Total War: WARHAMMER III

Total War: WARHAMMER III

Vampire Coast Expansion: Pirate Life
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Update: 25 Jun, 2024 @ 1:18pm

updated

Update: 24 Jun, 2024 @ 3:30pm

removed ~90% of the effects that followed "for x specific units at sea" template and some of the effects that only affected navies
this is because navies are an old game object and a lot of the new effects in the game dont recognize it
added lesser/different effects for each removed effect, applies to land armies aswell
these effects were everywhere, tech effects for noctilus, aranessa and luthor, skills, buildings
recheck everything


luthor harkon:
added a "special region ritual", works on the awakening region - loreful ritual
added steady recruitment through rituals for 11 units, including 5 queen bess variants
added 3 non unit rituals

aranessa:
*****************WIPPP - added fire left,right and backwards slots for slayer pirates, it might look stupid, but thats because dwarfs look stupid in general
added rituals


cylostra:
removed ship mount
dw she has a unique ship with a skeleton pianist and uhhhhh theater spotlight in custom game
she will get it soon



added unit cards and ui icons <<<<<< this thing costs money, if you know an art guy let me know
added new sound events
more polishes

Update: 20 Jun, 2024 @ 11:47am

it is now possible to add custom sound events, still experimental
added a custom sound event to luthor harkon's ritual "breakneck speed"

Update: 20 Jun, 2024 @ 8:29am

pirate prestige additions

Update: 19 Jun, 2024 @ 11:18am

added a hidden resource to coast factions called snakemeat
if its value is higher than 0, an army ability will be granted to all armies
if the army ability is used in MANUAL battle, the resource will go be substracted by 1
if as a result of the usage the resource went down to 0, an incident will pop up telling you you have none left
factions start with the resource being at 0

added a ritual to luthor harkon called terror of the seas, this ritual adds a charge of snakes
for now thats it

removed slayers with grenades because i couldnt trick my unit card guy to make a card for them (many such cases)


some other things i dont remember
oh yeah


spectral cannons:
new skeleton new animations and all of that
new riders - 6 cannons on each side, 1 carronade on each side
carronade has infinite ammo
nuked the water vfx vision range for performance reasons

Update: 17 Jun, 2024 @ 7:34am

*i want each UNIQUE character to have special rituals that are only available for that specific character
currently theres no ui system for "subtype based rituals", so i have to improvise
*i wrote a script that hides/reveals rituals based on subtype
right now, all of the personal rituals that exist are available to every UNIQUE coast character (not AI), but the script hides the ones that do not belong to him so you're supposed to see only the 4 rituals that are unique to that subtype
the hide/reveal function triggers as soon as you open the panel, you're not supposed to see the hidden rituals at all
*meaning:
each LL keeps his OWN rituals when he gets confederated
unique subtypes (e.g vangheist) with no specific rituals (because i didnt make them yet) will not see any ritual available

*additionaly noctilus teleport ritual TOOLTIP is now changed " teleports faction leader to the galleon graveyard"
if luthor confederates noctilus then luthor will be teleported if the ritual is used

****IMPORTANT: LET ME KNOW IF THIS WORKS AS PLANNED



removed the streltsi unit from sartosa
changes to luthor pirate king mechanic
bombard shipbuildings nerfed
meanie characters will no longer provide recruitment of their ship units (luthor, the other 3, lokhir, tech admirals)

polishes etc

Update: 16 Jun, 2024 @ 11:38am

"hotfix": reverted garrison lords for sartosa back to vampire lords
need to create a new subtype for non horde lord
will do that soon

luthor harkon: moved the lizardmen hunting info into the faction bundle
added new rituals and units to luthor's mechanic
ui icons need work

added an incident pop up whenever a sea bound lord is recruited - will happen for luthor's first ritual, and when recruitting vangheistt, hopefully this explains how to recruit them

added a unit for sartosa dual sword female pirates forgot how i named them
available through the pirate prestige mechanic
upgrades are not available currently will add some later
no its not reused animations
thanks to snek for creating 5 models!


polishes vfxes bugs etc

Update: 14 Jun, 2024 @ 8:00am

1.ship water vfx for noctilus/risen skink ship/salt of the deeps:
removed the dumbass small bubble that appeared near ship persistent waves
for performance reasons:
made the vfx more transparent
decreased size
greatly decreased the range in which it appears

2. salt of the deeps ship for luthor:
added 7 riders
feels overpowered, let me know what you think
added vfxes
polished the summon unit

fixed luthor's ships looking like shit when they are all in the battle together

3. sartosa:
a.no pirate prestige mission will now require recruiting the mercenary or whatever i called them unit (the streltsi one)
this unit will be removed due to being boring
if anyone got ideas for high tier sartosa units plesae let me know

b. opened a new ror pool for sartosa, the unit in there can be gained by the second part of the pirate prestige mechanic*


*the unit is called sea lighter, its a generic artillery unit
it has no uprades yet, you can just purchase it now
damage output is high, GRAVITY impact is 1500% stronger
added a script function to move ui parts in the second part of the pirate prestige
this should move the parts so that the cost value of the unit is 100% visible

Update: 12 Jun, 2024 @ 6:33am

is anyone even reading this shit
anyway

1.a
ship indepth animations rework:
all lizard ships removed
will no longer spawn to pool for luthor
defeating oxyotl will no longer unlock the ritual for more lizard ships
should no longer be able to recruit old versions
1.b
added new skeleton with new animations for lizard ships
added a lizard ship unit "risen skink ship"
will unlock after capturing the godless crater
IT WILL NOT APPEAR IN THE POOL BEFORE CAPTURING THE REGION
3 riders with different animations and one of them is cute

2.added magic attacks to the latest unit added fallen something idk


3.aranessa mechanic:
3.a. opened aranessa chain with 4 rituals, the rewards are pretty bland (BUT STRONG)
idk how supernatural she can be, if you have a loreful ability or effect for her let me know and i will add it
3.b. added 3 rituals for sartosa lower infantry
3.c. added 2 rituals for sartosa lower ogres

Update: 10 Jun, 2024 @ 10:09am

added a new unit to non sartosa ports
its supposed to be strong and its balanced with the cost and the hard caps
let me know if its too strong
yes it has unique animations

added the final ritual for sartosan cannons in the pirate prestige mechanic

reworked the dwarf generic lord for sartosa


polishes, addons etc




A WORD ABOUT SARTOSA GENERIC LORDS
i've given every sartosa generic lord the army skills of the culture he is related to
the dwarf one gets dwarf army skills
the ogre gets ogre army skills
TECHNICALLY, the units that are buffed in the skills are not in coast roster
but if you bribe the units and get them in your army, they will benefit from the skills
e.g a skill that buffs organ guns will apply on stolen organ guns