Total War: WARHAMMER III

Total War: WARHAMMER III

Wood Elves Enchanted Arrow Upgrades (Upgrade Armoury Requirement Submod)
7 Comments
Murray222  [author] 9 Sep, 2024 @ 10:02am 
@Noximilien L’horloger: Yes. This submod doesn't need to upgraded unlike the main mod unless CA's files have changed drastically.
Noximilien L’horloger 9 Sep, 2024 @ 9:24am 
does this still work? last big patch kinda wrecked most mods
Murray222  [author] 8 Jul, 2024 @ 11:09am 
@lore: Thx for the sub! I could remove the requirement if I really want to since I have to add it when I create a new variant anyway (which is now in the "main unit" table). But since CA still keep it this way for now I'll just follow. We can by-pass it with the upgrade panel anyway.
lore 8 Jul, 2024 @ 9:01am 
If you didn't want to go with the Armoury, you could make the requirement the Ranged recruitment building (can't recall the name rn) where you get the waywatchers. I think that's how the person had it with the enchanted arrows for WH2 mod.
But it's just one building slot for everyone, so not such a worry.

Thanks for the mod!
Murray222  [author] 6 Jul, 2024 @ 11:22am 
To everyone: I suddenly couldn't even enter the game with this mod so I have already deleted the same unused table in the main mod. Load order shouldn't matter now.
Murray222  [author] 6 Jul, 2024 @ 11:20am 
@RIP AND TEAR: I guess some people might find it cheesy to just swap to the better arrows from the start and want a more "vanilla" experience. That being said, CA already abandoned the armoury from the Empire factions anyway, I guess most people don't wanna spend one slot just to make another variants, doesn't really suit a game like TW imo.

Btw I have tested both minus missile block chance and armour on Arcane Bodkins. Both are very powerful so if I make a submod later the price and upkeep will be increased.
RIP AND TEAR 6 Jul, 2024 @ 6:33am 
love the original mod, and I like the sounds of this as well!