Total War: WARHAMMER III

Total War: WARHAMMER III

Radious Total War Mod - Part 1
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Radious  [developer] 9 Apr, 2022 @ 10:29am
Complete Changelog
Campaign Changes

- Most of our Warhammer 1 and Warhammer 2 work ported and adapted to work in Warhammer 3,

- Reduced upkeep of all units by 35-50% depending on unit tiers and classes,

- 2 skill points per level for all heroes/agents, added additional skill dumps for all characters. Experience requirement for each Lords rank slightly increased,

- All Technology trees rebalanced. WH3 factions received over 50 additional effects and other broader changes to bring them within the Radious mod standards,

- All Character skills/traits/followers/banenrs and items rebalanced to be more fitting for our overhaul. Dozens of additional effects to skills and banners,

- Many vanilla skills no longer lock each other,

- Various faction and campaign effects rebalanced and edited - events, edicts, faction unique roles and much more,

- Over 100 new faction traits across all Wh1-3 races,

- Various attrition balance changes – towns have 1 turn protection before they start taking attrition damage. Almost all races have updated climates and suitable settlement locations,

- Dozens of fixes of old WH1+2 bugs and new WH3 ones.

- All building effects completely rebalanced for all races, over 400 new effects on top of that.

- All building costs, construction times and rank/tier values rebalanced,

- Complete recruitment overhaul across all races, massive changes to recruitment system and places from where you can recruit units,

- All corruption spreading effects rebalanced,

- All army campaign stances and their effects rebalance, made them more interesting and unique per race,

- All our custom lords have been ported, but are unfortunately not available to player factions – you should, however, be able to encounter the AI using them,

- Our Mount Rework and custom skills and abilities have been similarly ported, but are also primarily concentrated around currently unavailable factions and Lords,

Battle Changes

- All our 333 custom units ported into WH3 and fully updated to new game systems,

- New morale system – progressive and changing during battle rapidly. Various effects tweaked. Overall, should results in longer and more interesting battles,

- All units across 3 games are completely rebalanced to fit Radious mod standards,

- Hundreds of new melee and missile weapons to increase variety between units and combat styles. All weapons in the game received complete stats and effects rebalance as well,

- Many new armours and shields, all with rebalanced values to have greater differences between units. All have also been rebalanced,

- Fatigue numbers and its effects rebalanced - Units won’t get tired anymore after 30 seconds of fighting. Various balance changes to fatigue effects like losing speed, melee, and defence skills and much more, no longer reduction of armour and damage, since equipment can’t get tired,

- Rebalanced experience bonuses/chevrons for units - More experienced units will play higher role, will get better stats. Amount of experience for each unit and each chevron also edited,

- Complete rebalance of all spells, abilities, and magic - magic is far more interesting to use, buffs and debuffs are reworked, effects changed, duration mostly increase and have more strategic depth in their usage,

- Resized most Lords and Heroes to match their size with regular units (not for Chaos, Beatmen, Orcs, Lizardmen, Skaven),

AI Changes

- Reworked AI recruitment system - AI army composition improved, and recruitment reworked so AI builds more balanced armies with larger variety of units,

- Rebalanced Campaign AI difficulty bonuses - Normal - almost 0 buffs, Hard - decent buffs, Very Hard/Legendary - big buffs,

- Completely removed battle AI unit stats bonuses. AI peasant units should no longer be able to cosplay as elite infantry on Very Hard+,

- Rebalanced AI conquest decisions, AI will occupy more settlements and sack/raze less,

- AI budget slightly reworked, added higher funds limits to operate with every turn,

- AI should be less willing to confederate and vassalage each other

- Way more aggressive AI, if you go to war, they will go after you!

Changelog Archive

There are also thousands of other changes included from our Warhammer 1 and 2 mods, which can all be found in older changelogs here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1149634389/1520386297682972932/
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Showing 1-15 of 120 comments
Radious  [developer] 9 Apr, 2022 @ 10:30am 
Beta Update 1:

- Fixes to first several custom unit visuals (more will come)
- Fixed visuals for our Savage Orc Boss lord
- recruitment changes to several Kislev units
- Fixed few missplaced unit descriptions
- Various balance changes to several Kislev vanilla and custom units

Beta Update 2:

- Fixed broken visuals for custom Greenskin and Norscan units.
- Fixed Cathay Cavalry wrong animations.
- Fixed Claws of Ursun wrong death animation.
- Reduced turn times for building rams and towers while sieging walled towns.

Beta Update 3:

- Additional unit balancing.
- Fixed broken visuals for custom Dwarven, Wood Elven, Tomb King, Empire and Pirate units.
- Several text changes.
- Fixed wrong Boris trait.
- Additional changes to siege attrition and equipment build turn time.
- Cathay now has suitable climate in Mountains and unsuitable climate in Jungle areas.

Beta Update 4:

- Additional unit balancing.
- Fixed broken visuals for custom Vampire Count, High/Dark Elven, Skaven, Lizardmen, Southern Realms, Norscan, Chaos and Beastmen units.
- Corrected unit icon for Kreml Guard (Rifles).
- Various unit texts updated.
- Initial Supply Point cap is now based on town tier - 1 (1000), 2 (1250), 3 (1500), 4 (1750), 5 (2000).
- Reduced Power of Towers by 15-20% - varied per faction.
- New visuals for Blood God Cavalry and Followers of Khorne.

