Total War: WARHAMMER III

Total War: WARHAMMER III

Vampire Coast Expansion: Pirate Life
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Update: 12 Jan @ 8:51am

luthor no longer gains unique items from going after people in his list - some of the LLS there are so boring i cant think of an ancillary based on them

effect bundles gained from defeating lords on that list got slightly improved
changed luthor's campaign "victory" animation when unmounted
added 30~ tech nodes to luthor


upgrade panel now shows cost even if the upgrade is locked - didnt notice it was hidden

Update: 11 Jan @ 6:36am

*generic upgrades: upgrades that unlock with x infamy and not with tech / other requirement


generic upgrades infamy requirement: upgrade price * 300 changed to upgrade price * 150
means unlocking upgrades way faster

non upkeep upgrades price : doubled

upgrade upkeep percentage is now a variable and will be modified with ingame effects, base upgrade upkeep is now at 60% up from 50%

INCREMENTAL UPGRADES: upkeep PER UNIT will be increased by 30% (also a variable, will be affected by ingame effects) per additional upgrade!!!
NOT ADDITIVE BECAUSE IM A BIG MEANIE

2 upgrades upkeep = (resource cost of the 2 upgrades) * 60% * (13/10)^2


ui polishes, tech polishes for luthor

Update: 10 Jan @ 9:12am

added pooled resource twui injection into upgrade panel

luthor's faction tech changes
added 33 tech nodes for unit upgrades
if the tech node's effect makes sense, its ok to use it
if a unit upgrade requires a tech node or something other than the infamy it means it only requires that thing, theres no infamy requirement in addition to it
so its 33 manually selected upgrades you can get through tech

other polishes


Update: 9 Jan @ 9:36am

added reset upgrades button to upgrade panel
it has no cost

+
added some wip stuff dont worry about it

Update: 9 Jan @ 9:35am

Update: 8 Jan @ 10:01am

removed noctilus' bounty buff gained for each active war
added that to tag effects
removed the money for infamy captive option for non luthor coast factions
instead, added a "kill captives" for infamy option
polishes
tech stuff for noctilus
removed all "mighty campaign movement range" effects
CA added an option to increase max movement range the usual way
maximum campaign movement range changed from 150 to 600

Update: 7 Jan @ 12:17pm

noctilus faction trait changes:
all of the effects that were multiplied per ongoing war are now removed
added 1 effect instead, might remove that too
effects in the form of "get x multiplied by each faction you're at war with" fall of completely in the late game and are just not cool enough
i might convert that system into something that checks % of factions you're at war with instead of just a flat number

you will find all of the previous effects in noctilus' ttt which stacks indefinitely

Update: 7 Jan @ 12:13pm

Update: 7 Jan @ 8:16am

script polishes

upgrades:
will no longer show the "get x infamy" message if the upgrade is an upkeep removal upgrade and you dont the resource cost for it
unlocked all depth guard upgrades for noctilus by default
seperated boarding crew and fallen quartermasters upgrades, for now dont use the placeholder upgrades for fallen quartermasters (they deserve better upgrades than boarding crews)

other:
improved tattered sails panel
removed bad skills from noctilus' skill tree
noctilus now gains infamy by declaring war = (numfactions - target_faction_rank + 1) * 50 = infamy gained
this generates a lot infamy very easily
its not very abuseable since a high ranking faction is not likely to sign peace with you but i am still testing it
i am aware you can get 50k infamy right at the start





greatly buffed luthor harkon's "mad" tech node
now also plays a sound when you click on it! use the sound pack to hear it
you probably never heard it before

Update: 7 Jan @ 8:08am