Total War: WARHAMMER III

Total War: WARHAMMER III

Man The Ramparts - Campaign, Siege & Battle Realism (Vanilla Settlements)
RagnaroK  [developer] 10 Mar, 2024 @ 9:08am
Changelog
Changes/new additions as of 10/3-2024

:steamthis:Update:steamthis:

Fixing lance/wedge formation being broken in my tier 5 semi-overhaul variant.

Fixed missing mass from melee formation options across the board.

Reduced troll vomit to 1 use pr. battle instead of vanilla 3 uses.

Seeing Belegars ancestors getting nerfed from 75 phys resist to 45 made me set all ethereal/ghost units to 75% phys resist again, this applies to heroes, lords, mortis engines, ghosts etc.

The game is hardcoded to cap ANY resist to 90% despite the UI showing for example 100% or 150% it will ALWAYS be 90% at most.

Perfect vigor has been added to all ghost/ethereal/zombie/constructs/spirits like skeletons, TK constructs, tanks, elemental bears, gyrocopters, doomwheel/flayers etc. where it makes sense.

New public order values for all - negative effects are more severe, positive are more rewarding. Negative will actually give you a somewhat realistic hard time now and positive will have your armies march further as well as ambush and reinforcements, as an army that are well fed/payed and knows the land performs better.

Ogre camps now offer a wide variety of ogre mercenaries for hire. They are a LIMITED number, so use them wisely. Recruitment info displays percentage of chance for replenishment of the units, THIS does NOT work, I will most likely need a script for this. Each new camp will provide the same amount of units for hire.

I personally see RoR units as mercenaries, thus all of them had their recruitment cost and upkeep increased by 50% across the board.

"Mercenaries" or RoR regiments have been added to taverns/drinking houses for some factions and undeads share common RoR regiments where it makes sense. Coast have some living and undead variants. Beast and Greenskins appear at raiding buildings.
Not all factions had buildings that made sense and I am on the fence about Cathays tea parlour.
Each affected factions has 6-8 regiments that somewhat would make sense for the region and as a mercenary unit mixed with units that could be fun for a faction that lacks them, like dwarfs getting a cavalry regiment.

All these mercenaries are restricted to a SINLGE unit at all times, no more no less.

Fatigue is now showing in campaign battles NOT skirmish. The values are vanilla with a tiny touch of sensible. I removed armour and mass debuff and added charge debuff instead, rest is vanilla.

New icons for all the bow/crossbow ranged options has been added, new ones are more in line with the rest of my icons.

Hope you enjoy these new changes and thank you for reading all of this. :)
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RagnaroK  [developer] 10 Mar, 2024 @ 9:41am 
Also Allied & Ogre units per army has been increased to 8 of each to represent Auxillia regiments. This may be lowered to 6 if people hate it.
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