Beta Update 5:

- Additional unit balancing.
- Fixed broken visuals for custom Bretonnian, Empire, Greenskins, Lizardmen and Skaven units.
- Fixed Marauder Chieftan broken animations.

Beta Update 6:

- Additional unit balancing - many changes on Cathay units.
- Various recruitment changes.
- Minor balance changes to Tower costs - T1-4 (500,1000,1500,2000 supplies).
- Additional campaign AI changes- focused on less retreating from armies with relatively same strength.
- More corrected broken textures on our WH1 and 2 custom units.
Radious  [developer] 9 Apr, 2022 @ 10:31am 
Update - 10.04.2022:

- Full support of latest official 1.1 Update.
- Vanilla unit cards overhaul for all 7 factions.
- Garrison overhaul for all WH1+2 factions + Kislev and Cathay.
- Recruitment overhaul for Kislev and Cathay + all WH1+2 factions.
- Many balance changes across WH3 units.
- Many new UI additions, icon and design changes.
- All former WH1 and 2 Major factions now receive same potential bonuses in WH3 campaign same as 8 new races. (on Hard+ difficulties).
- All Potential AI bonuses are equal across all major factions, no matte who you play as, this creates space for sandbox experience where certain factions will no longer always dominate just cause they get way more buffs then others.
- Increased difficulty of Norscan invasions.
- Norscan invasions will now have more unit types and our custom units included.
- When attacking a minor settlement there is now a 5% chance the AI decides to sally out and fight a land battle.
- Units get more tired when climbing ladder or wall.
- Returned WH2 building turn counter colors - Demolish is red, Build & Upgrade is green. It also affects unit recruitment, since they have share turn counter.
- Settlement Capture Pictures Mod from Müsliriegel is now included. Big thanks to him for permission to use this and great work on the mod itself!
- Building Progression Icons III Mod from Spartan VI is now included. Big thanks to him for permission to use this and great work once again on the mod itself!
- Big thanks to ChaosRobie for permission to use his Teracota unit models and animations.
- Big thanks to assassin_GYT for permission to use some of his Cathay custom models.
- Big thanks to Sunbrezze and 沙雕太守 for permission to use some of their Cathay custom models/textures. Excellent work!
- Big thanks to r1kko for excelent unit cards for all our custom units + many vanilla unit cards rework!

First Warhammer III Content Update - Wardens of the North

Roster Expansion for Kislev (20 new units):

The Claws of Ursun
Wardens of the Homeland (Great Swords)
Wardens of the Homeland (Shields)
Armored Kossar Archers
Kreml Guard (Halberds)
Kreml Guard (Swords)
Kreml Guard (Rifles)
Kislevite City Watch (Spears)
Kislevite City Watch (Swords)
Kislevite Mounted City Watch
Hammers of Tor (Dual Wield)
Hammers of Tor
Tzar Noble Cavalry
Tzar Guard (Dual Wield)
Torch Bearers of Dazh
Mounted Torch Bearers of Dazh
Sons of Ursun (Halberds)
Sons of Ursun (Javelin)
Woodsmen (Axes)
Woodsmen (Dual Wield)

Second Warhammer III Content Update - The Dragons on the East

Roster Expansion for Cathay (23 new units):

Celestial Dragon Guard (Swords)
Jade Warriors (Spears)
Peasant Swordsmen
The Fearless Wall (Bows)
The Fearless Wall
The Fearless Wall (Halberds)
Golden Lancers
Onyx Dragons
Mounted Onyx Dragons
Terracotta Automatons
Imperial Road Watch
Imperial Road Watch (Spears)
Imperial Road Watch (Rifles)
Sworn Gatekeepers (Great Swords)
Sworn Gatekeepers (Halberds)
Frontier Guards (Swords)
Frontier Guards (Spears)
Frontier Guards (Rifles))
Frontier Guards (Bows)
Jade Sea Dragons (Fire Crossbows)
Jade Sea Dragons (Reapeating Crossbows)
Jade Sea Dragons (Maces)
Jade Sea Dragons (Spears)

What to expect in coming weeks:

1. New Lords for Kislev, Cathay, Ogres and then Chaos factions. They will arrive in this order.
2. New units for Ogres and then Chaos factions.
3. Many new skills and faction mechanic overhauls and additions.
4. Further UI changes, unique faction UI colours and much more.
5. Overall balancing, tweaking, based also on your feedback and suggestions.
6. Full support of Mortal Empires map and all factions once its released.
Radious  [developer] 13 Apr, 2022 @ 9:09am 
Updated 13.04.2022:

Changelog:

