Total War: WARHAMMER III

Total War: WARHAMMER III

"Realism" mod
Showing 11-20 of 36 entries
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Update: 16 Feb, 2023 @ 3:51am

The mod has been simply brought up to date.

Update: 30 Dec, 2022 @ 4:41am

Changes:
• Many buildings and technologies have different effects. Almost every race has had something changed.
• Dwarven ancestral spirits have a retinue.
• “Poison!” contact phase affects units differently.
• Morathi can recruit more slaaneshi units.
• Smithy is no longer required to recruit any of the wood elven units.
• Forge building is no longer required to recruit Empire Halberdiers, but Halberdiers now have the same amount of hit points and morale as the rest of the state troops.
• Empire Spearmen with shields can be recruited one tier earlier.
• There might be some minor changes that I have forgotten about.
Fixes:
• I noticed that my models were negatively affecting performance, so all of them have been redone and improved.
• Allied units are now recruitable.
• There might be some minor fixes that I have forgotten about.

Update: 30 Nov, 2022 @ 6:58am

This update is mainly to fix the crash on the 12th/13th turn, but since I couldn't pinpoint exactly what causes this issue, I decided to upload my test version of the mod, which has worked fine all along. This means that this update introduces some changes that I wanted to introduce later, not all of them have been thoroughly tested.



Changes:
• The unit cap system for the Vampire Counts and Vampire Coast works differently. For a vast majority of units, capacity isn’t increased by buildings, but instead every lord and hero with access to magic has a skill called “Necromantic prowess” which increases the unit capacity. As characters gain experience recruitment of stronger units is unlocked and increasingly more basic units can be enlisted.
• Vampire Counts have access to three new mortal units. Their stats can only be improved by the lords of the von Carstein line.
• Technologies, abilities and skills of the Vampire Counts, Vampire Coast and Tomb Kings have been adjusted. Technologies and skills that gave perfect vigour to undead units or physical resistance to ethereal units now have different effects.
• Strigoi lords have a retinue.
• Weapons with flaming attacks now also have “Burnt!” contact effect.
• Shadow Warriors and Shadow Walkers have the “Grim discipline” ability instead of “Martial prowess”.
• Imrik has a different foot retinue.
• There might be some changes that I have forgotten about.
Fixes:
• The crash on the 12th/13th turn has been fixed. I have tested it quite extensively. If it still happens follow these steps: 1. Disable all other mods and check if the issue still occurs. 2. If the issue still occurs, unsubscribe to the mod, wait a few minutes, and then subscribe again.
• Arkhan the Black has the correct number of entities.
• There might be some fixes that I have forgotten about.

Update: 29 Nov, 2022 @ 8:43am

The crash on the twelfth turn has been fixed, hopefully.

Update: 23 Nov, 2022 @ 2:28pm

The mod has been updated to include the changes made in the
latest patch.

Update: 16 Nov, 2022 @ 8:18am

• Mercenaries are now available in the Realms of Chaos campaign.
• Unit cards for mercenary units have been added. I’m not much of an artist so the unit cards are far from perfect, but hopefully they will make it easier to distinguish mercenary units from the regular ones.

Update: 14 Nov, 2022 @ 10:41am

Changes:
• I have introduced a mercenary system. It works similarly to Warband Recruitment or Raising the Dead. Mercenary units are recruited instantly and they aren't affected by unit caps, but they are more expensive and have lower morale in comparison to their regular counterparts. They are also unaffected by the majority of skills and technologies. Not all factions have access to every mercenary unit, for example Chaos aligned factions cannot recruit “good” human mercenaries. Wood Elves, Lizardmen, Vampire Counts, Vampire Coast, Beastmen and Warriors of Chaos do not have access to the mercenary system at all. Lastly, it is important to point out that for this feature to work, you need to start a new campaign. Currently you can recruit mercenaries only in Immortal Empires, but I will add them to the Realms of Chaos campaign later this week.
• Poison Wind Mortars, Death Globe Bombardiers and Poison Wind Globadiers have seventy armour points instead of a hundred.
• Warpfire Throwers and Warp Grinders have forty armour points instead of seventy.
• Jezzails and Ratling Guns have twenty-five armour points instead of seventy.
• Poison wind mortars have fewer hit points.
• Officers for Skaven units have been added.
• Dwarven units have a special passive ability that regenerates 0,01% vigour per second.
• Kostaltyn has some additional faction effects.
• Kislevite settlements generate followers.
• There might be some minor changes that I have forgotten about.
• Momentum bonus no longer restores vigour or increases melee attack.
Fixes:
• Dark Elven stables building now correctly provides capacity for Dark Riders.
• Dark Elves no longer have vanilla negative public order effects.
• Generals, Wizards and Captains of the “Southern Realms” race, have a retinue.
• Cathayan towers are no longer indestructible. Their model has been reverted to the generic one.
• Ice Witches and Ice Maidens of Tempest have once again 120 entities in a retinue when they are on foot.
• Chaos Marauders units once again have officers.
• There might be some fixes that I have forgotten about.

Update: 23 Oct, 2022 @ 8:09am

Today’s update is a rather minor one. It’s focused on two things: settlement battles and marked chaos units.

Settlement battles:
• Minor settlement battles are restored.
• Tier 3 garrison buildings in minor settlements provide walls to the settlement.
• Siege engines cost less labour force, but they also have less health points. Some races (e.g. Dwarves) have more durable and more expensive siege engines.
• Towers cost more supplies.
• Towers no longer deal absurd amount of damage. Though they are still powerful on the third or fourth level.
• Towers on the third and fourth level, don’t use the generic wooden building model. This feature is limited to settlements belonging to one of the following cultures: Bretonnia, Dark Elves, Dwarves, the Empire, Cathay, Tomb Kings, Vampire Counts, Vampire Coast.
• Towers have less HP, unless the battle is being fought in a settlement of one of the cultures mentioned in the previous point.
Marked chaos units:
• Units marked by Slaanesh have decreased armour.
• Units marked by Tzeentch have decreased weapon strength.
• Chosen of Tzeentch, Slaanesh, Khorne and Nurgle, use different armour.
• Chaos Warriors of Slaanesh use different armour.
• Marked units have an officer.
Other changes:
• Elven and Dwarven elite infantry units have 120 men in a unit instead of 150.
• Chosen units have 90 soldiers in a unit instead of 120.
• Bretonnian and Imperial foot retinues have 90 men in a unit instead of 120.
• White Lions of Chrace have Martial Mastery ability.
• Ethereal units have had their HP decreased by 50% but they now have 90% physical resistance.
• Public order now also affects hero success chance in a province.
Fixes:
• I have fixed the problem with retinues of lords on griffons.
• A number of minor issues, that I created while I was hastily making the previous update, have been fixed.

Update: 19 Oct, 2022 @ 6:02am

This time there are no significant changes. The mod has been simply brought up to date.

Update: 2 Oct, 2022 @ 10:21pm

- Marked chaos lords and heroes no longer have a retinue consisting of 90 clones when they are on horseback.
- Blessed spawnings should be recruitable.