Total War: WARHAMMER III

Total War: WARHAMMER III

Vampire Coast Expansion: Pirate Life
Showing 61-70 of 147 entries
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Update: 29 Jan @ 5:47am

fixed tech locked upgrades not being visible
locked all tech locked upgrades for factions that dont have the tech

Update: 29 Jan @ 5:13am

found a bug as a result of the hotfix
unfortunately means i have to push unfinished changes

fixed snakes depleted incident triggering twice
(hopefully) fixed lord defeated incident triggering after every campaign load
added a listener to fix the resource values on the ui, to get the actual values of force upkeep, click on one of your characters


sartosa:
nuked tech tree
added ~100 tech nodes to 3 sections, if the cost 100k (not 10k) it means dont use
added upgrades to leadbelchers, maneaters, ogre bulls, ship gunners, sartosa militia, free company, sartosa destroyers

and more things i cant remember (its your fault)


oh yeah, about the first 2 forces that aranessa fights
both received GREAT UNITS
in addition
aranessa's captain's commands now has a new command, forgot the name but it reduces bribe cost, and aranessa's faction now starts with more gold
you know what to do

Update: 24 Jan @ 2:04pm

1.sartosa:
dwarf, ogre and human horde buildings nuked
fancy units will appear in the lost souls mechanic in the future
speaking of which, added 3 units to lost souls for aranessa
the rituals are hardlocked becuase i want to make their unlock condition fancy
for now, you can get 1 unit from there by bribing it from the first army that aranessa fights
its the Congreve rocket launcher which has human artillery crew sounds!
vfxes need tweaking


2.initiatives aka personal rituals
added dummy generic boring pieces of shit initiatives to all characters, they all have the same ones right now
a word about "take what you can" initiative - the panel is small so you can see the entire effect (you can still hover over it and see the entire thing), it reduces the infamy requirements FOR THE ARMY and increases the upgrade price percentage for the ENTIRE FACTION

added reasonable? price for the initiatives, increased deactivation time to TEN TURNS

3. unit upgrades added to:
sartosa handgunners, sartosa free company, ship gunners, sartosa destroyers



*i am aware the infamy upkeep ui is still acting stupid when you buy many upgrades
nothing i can do about it, calculations are intense and require both ui and script work and they dont play nice together

Update: 24 Jan @ 1:56pm

sartosa:
dwarf, ogre and human horde buildings nuked
fancy units will appear in the lost souls mechanic in the future
speaking of which, added 3 units to lost souls for aranessa
the rituals are hardlocked becuase i want to make their unlock condition fancy
for now, you can get 1 unit from there by bribing it from the first army that aranessa fights
its the Congreve rocket launcher which has human artillery crew sounds!
vfxes need tweaking

Update: 23 Jan @ 5:40am

polishes

Update: 22 Jan @ 10:40am

fixed a bug with ogre twui
for now personal rituals will be locked

added a lot of effects to aranessa's tell the tale (ITS A BLAND HUMAN GIRL NOT MUCH I CAN DO)
added effects to aranessa's faction bundle
removed some buildings from aranessa's rosters and settlements
fixed sartosa destroyers having no models
sartosa destroyers, ship gunners and mutated pirates are now gained through ror panels and through the unit mechanic
added unit upgrades for sartosa militia
removed fire while moving for sartosa militia
enabled 360 firing for sartosa militia
a script now inserts a sartosa bardiche unit to the first enemy force she fights and a cannon and a mortar to the leader of the first faction she fights


and more things i forgot

Update: 21 Jan @ 7:16am

changed some gun sounds
all ship cannon riders:
added probability factor for yelling, will happen less often




increased ships cannon damage and hit zone

ghostship:
queen bess rider removed and added a different one with ugly chorf animations
removed the previous deck gun riders and added the ror version
ror version has the ror bullets




added 2 army based resources:
1. for enemy - bounty: gold, basically shows the double value in gold
yes, the previous one used to give the same amount of gold too, but i assume most people didnt read the tooltip and thought it gives only infamy (me too)
so i separated them
nothing changed in terms of rewards

2. for self, infamy upkeep "resource"
checks initiative * (below) and unit upgrade upkeep and shows them
the number is shown as positive because theres no entry to make it red and scary, in reality its the upkeep the army pays every turn and its a bad number
BUG:
the ui function that sets up the resources uses a delay
calling it in quick succession will result the correct amount to be multiplied by the times the function was called
the function is called on turn start (ok), on player winning a battle (ok) and now, with the new upkeep resource it is called when purchasing a unit upgrade or when buying an initiative * (below)
the bug will happen when you buy unit upgrades for a group of units together or when you buy 1+ initiatives
if you bought x upgrade costing y upkeep for 3 units
the upkeep will show the (correct price 3y) * 3
ITS PURELY VISUAL
the upkeep will be 3y in terms of actual price!
to fix the visual you need to call the function again with 1 attempt
as in, buy another unit upgrade, or win a battle, or wait for turnstart etc
this function will impact TTT counter aswell!
if TTT counter stands on 2 and you do the case mentioned above
the counter will then show 2*3
again, its just a visual
the bundle is not connected to it and you can see the bundle you get right near the resource


*initiative aka personal rituals
back from pre 6.0, now uses initiatives instead of rituals because god knows why
100% wip, dont use yet
because initiatives are buggy as hell, they need the character to be created before showing up
which means at the start of the campaign, all LLS of coast and lokhir will be killed and restored back again, you shouldnt notice a difference but if you let me know
ongoing campaign - characters who are already spawned at the time of the update will need to be respawned to get the initiatives, even though they dont do shit now


removed luthor's ui feature and added it to tech tree
i inserted a function that will convert the previous feature to the new tech nodes, so everything should work fine
and yes the tech nodes are supposed to look like a mess



Update: 16 Jan @ 7:25am

added "unreleased" crew shouts for ship cannons **
fixed summon version of salt of the deeps
fixed an error causing drekla mission not starting at turn 5 for luthor
added gun sound to luthor's campaign animation



ghostship:
visual update - added ports, removed woodcracks in the model, removed all previous cannon riders and added live cannons
added a queen bess rider with 360 DEGREE firing ===== 360 degree means it can always shoot on a given manual target, same trick they did with the dreadquake
i am aware the model looks weird, will fix it later
added triple cannon rider - not based on anything
they take time firing so take that in mind



changed the effects on the ancient vault building when playing luthor's faction



** requires the audio pack!
unreleased means CA put it in the files but its not used anywhere
its basically vcoast entities shouting artillery crew commands like fire and light the powder and shit

Update: 15 Jan @ 10:31am

all of the cannoned ships will no longer try to spin to face the target when getting a manual fire order
this means you can prioritize enemies safely without the ship turning



some other polishes

Update: 13 Jan @ 8:09am

more changes to upgrades
polishes to script

salt of the deeps ship - visual upgrade:
removed campaign water splash vfx
added 14 ports to base colour
added custom vfxes
removed old "cannons"
added 14 "live cannons"


the cannons have longer firing animations and different timings to make it more flavorful
so dont expect it to shoot RIGHT after getting a target, longest delay i think was 2 seconds

all of this is not new in terms of in-depth details