- Additional unit balancing based on our internal testing and your feedback.
- Fearless Wall units now having Defensive Stance ability.
- Reduced AI Attrition Resistance (all types) on all difficulties by 33%. They will suffer now more, but some resistance is still kept (mainly higher difficulties) cause AI cant recognise any terrain Attrition and could be nerfed too much.
- Additional small increase in characters experience requirements for each rank.
- Increased collision damage and chance of cavalry breaking through the opponent's ranks - charge feel better, stronger and cavalry is able to run though unbraced units or units with smaller mass much easier.
- Fixed several unit voiceovers.
- Fixed several wrong bullet points on unit overview cards.
- Yang Garrison building received 1 additional unit on T3 compared to Yin.
- Harmony icons reduced in size to cover less space on unit cards.
- Unit Idle icon redesigned to more mature tone.
- Updated Building Progression Icons Mod to latest version - Cathay Building Icons.
Radious  [developer] 24 Apr, 2022 @ 9:22am 
Updated - 24.04.2022

Changelog:

- Complete unit rebalancing - Ogre Kingdoms,
- Recruitment structure changes - Ogre Kingdoms,
- Building effect changes – Ogre Kingdom,
- Ogre camps now provide small stat bonuses for defenders.
- Gnoblars no longer consume food.
- Garrison overhaul - Ogre Kingdoms.
- Various bug fixes,
- Updated Building Progression Icons Mod to latest version - Nurgle Building Icons,
- Special Thanks to Fröb and calm&normal time for permission to use some of their Ogre custom parts and textures.
- Improved compatibility issues between several mods,
- Fixes to our custom lord graphical glitches,
- Campaign Map borders are now more brighter and have better visibility.
- Removed the Elder Shaggoth from the Demons of Chaos custom battle faction and roster browser (it was added there by accident),
- Small fixes to typos in localisation,
- Updated various mod files for better future organisation,

Third Warhammer III Content Update - The Great Feast begins!

Roster Expansion for Ogre Kingdoms (24 new units):

Mod now has exactly 400 custom units - Factions Covered - All WH1 + WH2 + Kislev, Cathay and Ogre Kingdoms. Khorne is next in line!

Ogre Bulls (Great Weapons)
Maneaters (Dual Weapons)
Ironguts (Dual Weapons)
Sons of the Mountain (Harpoons)
Sons of the Mountain (Dual Weapons)
Sons of the Mountain (Ironfists)
Ironskin Ogres (Great Weapons)
Ironskin Ogres (Ironfists)
Ironskin Ogres (Great Axes)
Leadbelchers (Scattershot)
Ironskin Rhinox Riders (Ironfists)
Ironskin Rhinox Riders (Great Swords)
Cathayan Maneaters (Great Swords)
Cathayan Maneaters (Dual Weapons)
Rock Skulls (Dual Hammers)
Rock Skulls (Ironfists)
Ironskin Firebelchers (Cannons)
Ironskin Firebelchers (Pistols)
Gnoblar Lucky Gits (Dual Weapons)
Gnoblar Lucky Gits (Shields)
Manbiters (Swords)
Manbiters (Spears)
Blood Gnoblars (Spears)
Blood Gnoblars (Dual Weapons)
Radious  [developer] 26 Apr, 2022 @ 10:19am 
Updated - 26.04.2022:

Changelog:

- Various balance changes.
- Fixed several description typos.
- Peasant Swordsmen have more fitting description.
- Army destruction morale penalty increased to -48 from -40.
- Total and Extended Casualties (80%) morale penalty increased to -44 from -40(-42).
- Balance changes to Jade Sea Dragons (Repeating Crossbows).
- Reworked projectiles of Leadbelchers (Scattershot) and renamed them to Leadbelchers (Grapeshot).
- Ward Save max value is now 85% from vanilla 90%.
- Reduced power of the strongest Ward Save bonuses (+- 15 items/banners which had bonus 20%+) by around 25%, additional effects added instead to most of the items to balance reduction.
- Reduced fatigue penalty for attackers during lighting strike, increased morale penalty for defenders.
Radious  [developer] 7 May, 2022 @ 6:20am 
Updated - 07.05.2022:

Changelog:

- Reduced effectiveness of several Ogres and Kislev units which overperformed,
- Tweaks to the comparative balance between all 4 Chaos factions,
- Unit balancing – Khorne,
- Recruitment changes – Khorne,
- Building effect changes – Khorne,
- Garrison overhaul – Khorne,
- Additional unit description fixes,
- Additional Army destruction morale penalty increased to -50 from -48 (previously -40),
- Reduced effects of Lazy trait,
- Several new faction traits for Chaos Gods and Kislev Lords,
- Bastion Attrition is now reduced by 90% instead of 100% to prevent new CA bug from happening,
- Updated Building Progression Icons Mod to latest version – Slaanesh and Khorne Building Icons.
- Redesigned visuals of vanilla Warriors of Khorne.
- Added the missing skill dumps to Caravan Masters,
- Added new custom skills to Kislev Lords and Legendary Lords
- Various bug fixes,
- New Animated Main Menu Logo,
- Released 4 Skill Points per Level Submod, which increased the skill point gain to 4 Skill Points per level and adds custom skills to sink those points into,
- Released 3 Skil Points per Level Submod, which increases the skill point gain to 3 Skill Points per level and adds custom skills to sink those points into
- Released Stronger Veterans Submod, which increases the bonues that units gain on level up,
- Released 40% and 80% Increased Upkeep Submods,

Special Thanks

- To Lingling and prentince.mungo for permission to use some of their Khorne custom parts and textures.
- To Müsliriegel for granting permission to use his excellent Unique Faction UI mod.
- To GunKing for permission to use his Greater Daemon Variety Reskin and more!

