Total War: WARHAMMER III

Total War: WARHAMMER III

Upgrade Units for AI and Player (Major Update!!! Patch 6.2.1)
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Update: 7 Jul @ 10:14am

- Fix and refine AI upgrade logic

Update: 3 Jul @ 9:47am

- Fixed the Gnoblar upgrade path

- Added the Daniel faction to the exceptions list (they now bypass the barracks check as well)

Update: 2 Jul @ 5:36am

- The AI code has been written "from scratch" and should eliminate crashes, as well as improve upgrade stability for all factions

- The AI now uses barracks availability checks before upgrading (following the same rules as the player, if the corresponding checkbox is enabled in MCT).

EXCEPTION: Warriors of Chaos, Nurgle, Beastmen factions (due to recruitment specifics, barracks checks are not performed for them for either AI or player)

- The AI can now perform unit upgrades in any territory (not just in their own territory near cities)

- New upgrade paths have been added for Beastmen=)

Update: 24 Jun @ 3:47am

- Upgrade fix for certain factions

Update: 17 Jun @ 1:11pm

- Added upgrades for Blood Knights and Chaos Dwarves

- Attempted to improve stability to avoid crashes

- Minor fixes

Update: 3 Jun @ 10:52am

- Peasant Archers Upgrade Fix

Update: 29 May @ 7:40pm

- Fix and refine AI upgrade logic

Update: 27 May @ 6:48pm

- Added MCT options to control AI unit rank after upgrade and global upgrade rank requirements.

- Improved health adjustment logic for upgrades, ensuring consistent behavior across factions.

- Further improved the AI unit upgrade system for better performance and stability.

Update: 27 May @ 11:19am

- Significantly enhanced AI army upgrade capabilities

- Introduced a new AI rank change coefficient (MCT) option for upgrades

Update: 26 May @ 7:24am

- Script improvements

- Fix for Blue Horrors upgrade path