Total War: WARHAMMER III

Total War: WARHAMMER III

Beesden's Closer to Tabletop
Showing 21-30 of 41 entries
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Update: 29 Nov, 2024 @ 7:39am

* Support added for Cataph's High Elf Sea Patrol
* Fixed group actions (i.e. war dances) being able to be used simultaneously
* Grouped similar actions (i.e. daemonic instability) in the UI

Update: 24 Nov, 2024 @ 1:55pm

* Support added for Cataph's Southern Realms
* Support added for Lost2Insanity's We's Speshul collection
* Standardised unit spacing
* Added overrides for abilities (not all implemented yet) i.e. Frenzy - prevent duplicates between new and old

Update: 6 Nov, 2024 @ 3:34pm

Remove some script that shouldn't have been there

Update: 1 Nov, 2024 @ 1:12pm

Updates for 5.3

* Switch zombie pirate gunnery mob to correctly use pistol brace
* Add grave guard (halberd)

Update: 2 Oct, 2024 @ 11:59am

Remove 'FLY' from necrosphnx.

Although it was quite funny to see

Update: 29 Sep, 2024 @ 10:27am

Version updates. Remove superfluous units.

Update: 26 Aug, 2024 @ 1:17pm

Balance tweaks:

* Remove gifts from exalted daemon units (60% damage ward for unwounded daemons; regen for daemonettes; etc)
* Modify Syreens to act as MI unit instead of Hero (reduced weapon strength / HP, increased unit size)
* Use vanilla implementation of Gaseous demise (bloated corpses not exploding in combat were being avoided by AI)

Update: 21 Aug, 2024 @ 8:57am

Update to 5.2.0

Update: 14 Aug, 2024 @ 12:23pm

Update to 5.1.3

Update: 4 Aug, 2024 @ 4:28am

* Added shields to regular Necropolis Knights
* Switched VFX for CTT regen-based abilities to use 'passive' variant (i.e. not continuous)
* Light sleds are now drawn by Great Bears
* Remove VFX from contact effects (i.e. frostbite)
* Updated Light of Death to act more akin to Artillery instead of bombardment