Fourth Warhammer III Content Update - Blood for the Blood God! Skulls for the Skull Throne!

Roster Expansion for Khorne (20 new units)

Mod now has exactly 420 custom units - Factions Covered - All WH1 + WH2 + Kislev, Cathay, Ogre Kingdoms and Khorne. Slaanesh is next in line!

Marauders of Khorne (Great Weapons)
Marauders of Khorne (Spears)
Marauders of Khorne (Shields)
Marauders of Khorne (Throwing Axes)
Mounted Marauders of Khorne
Berserkers of Khorne (Dual Weapons)
Berserkers of Khorne (Shields)
Berserkers of Khorne (Great Weapons)
Aspiring Champions of Khorne (Shields)
Aspiring Champions of Khorne (Halberds)
Knights of Khorne (Swords)
Knights of Khorne (Lances)
Chosen of Khorne (Shields)
Chosen of Khorne (Halberds)
Chosen of Khorne (Great Swords)
Knights Of the Burning Rage (Axes)
Knights Of the Burning Rage (Lances)
Ogre Berserkers (Dual Weapons)
Ogre Berserkers (Great Weapons)
Blood Trolls

New Kislev Custom Lord

Lord of the Admiralty

Whether they are stationed on the Sea of Claws, one of the many broad rivers, or the Oblast itself; each Kislevite officer must always be ready to be sent wherever the Motherland is threatened. Even an Admiral may have to push back invaders just outside the walls of Kislev itself and pursue them into the mountains if needed.
Custom Lord specializing in buffing ranged units and taking down large monsters himself.
Last edited by Radious; 7 May, 2022 @ 6:57am
Radious  [developer] 19 May, 2022 @ 8:31am 
Updated - 19.05.2022:

Changelog:

- Full support of latest official 1.2 UPDATE.
- All 7 new RoR units completely rebalanced, with new stats, attributes and more. Limit of each increased as all previous RoR units from 1 to 3.
- All new technology changes fully implemented and rebalanced.
- Various balance changes.
- No penetrating ammo for Jezzails, Deck gunners and Crane Gunners - CA changes broke these units and made them outperform their own role. Units are balanced differently in our mod and Crane Gunners are very usefull and with no need of crazy penetration.
- Improved several unit cards + added all new unit cards for 7 new RoR units.
- Small nerf to several overperforming Ogre units.
- Small fixes to various unit sets and what buffs custom units receive: Ironskin Ogres - buffs from Ironguts chain, Rock Skulls - buffs from Ogre Bulls chain, Sons of the Mountain and Cathayan Maneaters - buffs from Maneaters chain.
- Additional improvements to several Kislev technologies.
- Balance changes to various spells and abilities.
- Removed cloaks from all 4 Jade Sea Dragon units (they were causing big fps drops for some people).
- Custom Lords also unlock their mount options automatically now when they reach the required level.
- Reduced amount of VFX buffs, rings and other auras - many ugly ones are gone, no more vfx clutter and spam. Also small fps boost. Changes are based on Less buff and effect VFX 3 Mod by Ourg but in much reduced amount, mostly only auras got tweaked and removed.
- Updated Building Progression Icons Mod to latest version – Tzeentch Building Icons.
- Updated Unique Faction UI mod to latest version.
Radious  [developer] 29 May, 2022 @ 7:12am 
Updated - 29.05.2022:

Changelog:


- Various balance changes across all factions,

- Unit rebalancing – Slaanesh,

- Recruitment changes – Slaanesh,

- Building effect changes – Slaanesh,

- Garrison overhaul – Slaanesh,

- Removed formed attack from Dune Dragons RoR unit,

- Various bug fixes,

- Added a new Lord, the Celestial Chamption, to Cathay,

- Lore Friendly Update: Greenskins Nobz units renamed to Grimgor´s Ardboyz - After being inspired by Gork himself, or at least that´s what he believes, Grimgor decided that only the biggest, strongest, hurtiest orcs could be part of his tribe,

- Updated Building Progression Icons Mod to latest version – Ogre Kingdoms Building Icons,

- Updated Unique Faction UI mod to latest version,

- Updated Greater Daemon Variety Reskin to latest version.

Special Thanks

- To Lingling, Moloch, Stratovarius, Levie and Advice for permission to use some of their Slaanesh custom parts and textures. Not so Skelly Bones for amazing promotional pictures and once again to r1kko for perfect unit cards!

Fifth Warhammer III Content Update - Kneel before the Dark Prince!

- Roster Expansion for Slaanesh (22 new units)

- Mod now has exactly 442 custom units - Factions Covered - All WH1 + WH2 + Kislev, Cathay, Ogre Kingdoms, Khorne and Slaanesh. Tzeentch is next in line!


