Total War: WARHAMMER III

Total War: WARHAMMER III

Vampire Coast Expansion: Pirate Life
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Update: 23 Apr @ 7:12am

Update: 20 Apr @ 8:41am

Update: 17 Apr @ 10:31am

this is also a recap for me, dont have to read the ** parts **

fixed seabound lords appearing on the menu when the lord that is to spawn them is on land
**added click listener in addition to previous listeners, this one dosent check ui interface since sometimes its too fucking slow and returns false when its true**

el matador's (luthor's tech lord) animation and model changed
nuked all tech lords building effects and units due to being outdated
stats changed, armor removed, shield chance added (low), added alpha channels to model
damage increased, the animation that he uses has a lot of splashes and good hitboxes so that will increase damage aswell
added 3 units to luthor's tides of death -
salamander bladders - it is loreful in concept but theres no description how the unit looks like so i guessed - gained after defeating tehenhauin
crabomination - gained after tech unlock
Sharpshooters - a unit for el matador
added new innate and unique skill line for el matador
mod sized increased again due to adding more fancy ddses

shields are not thematic for coast but this guy is not supposed to be a pirate so its ok
added custom metas to animations
** battle entity audio changed to something chaos like, voice lines changed to vampire lord since coast lords voicelines suck ass**

Update: 15 Apr @ 3:18am

this is also a recap for me, dont have to read the ** parts **

added a submod for vanillalike projectile vfxes, in case you dont like the fancy flashes and projectiles


tell the tale reward icon was hard to spot and it looked stupid to have it next to the resource instead of on the resource so the bundle reward is now shown when hovering over the resource icon

**tell the tale bundle resource interaction:
bundle "reward" is 100% artificial due to a million "resources" and "bundles" and uses external script so it cant be db connected and UI connected
bundle no longer granted to character but to the force the character leads due to cco problems
bundle 3d space removed
ADDED A UNIQUE FUCKING RESOURCE TWUI to the TTT resource, credits to jangry
twui searches a specific bundle on the force by string and shows it
army banner twui connects to the custom twui and shows both resource and all unfiltered bundles, which should be 1 for every lord**


tides of death cleanup started - units that are not thematic will be harder to unlock and some will be removed
tides of death cleanup for luthor's faction
** dont like luthor having the generic ships, removing them is a lot of effort, condition to mass recruitment is controlling the galleon graveyard
also need to add a landmark for ships there**

luthor's tech lords:
refresh needed and started, but "quality" takes time and space
most of the custom units for the tech lords will be removed/changed
so far the only change i am content with is el matador's model
yes, i am aware he moves like a moron
this is 100% vanilla, see how unmounted theodore bruckner moves, he does the same stuttering
**added 20~ dds base colours for el matador's and lesaro's rosters, net yet applied to all of them
most of the custom units for the tech lords will be removed/changed
size of the mod greatly increased due to
adding "realistic" holes in a mesh requires changing the dds and adding alpha parts there, added many ddses with different spots for alphas, both of hu1c and hu1, added a unique rigid for every dds. changes are ~200 mgbs**


added polishes to tides of death panel
added polishes all around
changes to tech, captain's orders and all of that

Update: 5 Apr @ 1:42am

Update: 2 Apr @ 4:42pm

removed infamy and special stuff from shanty and pieces of eight bundles
added naval control instead
improved the reduce of ship rituals cost from naval control

Update: 2 Apr @ 3:57pm

added spectral cannons ritual to noctilus, condition is killing cylostra
auto unlocked fallen quartermasters and boarding crew rituals for noctilus

all ship unit cap effects removed, instead:
added -2% ritual cost for ship rituals from port tier 3
added -x% ritual cost for ship rituals from naval control
yeah its a big nerf but soon i will add more ways to increase naval control, through coves and shit

Update: 2 Apr @ 3:13pm

cannon projectile changes for ships, fixed deathship and some other ships having explosive cannons for no reason
added a new wargalley variant for luthor's faction, can be used when unlocking lesaro
will be added to other factions soon

added more functions to control tides of death tooltips, should fix instances where "Tech required" text would show when the tech was researched and there was just not enough infamy
gunnery squad ritual removed from luthor's faction




(i write this for me so ill remember)
overhauled brainstormed n drowned functions
3 functions combined to 1
added "upkeep" upgrades condition of having a max rank unit in the army
added hidden in ui option for vanilla admirals due to becoming visible with cheeky ways



removed most of the custom effects from ports, added into the naval control system
naval control ui added for all 4 LLS with different resources and bundles
and more things

Update: 2 Apr @ 2:51pm

Update: 26 Mar @ 9:04am

sorry i dont remember most of the stuff i did
uhh updated mod for the patch
fixed one cove being on destroyed coves list
added a new concept cove for noctilus, very specific cove for fancy effect
oh yeah
removed dreadquake rider from some ships, instead, decreased reload time for the cannons
added infinite secondary ammo for most ships, riders that are not the main purpose of the ship use secondary ammo
polishes small changes all around etc