Total War: WARHAMMER III

Total War: WARHAMMER III

🦀The Crustacean Nation🦀(Complete Edition)
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Update: 23 May @ 11:01am

ver. 4.0.1

Balance:

Crustacean Gunners: +3 missile dmgs +1s reload time

Bug Fixes:

Fixed a bug which caused Crustacean Gunners to sometimes T-pose between volleys

Fixed a bug which caused resource displays to disappear when loading back into the campaign map after manually fighting a battle

Added missing faction lore text in the Campaign Selection Screen

Update: 23 May @ 6:39am

ver. 4.0

General:

Added low poly impostor versions of crab infantry models, visible when you zoom out.
(This DRASTICALLY improves performance, especially in large scale battles)

Added a unique campaign resource for all factions "Gleaming Shells", used for activating special effects in campaign, they are also used by some faction specific mechanics.

Added custom campaign victory conditions for each faction.

Faction Mechanics:

King Crab:

King Crab remains the most vanilla faction, but he now has access to improved Military outposts that increase the capacity for allied units in his armies (which long term, gives you the possibility of armies with solely allied units)

Tidelord:

The Tidelord gets access to "Tidelord's Armoury" a crafting system which allows him to gain unique ancilliaries and units in exchange for shells.

Reefspeaker:

The Reefspeaker has become the hardest start by far, his new Great Reef mechanic grants him a unique resource "Great Reef Health" gained by building great reef buildings, this gives him buffs when high, but nerfs if low.

Old Kelpbeard:

Old Kelpbeard can now establish Ancient Sanctums, unique settlements which cannot have any recruitment buildings, but grant factionwide buffs.

Units:

New unit: Crustacean Gunners (a basic firearms unit)
recruitable from tier 2 Gunpowder building

Technologies: Added 2 new technologies

Specialist training: Vanguard for Slingers and Grenadiers

Mighty Champions: Stat buffs for lords and heroes

Ancilliaries:

Crustacean Pocket Pistol (Randomly Dropped item available to all factions)

10 new ancilliaries craftable by the Tidelord in his armoury

1 new unique item for each of Old Kelpbeard's Leviathan Lords

Bug Fixes:

I forgot to write them down, but there were a lot of them.

Update: 7 May @ 6:04am

ver. 3.0

Settlements:

Marienburg and Galleon's Graveyard are now unique 10 slot settlements.

New Landmarks:

Crustacean Throne - Marienburg
Crustacean Royal Guard Headquarters - Marienburg
Mirror Moors - Gorssel
Rimeshell Crossing (North) - Pack Ice Bay
Rimeshell Crossing (South) Wrecker's Point
Black Gulf Colosseum - Barak Varr
Shattered Claw - Nuja
Grand Tidestone - Galleon's Graveyard
Heart of the Reef - The Star Tower
Ancestral Gravesite - The Awakening
Ruins of Crustopolis - Nahuontl
Great Feasting Hall - The Maw Gate
Old Powderback's Treasure Hoard - Chupayotl
Ironclaw Arch Monsatery - Dread Rock

New Items:

Crustacean Hunting Net - Rare Enchanted Item
Abyssal Tidestaff - Rare Arcane Item

Lord Mechanics:

Tidelord:

Gains his own unique commandment, which buffs his own combat stats, allowing you to gradually turn him into a One Crab Doomstack.

Old Kelpbeard:

Completely reworked all of Old Kelpbeard's Lord Quests, they now require various conditions to fulfill, and on reward, allow you to spawn the newly unlocked Lords in faraway locations to establish a presence in other parts of the world.

AI Old Kelpbeard now automatically gets access to all Leviathan Lords on turn 25

Campaign Difficulty:

Adjusted Starting Battles on "Hard" difficulty

They should now be similarly difficult across the board.

Tidelord now starts with the "Crustacean Hunting Net" ancilliary
Bug Fixes:

Fixed King Crab's Royal Presence skill.
Now properly affects the whole province instead of just the region he is in.

Fixed Crab Lords and Heroes suffering terrain penalties from fighting in forests as if they were a large unit even when being on foot.

Mages and Archmages no longer get Ironclaw Resolve baseline (It now correctly requires the Warrior Priest skill)

Fixed Skills and Technologies that buff movement speed in battle not providing their effects.

Fixed Selective breeding technology providing vanguard to royal knights and glorious charge to riders (should be the other way around)

Replaced "Indomitable" skill in King Crab's and Crustacean Royal Guard Captain's skilltrees with "Fleet-Footed"

Fixed a bug which caused random
lua script failures after a Crab faction would incur grudge points from dwarf factions.