Marauders of Slaanesh (Great Weapons)

Marauders of Slaanesh (Dual Weapons)

Riders of Slaanesh

Servants of Slaanesh (Shields)

Servants of Slaanesh (Dual Weapons)

Servants of Slaanesh (Spears)

Servants of Slaanesh (Javelins)

Chaos Warriors of Slaanesh (Shields)

Chaos Warriors of Slaanesh (Halberds)

Chaos Warriors of Slaanesh (Great Weapons)

Mounted Servants of Slaanesh

Knights of Slaanesh (Swords)

Knights of Slaanesh (Lances)

Knights of Torment (Swords)

Knights of Torment (Lances)

Aspiring Champions of Slaanesh (Shields)

Aspiring Champions of Slaanesh (Halberds)

Aspiring Champions of Slaanesh (Great Weapons)

Chosen of Slaanesh (Great Swords)

Chosen of Slaanesh (Shields)

Chosen of Slaanesh (Halberds)

Dragon Ogres of Slaanesh
Last edited by Radious; 29 May, 2022 @ 7:12am
Radious  [developer] 2 Jun, 2022 @ 6:01am 
Updated 02.06.2022

Changelog:


- Small movement speed and mass increase for Chaos Warriors/Champions/Chosen units,
- Small buff to Khorne Chosen units,
- Minor balance changes between Khorne and Slaanesh Marauders,
- Minor AP reduction for Celestial Dragon Crossbows,
- Small ammo increase for Jade Sea Dragons (Repeating Crossbows),
- Small base damage and anti large damage buff for Crane Gunners,
- Various bug fixes,

Tzeentch pre-production is in full swing and once i am back home, full work on new units will start!

And one last news today - https://twwstats.com/unitscards from Ciment is now updated to latest game and our mod version! You can check all our units, balancing and more!
Radious  [developer] 24 Jun, 2022 @ 11:09am 
Updated - 24.06.2022:

Changelog:

- Various balance changes across all factions,
- Unit rebalancing – Tzeentch,
- Recruitment changes – Tzeentch,
- Building effect changes – Tzeentch,
- Garrison overhaul – Tzeentch,
- Improved stats of all Giant units + increased their speed,
- Balance changes to various building effects,
- Balance changes tol Kislev techs and skills – Infantry Melee Defence reduced.
- Various bug fixes,
- Several text corrections,
- Updated Building Progression Icons Mod to latest version,
- Updated Unique Faction UI mod to latest version,
- Updated Greater Daemon Variety Reskin to latest version,
- Added two new subtypes to the Ogre Slaughtermaster lord – Heavens and Death,
- The skill dump is now clearly labelled as such,
- Small balance changes to our custom lords and their skills,
- Added support of the new custom lords to the 4 and 3 skill points per level submods, as well as the insane difficulty submod,

Special Thanks

To Theakrus, Jop, GunKing, Lingling and 海豹子 for permission to use some of their Tzeentch custom parts and textures.

Sixth Warhammer III Content Update - Get ready for Change!

Roster Expansion for Tzeentch (23 new units):

Mod now has exactly 465 custom units - Factions Covered - All WH1 + WH2 + Kislev, Cathay, Ogre Kingdoms, Khorne, Slaanesh and Tzeentch. Last remaining is Nurgle!

Marauders of Tzeentch (Shields)
Marauders of Tzeentch (Great Weapons)
Marauders of Tzeentch (Dual Weapons)
Marauders of Tzeentch (Spears)
Riders of Tzeentch
Initiates of Tzeentch (Shields)
Initiates of Tzeentch (Great Weapons)
Initiates of Tzeentch (Halberds)
Initiates of Tzeentch (Dual Weapons)
Mounted Initiates of Tzeentch
Knights of Tzeentch (Lances)
Warp Stalkers
Chosen Knights of Tzeentch (Lances)
Chosen Knights of Tzeentch (Swords)
Chaos Warriors of Tzeentch (Shields)
Chaos Warriors of Tzeentch (Halberds)
Chaos Warriors of Tzeentch (Great Weapons)
Aspiring Champions of Tzeentch (Shields)
Aspiring Champions of Tzeentch (Great Weapons)
Aspiring Champions of Tzeentch (Glaives)
Chosen of Tzeentch (Shields)
Chosen of Tzeentch (Great Swords)
Chosen of Tzeentch (Halberds)
Radious  [developer] 8 Jul, 2022 @ 12:32am 
Updated - 03.07.2022:

Changelog:

