chains in drakenhoff, nagashizzar, pyramid of nagash and more places non coast related
fixed sartosa coves acting stupid
added unit based attrition records for sartosa
removed special cannons from generic lords
added new ritual to noctilus
added new coves to noctilus and names to all coves for noctilus
and more things i dont remember


added replacements to ghostship and deathship in custom game
will replace the campaign ones when i feel better
but go look at them in the meantime, made some cool cannon animations

Update: 25 Jul, 2024 @ 7:11am

fixed gunnery wight skills
script polishes

removed some units
added gunnery squad to ror pools
added new rituals to cylostra
removed the damned lord subtype for cylostra - boring

Update: 24 Jul, 2024 @ 8:07am

the 3 shipbuilding bombardment chains and the harpoon shipchain are now available only for seabound lords, i spent 3 hours trying to make it trigger only when the lord is at sea, dosent work
bombardment chains greatly buffed

added a ritual for noctilus to recruit a seabound lord, available on the galleon graveyard region

added 14 new innate traits for seabound lords

the "the maelstrom calls" personal ritual for noctilus is removed, added a new ritual to tattered sails that can target any owned force and bring it to the maelstrom
added more new rituals to noctilus tattered sails
added new ritual to noctilus' personal rituals

and more things

Update: 23 Jul, 2024 @ 6:40am

fixed a script crash and upated to whatever the current version is
added a new ritual to noctilus
added new province edicts for the awakening when controlled by luthor harkon

Update: 22 Jul, 2024 @ 9:18am

heart squeezers unit - removed
coast factions that are not noctilus will no longer recieve a boost of infamy at the start of the campaign
noctilus will gain 4500 infamy instead of 8500
luthor tech extra tech nodes REMOVED
added some of it to the trinket hunting mechanic
added sunken knights unit to luthor harkon, gained after capturing mortis delta
luthor harkon's dread abyssal ror unit FULLY removed, added a replacement ship with actual animations and riders
fixes mortars not firing

Update: 21 Jul, 2024 @ 8:41am

The lamprey:
Added a sinking animation to the lamprey
reduced health
still no card
added tooltips to some abilities


added meh icons to some features
added 4 NEW replacement edicts for the galleon graveyard WHEN PLAYING NOCTILUS
added text

Update: 21 Jul, 2024 @ 7:07am

i found an urgent bug and unfortunately i have to push an update with some undercooked changes
heres what i remember:

1. THE DROWNED
1.1 FEATURES
WARBANDS - REMOVED
extra tech nodes - removed
basic rituals - removed
added sea units recruit panel
added ritual ui feature, universal performance, CURRENTLY HAS ONLY 1 RITUAL AVAILABLE
1.1 CYLOSTRA AND THE LAMPREY
skill: -50% raise dead cost at sea >>> -100% raise dead cost at sea and moved to later on in her skill tree
*****focus needed*****
*cylostra now has a passive that adds the expandable attribute to all allied casters in her battle (also freezes vigour)
*cylostra now has an active summon, summoning the lamprey, a big ship
*the lamprey cant do much currently, i am still thinking if i should add missile attacks to it
*the lamprey has 2 passives:
a.adds Mastery of the elemental winds AND SILENCED to all expandable casters (based on everything said previously, it should work on all allied casters in battle)
b.adds mastery of the elemental winds and revealed and some other good stuff (not silenced) to a caster in a small area below the ship
add everything together and you get:
casters in cylostra's army cant do shit but they empower her cuz she is some mean diva bitch
yes, it has to be this complicated, CA dosent allow targetting units by their "record" or type, only through attributes and even that is limited
************************

2. edicts:
all generic edicts got nuked
added unique edicts to combinations between faction x province

3. added regional rituals to noctilus
first region is galleon graveyard
the ritual stops enemies from moving at the sea region



with this update the feature infrastructure is finished
now all thats left is the content





Update: 18 Jul, 2024 @ 11:30am

Compatibility:
vanilla beastmen and cult of sotek uis are no longer intercepted
created custom floating uis and scripts for both of them
this process is not easy and takes hours but i will try to detach everything from CA's files over time
the vanilla beastmen ui is very hard to deal with and rework, it was required to use heavy scripting in addition to custom twuis
basically let me know if you see anything sussy in the panel


filesize:
cleaned a lot of abandoned models and entries
it is possible some custom models will appear without colors or without meshes, if you see that write it down in the comments
not available in campaign progress:
added a shitload of ship animations and skeletons from most races
so thats where the extra 200mgb come from

changes to visuals, sounds, added custom sound events
small changes and polishes everywhere


noctilus:
added new rituals
removed 2 old rituals i forgot what they were
increased costs of all rituals
added interactions between marks of dread and rituals
added 2 units to the dreadfleet panel
and more

Update: 7 Jul, 2024 @ 11:39am

i hate beastmen ui so much














"unit caps" category in the dreadfleet panel is now called "lost souls"
now increases cap AND adds the unit to a ror pool
added new units to there, some are dummies ignore them
removed land halt movement ritual from noctilus
added a new ritual