Fixed bastion gate settlements not having garrisons

Fixed technologies and skills that increase damage by a percentage only buffing base damage

Update: 22 Apr @ 1:11pm

ver. 2.1.1

General:

Increased drop rates for all follower ancilliaries by 10-50% depending on ancilliary

Campaign Mechanics:

Increased tidelord's chance for getting fameseekers post-battle from
20+(lord level/2)% to 25+(lord level)%
(Choosing specific post-battle options still doubles the odds, chance can be raised above 100%)

Rebalanced odds for specific fameseekers, now are:
22% - Warriors
22% - Warriors (spears)
16% - warriors (javelins)
15% - riders
15% - slingers
10% - knights
(In general, chances for warriors got slightly lowered, while chances for knights and slingers got buffed)

Items:
Tideplate of the Ancients - Instead of the "Strider" attribute now provides "Wound Recovery time -2 turns"
(Strider was redundant as Tidelord allready gets it from his Lord Trait)
Ancestral Clawguard - changed item type from talisman to armour

Bug Fixes:
Fixed an issue which caused Leviathan lords to use the hero variants of some campaign skills (3 levels instead of 2)
Lores of Shell and Claw spells now properly benefit from buffs that buff all lores of magic (cost, cooldown, etc.)
Fixed a bug which prevented Old Kelpbeard's Arcane Spellshell item from gaining intensity.
Fixed a bug which caused some living units gained through allied recruitment to randomly suffer campaign attrition from being in non-vampiric territory.
Fixed a bug which caused ocasional Lua script failures on turn start (was connectes to an oversight in Reefspeakers campaign mechanic script)

Update: 21 Apr @ 4:44am

ver. 2.1.0

General:

Crabs now have a propper Campaign AI.
They may be slightly overtuned with how quickly they expand, to be verified in the future.

Each faction now has a unique faction banner and colour scheme.

Added Diplomacy Quotes for all crab factions

Buildings:

Tidestone:
Effects of the building are now province-wide, instead of region-wide

Great Reef (Reefspeaker Only):
Now add Reef Snappers to the settlement garrison

Others:

Adjusted diplomatic relation bonuses for certain races:

Dwarfs -20 -> -10
Tomb Kings -40 -> -20
Skaven -40 -> -100
Slaanesh 10 -> 0

Bug Fixes:

Tier 5 royal guard building now properly allows for unit recruitment (for real this time)

Improved visuals of Reefspeaker's and Tidelord's capes when viewed from a distance.

Update: 19 Apr @ 2:34am

ver. 2.0.4

Somewhere along the way as I was updating the mod I accidentally deleted the vfx folder :p

Added missing particle effects for:

King Crab's scepter projectile
Lore of the Claw "Crushing Claw" spell
Reefspeaker's "Awakening of the Reef" ability
Reefspeaker's staff now has a spooky glow in battle.

Update: 19 Apr @ 2:17am

ver. 2.0.3

New Unit:
- Reef Snappers - cheap armour piercing war-beast unit, available for recruitment in all settlements.

Lords:
- Reefspeaker's starting army has been adjusted, now starts with 2 Reef Snappers instead of 1 Spider Crab Rider
- Reefspeaker's skilltree now has an additional skill line, that buffs and summons reef snappers.

Technologies:
- "Ammo Pouches" has been removed, It's effect has been integrated into the "Military Stockpiles" technology"
- New technology "Sneaky Scuttlers" grants Stalk to Reef Snappers

Bug Fixes:

-Gemstone building now provides gemstones
-Legendary Lords are now Immortal

Update: 16 Apr @ 7:03am

ver. 2.0.2

minor bugfix and missing content patch:

Fixed a bug which prevented the "Errant Lord" skill from showing up in the Crustacean Warlord's skilltree
Added unique icons for the "Lead by Example" and "Aura of Excelence" skills in the Crustacean Warlord's skilltree
Added missing effects for public order levels within provinces
Added missing item set effects for Reefspeaker and Old Kelpbeard

Update: 15 Apr @ 1:06pm

ver. 2.0.1

I forgot to press ctrl + s on the mod file before uploading XD

Adjusted lord traits for Old Kelpbeard and Old Powderback

Update: 15 Apr @ 12:30pm

ver. 2.0

3 new Legendary Lords:

Reefspeaker - Supportive caster lord that focuses on healing
Tidelord - Duelist lord with high melee stats
Old Kelpbeard - Monstrous caster lord with a mixed lore of magic

1 new unit:

Crustacean Bombers (Armoured) - recruitable from tier 3 gunpowder buildings

7 new Regiments of Renown:

Rimeshell Marauders (Crab Levy)
Shadowclaw Assassins (Ironclaw Warrior Monks)
Mirror Moors Outriders (Spider Crab Riders)
Norseman's Dirge (Crabcannons)
The Ironclaw Council (Disciples of Shell & Claw)
Black Gulf Gladiators (Hardshell Bruisers)
The Krakenmeister (Ancient Leviathan)

Balance Changes:

Improved Armour Piercing damage on Slicing Claw and Crushing Claw spells
Improved accuracy of Crabcannons
Reworked the coral build chain from being tier 1,2,3 to being tier 1,3,5 tier 5 now gives global lord recruit rank
and many others, which I don't remember off the top of my head.

Bug fixes:

A LOT OF THEM... chances are if something was mentioned in steam comments, or the discord, It's fixed now.