- Full Support of latest official 1.3 update,
- Many balance changes across all factions - tweaked stats for over 150 units for better balancing and differences between units within same tier and class,
- Increased damage of all melee lords and heroes,
- Fixed several custom/multiplayer character/mount costs,
- All 7 of the new RoR units completely rebalanced, with new stats, attributes and more. Limit of each increased as all previous RoR units from 1 to 3,
- All new technology, trait, and skill changes fully implemented and rebalanced,
- Improved several unit cards + added all new unit cards for 7 new RoR units,
- Increased strength and reworked rosters of Norscan Kurgan Invasions.
- Created new imposters for all variants of our Chaos Warriors, Champions, and Chosen units - this may help some people with performance issues,
- Reduced and reworked several additional recruit rank bonuses from variousskills, techs, and buildings,
- 6 New units for Beastmen - 2 variants of Tzaangors, Khorngors and Pestigors.Tzeentch and Khorne got these units aswell. Nurgle in its own upcoming roster update!
- And yes Slaangors 2 variants will come aswell for Beastmen/Slaanesh!
- Changes to the animations of the Celestial Chamption, he should now be more effective in combat and have some splash damage,
- Increased weapon damage of the Celestial Champion,
- Reduced the damage of the “Fury of Dragons” ability,
- Fixed some minor localisation bugs and units missing from their bonus sets,
- Removed and/or changed some of the older redundant effects,

Special Thanks

To Theakrus, Dead Baron and prentince.mungo for permission to use some of their Beastmen custom parts and textures.
Radious  [developer] 16 Jul, 2022 @ 7:46am 
Updated - 16.07.2022:

Changelog:

- Unit rebalancing – Nurgle,
- Recruitment changes – Nurgle,
- Building effect changes – Nurgle,
- Garrison overhaul – Nurgle,
- Updated and improved several unit cards,
- Various bug fixes,
- Several text corrections,
- Additional 2 New units for Beastmen and Slaanesh - 2 variants of Slaangors,
- Added a new Lord option for Khorne – the Wrathcaller,
- 1 New variant of Aspiring Champions of Khorne - (Dual Weapons) so all 4 Chaos factions have same amount of 3 different variants,
- 1 New Khorne Bloodied Mammoth unit - Heavy T5 monster!
- Several unit portholes fixed and improved,
- Fixed skill blocks on Dawi Engineer,
- Fixed abilities not working correctly in campaigns for Dragon Ogres of Slaanesh and Chosen of Slaanesh,
- Various small bug fixes,
- Balance changes to Dwarfs and Greenskins,
- Several custom unit sets changes,
- Several previously faction specific custom units unlocked for all Dwarfs, Greenskins and Vampire Counts,
- Added support of the new custom lord to the 4 and 3 skill points per level submods,

Special Thanks

- To Theakrus, prentince.mungo, GunKing, Stratovarius, Sovrei and Moloch for permission to use some of their Nurgle custom parts and textures, they made really great work on those assets and it was a pleasure to use them on our custom units,
- Gorgeous battle screens are a gift from Not So Skelly Bones,
- Unit Cards created by r1kko.

Seventh Warhammer III Content Update – Grandfather’s Loving Embrace

Mod now has exactly 502 custom units - Factions Covered - All WH1 + WH2 + WH3!

Roster Expansion for Nurgle (28 new units):

Marauders of Nurgle (Shields)
Marauders of Nurgle (Great Weapons)
Marauders of Nurgle (Dual Weapons)
Marauders of Nurgle (Spears)
Infected (Shields)
Infected (Great Weapons)
Infected (Dual Weapons)
Infected (Spears
Plague Warriors (Shields)
Plague Warriors (Scythes)
Plague Warriors (Great Weapons)
Unforgiven
Pestigors (Great Weapons)
Pestigors (Shields)
Aspiring Champions of Nurgle (Shields)
Aspiring Champions of Nurgle (Great Weapons)
Aspiring Champions of Nurgle (Halberds)
Plague Knights (Swords)
Plague Knights (Lances)
Chosen of Nurgle (Shields)
Chosen of Nurgle (Halberds)
Manreapers
Chosen Plague Knights (Lances)
Chosen Plague Knights (Swords)
Tainted Ogres (Great Weapons)
Tainted Ogres (Dual Wield)
Plague Ogres (Great Weapons)
Plague Ogres (Dual Wield)
Radious  [developer] 24 Jul, 2022 @ 8:22am 
Updated - 24.07.2022:

Changelog:

- Various balance changes and preparations for Immortal Empires,
- Beastmen: Improved performance of all Centigor and Jabberslythe units,
- Bretonnia: Balance changes between various mounted and dismounted knight types for wider variety, unlocked all knight types for all Bretonnian factions,
- Greenskins: Balance changes between various Orcs, small Savage Orcs buffs and minor improvements to Boar units,
- Kreml Guard (Swords) no longer have charge reflection,
- Drakwald Gruncaps now have charge defence vs large and charge reflection,
- Dismounted Knights of Realm no longer have charge reflection,
- Bright Shields of Mahrak (Halberds) now have charge reflect and protection vs large,
- Wildwood Wardens no longer have charge protection and charge reflection,
- Wildwood Rangers (Shields) now have charge defence vs large and charge reflection,
- Wardancers no longer have charge protection and charge reflection,
- Har Ganeth Executioners (Shields) no longer have charge reflect,
- Grungni Berserkers no longer have charge reflect,
- Ironbreakers no longer have charge reflect,
- Hammerers no longer have charge reflect,
- Bloody Reaver Guards (Shields) no longer have charge protection and charge reflection,
- Custodians of the White Tower no longer have charge reflect,
- Knights of the Black Rose (Shields) no longer have charge reflect,
- Improved performance of Khornes Soulgrinder,
- Fixed several wrong unit bulletins,
- Fixed incorrect porthole for the Wrathcaller when on the Barded Chaos Steed,
- Fixed incorrect sizing of some of the custom Lord models on campaign and battle maps,
- Fixed a skill being assigned to the Wrathcaller twice,
- Added a missing skill to the Wrathcaller,
- Added missing descriptive bullet points to some of the custom Lords,
- Added the missing skill dumps to the Wrathcaller,
- Wrathcaller abilities now cost money in Custom Battles,
- Updated Building Progression Icons Mod to latest version,
- Updated Unique Faction UI mod to latest version,
- Updated Greater Daemon Variety Reskin to latest version,
Radious  [developer] 13 Aug, 2022 @ 5:59am 
Updated - 13.08.2022:

