Total War: WARHAMMER III

Total War: WARHAMMER III

Vampire Coast Expansion: Pirate Life
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Update: 24 May @ 12:47pm

balance changes

Update: 22 May @ 12:57pm

updates to all 4 tech lords
still not finished with them











names were made with grok

Update: 17 May @ 12:16pm

added an elegant solution to having a million rosters - red skill line will now be used for B&D effects
this might cause crashes since its replacing skills, if it does, let me know and ill reupload the old version somewhere else
i am still balancing the effects there
added support for upgrade upkeep effects for lords (previously it was just for factions) and added some of those effects to red line
default value of upgrade upkeep percentage increased by 70

*** script got a bit messy, calculations seem alright but needs testing extreme cases***
added support for 0 upkeep percentage
added support for 0 incremental upgrades increase






"unlocking all upgrades for X unit" effect, mentioned in last update was added to 2 places:
1. deadeye squad, available at harkon's tech tree in the self development node
2. depth guard, for noctilus' passive ------ REMOVED the free upgrades from his faction
recap: this effect unlocks all of the upgrades for a specific unit - it is given to a lord, and only that lord has this option
bypasses tech upgrades and bundle upgrades aswell
another reason why exchanging units is disabled




depth dragger model changed, reworked vfxes again
i gave him the flying attribute at the last moment so i didnt get a chance to work on his flying vfxes
yes, pirates shouldnt be flying
but its still more thematic than a french opera singer or whatever




fixed luthor's animation acting a fool in campaign when mounted
fixed luthor having the super breath ability on default (requires defeating elspeth)

polishes, changes

Update: 14 May @ 3:14am

**PARTS ARE FOR ME, DONT HAVE TO READ THEM**


**
global script changes:
unit upgrades functions:
added support for complete override of unit upgrades conditions, using saved value effect, allows a lord to unlock all upgrades for x unit just for his army
**


polishes
starting rework for depth dragger, model changed, requires more work
added a unit to el matador

Update: 11 May @ 10:48am

1. lesaro
1.1. tides of death:
unit removed: the mortar wargalley
unit added: Batería del Abismo, available to use after recruiting lesaro
1.2. changes:
shipbuilding finished
shipbuilding recruitment changes:
units removed: light bringers, the rocket ones and more i forgot - units completely removed
units added:
Batería del Abismo - huge artillery piece, very strong
Furia del Abismo - new ship, max tier, a summon from the cannon chain
Royal Crew - like the ones el matador has, except lesaro can buff them
Cursed Grenadiers - meh
Cadenas Malditas - probably one of the strongest melee units in the game, requires balancing
some units have no unique unit card, they take time

***************reposting explanation about unit recruitment with tides of death/shipbuildings:
if the cap is a negative, it means its infinite and the cap dosent increase with purchase
if there is a cap, it does increase
both ways, it should spawn that unit to your tides of death unit recruitment panel
some units are recruitable for a very specific lord are still on the panel, these are "lord specific" units. units like that are meant to be used only on one lord but i wanted to give a limited option for other lords to recruit them
example:
el matador can recruit cursed units freely from his shipubilding
he does not allow others to recruit from his shipbuilding, and he cant exchange units
because i dont like a final NO on other lords having that unit, i allowed it to appear on the panel, the prices increases every time you recruit it
some units are 100% recruitable in normal ways and still appear on the panel, its good for the purpose of fast spawning
some untis are not recruitable in normal ways and appear on the panel, so basically, they are special***********


for now, only the Batería del Abismo is available in tides of death
unfortunately you need a new campaign to get it in merc recruit pool

Update: 9 May @ 5:46am

**parts are for me, dont have to read them**

CONFEDERATION:
confederating a vampire coast faction no longer absorbs all characters from that faction
it kills all characters that are not the faction leader and are not unique
upon confederation of a vampire coast LL the player will spawn all of the characters that are unique to the confederated faction:
confederating noctilus will spawn all 4 dreadfleet lords (WIP), confederating luthor will spawn all 4 tech lords(WIP), confederating cylostra will spawn her legendary hero


SHIPS:
ships will no longer be pushed and act a fool when being melee attacked
ship sizes (not visual, but actual hitboxes) have been reworked, hopefully its more realistic now
**
the ship units are in the war beast category because i wanted to add special casting animations to them and it cant be done with war machines
war beasts are "supposed" to attack the enemy in melee and more importantly, face the enemy when being attacked by it
since i cant give ships an attack animation (how? its a fucking ship), i didnt put in an attack animation and the ship kept trying to face the enemy and do nothing about
to fix this, i added a super dummy attack animation on the front of the ship, and set the ships attack interval to 999 seconds
this solves the issue it seems
again, wont convert it to war machine because its not a warmachine
it can have animations, special ones (like the skink ship)
just not generic attack animations
**

polishes, changes to effects all around

lesaro:
luthor's tech lord changed - added custom model, animation, added wip fire while moving animation, skills etc


luthor's death shriek ability: previous changes removed, now has the vanilla death shriek ability
but, it can be improved to a new version upon defeating elspeth, it becomes a laser

more stuff i dont remember




Update: 28 Apr @ 9:21am

** parts are for me, dont have to read it**

reina del mar ship:
big changes to visuals and entities, unit card still missing
yes new entities have repeater handguns and repeater handguns are not thematic for coast
but this guy's thing is being a pirate hunter or some shit so it makes sense

**added persistent sound to the ship through persistent snd meta
sound consists of sails flapping, wooden ship creaks and water flowing
not sure if works as planned, persistent is set to 0-10 to avoid spam
added custom audio entity for the entity
added more depth guard screaming sound events to the cannons
added hu1e cursed rigids, not used yet but increasing mod size**

greatly reduced chance for getting knocked up for aranessa (insert joke here) due to her rebirth animation


el matador:
changes to skills, added custom captain commands, added custom tell the tale effects
added an innate ability which is super strong and can be increased further with ttt
greatly reduced chance for getting knocked up

**added a rebirth animation for el matador, for the new ability
added new custom animation buildup, not yet used**


todo:
fix campaign animation for el matador vfx
add better unit icons for his abilities
add a third and last unit for him

Update: 24 Apr @ 6:08am

** parts are for me**
fixed some effects from ttt not working
more polishes and add ons

*******ttt bundles were relocated to lords army in the bundle twui update, using apply bundle to charsforce command
previous ttt effects called character scopes and did not work due to scripted values not applying to the leading character - changed all effects to look up forces and factions instead of character******

Update: 23 Apr @ 8:48am

**parts are for me**


removed the gold bounty resource from the game - getting infamy from killing a big guy is logical but getting gold isnt
effects that increased the gold bounty were transformed into effects that grant % of the infamy bounty as gold, which makes more sense

compressed many ddses , mod size decreased by 400 mgb
**BC2 COMPRESSION **


el matador tech lord for luthor:
added custom campaign ship
reworked skill tree, removed magic line - if your ongoing campaign crashes now it might be because of that, try returning to the point where you didnt have him spawn and then run the mod again, or start a new campaign
reworked shipbuildings
added another unit for him, "royal crew"
that unit and his previous unit are no longer capped and they are both available to him with shipbuilding
so basically, he can recruit as many as he likes, other forces can recruit them only through the tides of death panel
oh yeah added a ship summon for him, through one of the shipbuildings
the ship is probably the strongest one currently in the game in terms of fast firepower

**added 6 cannon animations with different firing speeds so they sound cooler, animations cant be reused due to calling specific spooky wsmodels of cannons**

added ttt bundles to unique characters, dummy effects
more things i dont remember :(

Update: 23 Apr @ 8:20am