Changelog:

- Additional small preparations for Immortal Empires release,
- Additional unit balancing,
- Additional AI strength calculation increase when attacking walled settlements,
- Improved aura of Grail Relique - on top of leadership buff it now provides small defence and physical resist buffs,
- Steam Tank now has 10% missile and physical resist,
- Dwarf Warriors (Long Axes) now have charge defence vs large and also charge reflect ability,
- Several additional fixes for various unit attributes,
- Rebalanced Daemon Instability to match the effects of our existent Undead Instability, reducing damage suffered but adding some debuffs,
- Daemons of each god will be affected by a different penalty when their leadership is broken but suffering less casualties in the process,
- Several unit cards updated,
- Several smaller bug fixes,
- Various balance changes across all factions,
- Fixed a bug which caused the Celestial Champion to spawn with Yin traits only,
- Added a new Lord to the Tzeentch factions – the Renegade Sorcerer (Death, Dark, and Shadows)
- Added a new Lord to the Slaanesh factions – the Flawless King,
- Fixed incorrect portholes for the Khorne Wrathcaller,
- Added the Skill Dump skills to the new lords
- Added support for the new lords to the 4SP and 3 SP submods,
- Added missing support for the Khorne Wrathcaller to the 4SP and 3SP submods
Radious  [developer] 18 Sep, 2022 @ 11:34am 
Updated - 18.09.2022:

Changelog:

Full support of Immortal Empires Beta, Champions DLC and Official Update 2.1,
Fully ported our Warhammer 2 and Warhammer 3 work and adapted everything for latest changes,
All new units completely rebalanced with various additional effects to fit their respective factions and tiers,
All new faction mechanics and features rebalanced to fit Radious mod gameplay,
All our 511 custom units and 19 Custom Lords included, covering all ingame races.
Many Text changes, unit name changes so all is fitting and corrected for latest game build,
Dozens of new skills, abilities, skill and tech effects,
Over 100 new faction traits,
Dozens new technology effects, tech trees rebalanced for everyone,
Garrisons for everyone completely reworked and redesigned,
AI will be far more aggressive, offensive, build more and better unit variety on all difficulties. On Hard + it gets many additional buffs and bonuses to increase the challenge.
Tons of additional unit balancing,
Increased the ancillary slots for all character from 6 to 8,
Fog on the map reduced,
Reduced rank requirement for Chaos unit upgrades, but increased upgrade costs,
Unlocked regular recruitment for Warriors of Chaos faction (all 8 LL) - core WoC rosters is now possible to get via buildings and recruit same style as all other factions. All marked (DLC) units are available only via upgrade and warband systems.
Our custom WoC units are now part of WoC Unit Upgrade system,
Fixed visuals for over 150 custom units,
Improved visuals for over 80 custom units,
Fixed voices for many custom units,
Arkham now properly buffs his Vampire Counts units via techs/skills and gets more of them from an upgraded building chain.
Morathi faction buffs her new Daemon ladies via techs/skills from Witch Elves,
Kislev has access to Feral and Ice bears now, buffs received from Snow Leopards,
Reduced the number of graphical effects on screen for more immersive gameplay - lunar beams, aura buffs, active big circles etc,
Allied recruitment now includes all our custom units from T1 to T5,
Knight's Vow and Questing Vow unlocks tier earlier for recruited lords in the chivalry system,
Endgame Invasion forces are now stronger and contain custom units aswell,
Slightly increased recharge time and mana cost of Chillwind spell,
Updated Building Progression Icons Mod to latest version,
Updated Unique Faction UI mod to latest version,
Updated Greater Daemon Variety Reskin to latest version,
Redesigned Main menu with own UI tweaks, background and more,
Most content of Part 3 from Warhammer II has been ported, including all the Custom Lords and unit upgrades for Skaven, Beastmen, and Norsca,
Arkhan and Teclis reworks are also included, though in a slightly different form,
All the additional custom skills added to many characters by Part 3 have also been included,
In general, unless specified below as “not updated yet” all Part 3 features have been ported,
New Main Menu with several further UI changes - Big Thanks for the help to Addan Deith and Ulrik H.D for Big help with this!
Included latest version of Details Matter: Collection by Merwanor - updated our missile units to use those new quivers, ammo pouches and more.
Many unit cards updated and improved + new additions to our WoC units, massive thanks to R1kko,
Slightly increased recharge time and mana cost of Chillwind spell,
And more, much more.....
And almost forgot... Black Orc Archers (10 variants) added to all factions with no good missile units! "Balance reasons".

9 New custom units for WoC roster (3 Kurgan units are also available for Norsca):

Chaos Chosen Knights (Swords)
Chaos Chosen Knights (Lances)
Chosen (Great Swords)
Aspiring Champions (Halberds)
Aspiring Champions (Great Swords)
Chaos Marauders (Spears)
Kurgan Hunters (Dual Weapons)
Kurgan Hunters (Great Weapons)
Kurgan Hunters (Spears)

Beta Update 1-5: 12.09.2022-18.09.2022
- Reduced volume of Chaos Rising theme in main menu - more tweaks will arrive with final version of the theme,
- Several UI tweaks and fixes,
- Spider Hatchlings are available one tier earlier for Greenskins,
- Fixed main town chain recruitment for High Elves with their special settlements,
- Fixed main town chain recruitment for Lizardmen with their special settlements,
- Fixed different HP pools for DE sorcerers,
- Improved main town recruitment for Wurzag,
- Fixed recruitment issues with Terrorgeist,
- Fixed several recruitment issues for Beastmen,
- Unlocked hidden chains for Beastmen horde buildings,
- Fixed missing charge reflect vs large for Black Ark Reavers (Spears) and Shadows (Spears),
- Fixed Vampire Cemetary building wrong tier to unlock,
- Fixed broken necks on Death Walkers (Shields),
- Fixed wrong skill unlocking for Dwarven Engineer,
- Aspiring Champions now should be able to swap weapons in Warband Upgrade systems,
- Final version of our Chaos Rising theme song for main menu - full length, many improvements to it and additional tweaks to volume,
- Main menus will now swap every 15 seconds (from previous 10),
- Grudges age slower and receive less severity over time,
- Various balance changes,
- Fixed missing missile protection on Infected (Spears),
- WoC Aspiring Champions stats were nerfed due to overperforming,
- Minor recruitment changes,
- Fixed broken faces on Jade Sea units and Golden Lancers,
- Fixed missing gore on Cathay custom units,
- Fixed broken gore on Slaanesh custom units,
- Fixed broken gore on Kislev custom units,
- Added magic attacks to Dwarf Hammerers (Shields),
- Fixed wrong tooltips with custom Nurgle units for Festus,
- Fixed issues with Nakai high tier buildings,
- Updated Building Progression Icons Mod to latest version,
- Fixed several Wood Elven values for their skill unlocks,
- Small reduction of Barrier health for Blue and Pink Horrors,
- Fixed missing AP damage for Gunnery Mobs (Hand Cannons),
- Fixed Norscan special lords in custom battles,
- Included latest version of Warhammer 3 Visual Bug Fixes from Merwanor - massive amount of broken vanilla textures fixed,
- Fixed helmet issues on Sphinx Legion units,
- Fixed wrong Patriarchs with Lord skills,
- Fixed missing skill for Boris,
- Fixed missing Dump skills for Chaos characters,
- Fixed wrong unit upgrades of WoC shared units with Norsca,
- Fixed Celestial Champion icon,
- Liche High Priest will have proper models and animations instead of looking like Tomb Kings,
- Beastmen Custom herdstones have been added for major cities,
- Fixed wrong PH icon on cities,
- Balance changes to WoC Warriors and Chosen units,
- First version of WE full occupation system.
- Vows reworked for Hermit Knights. They start with all of them and cant get them twice.
- Minor AI tweaks,
- Several smaller balance changes,
- Updated Building Progression Icons Mod to latest version,
- Updated Unique Faction UI mod to latest version,
- Fixed last batch of custom textures for Empire and Bretonnian units,
- Sligthly reduced Malus health regen,
- Slightly improved rewards for destruction short objectives,
- Several changes to Wood Elven buildings, they no longer require population, only main towns do,
- Various tweaks to construction turn time for garrison buildings,
- Malagor has finally been forced to fight as everyone else and has brrought some friends.
- Exalted Shamans, lords with Lores of Nurgle, Slaanesh or Tzeentch are now available to all beastmen factions.
- Only main building chain of WE cities requires population points.
- We small settlements have proper garrisons now,
- WE garrison buildings now require a reasonable number of turns.
- Norscan Shaman Warleader has lost his mutations in campaign map and battles. (He is likely quite unhappy for that),
- Vampirate custom lords are now affected by loyalty mechanics, so watch your backs, Admirals,
- Wood Seer mounts have proper names in skills tree,
- Grombrindal can recruit Guildmasters too.
- Various balance changes,
- Small recruitment changes,
- Latest version of vanilla visual bug fixes,
- Many fixes for vanilla game bugs,
- Many fixes for wrong or missing vanilla unit sets,
- WoC outposts expanded - all outposts can be now upgraded up to T3 with expanded building selection,
- Fixed many Custom lord portraits and icons,
- Fixed Bloodline blood dragon bonuses,
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