Total War: WARHAMMER III

Total War: WARHAMMER III

"Realism" mod
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Update: 2 Oct, 2022 @ 10:09pm

Update: 29 Sep, 2022 @ 6:43am

- Empire Knights now correctly gain unit capacity.

Update: 29 Sep, 2022 @ 4:08am

- Marauder chieftains use the correct animation when they are on horseback, they no longer stand on their horses.
- I’ve noticed that accidents with gunpowder weapons happened even when the unit wasn’t very tired. So now accidents occur when the unit has less than 80% of their initial ammunition, but the chance of an accident happening is lower.

Update: 26 Sep, 2022 @ 6:05am

Changes:
Campaign changes:
• Faction-wide unit caps have been introduced for all races, with the exception of Warriors of Chaos as their recruiting capabilities were already limited. Thanks to this change there shouldn’t be many doomstacks wandering around the map, additionally garrisons are relatively stronger since they rarely have to fight elite enemy forces. It is worth mentioning that on higher difficulties the AI receives extra capacity for all units. Lastly units that either have been summoned in a ritual, or are a part of a Waaagh, a Caravan, Wulfhart’s Imperial Reinforcements, or a Blood Host, don’t count towards the unit capacity.
• Public order has more meaningful effects.
• Both the player and the AI receive -1 public order on all difficulties.
• Main settlement buildings decrease recruitment and construction cost in a region, the discount grows along with the settlement level.
• Main settlement buildings increase replenishment rate in a region, the bonus grows along with the settlement level.
• Main settlement buildings increase enemy’s income from raiding in a region, the bonus grows along with the settlement level.
• Main settlement buildings decrease construction time in a region, when they reach fourth or fifth tier, however they also decrease public order in a province and increase a chance of plague spreading.
• Garrison buildings now increase public order in a province, but they also have an upkeep cost.
• Elite or noble units (e.g. various knights or units that are a part of a king’s guard) have -5% replenishment rate.
• Militia units (e.g. peasants) have +5% replenishment rate.
• Armies in a garrisoned stance have -10% upkeep cost.
• Armies in a mustering or encamped stance have +5% replenishment rate.
• Armies in a forced march stance cannot replenish.
• There might be some minor changes that I have forgotten about.
Battle changes:
• Firearms deal 10% less damage
• Morale penalty for being under artillery fire: -10 -> -5
• Morale penalty for being damaged by artillery: -8 -> -4
• Units lose more morale when they suffer heavy casualties.
• When a unit armed with gunpowder weapons is very tired there is a chance that said weapons will explode. The explosion kills one or two soldiers if the unit is armed with small arms, and if the unit is an artillery unit, the explosion destroys one artillery piece.
• Perfect vigour for undead units made a few factions really strong. In order to make them more balanced, Vampire Counts’ and Vampire Coast units now only have perfect vigour while their commanding unit is alive, and all Tomb Kings’ units have been given -20% fire damage resistance.
• Grenades and flamethrowers deal 35% more damage.
• Missile states troops are no longer faster than their melee counterparts.
• Missile jade warriors are no longer faster than their melee counterparts.
• There might be some minor changes that I have forgotten about.
Fixes:
• Killgore Slaymaim’s retinue has the correct number of entities.
• Grimgor’s retinue has the correct number of entities.
• There might be some fixes that I have forgotten about.


Before playing multiplayer make sure that you and your friends have the latest version of the mod.

Update: 11 Sep, 2022 @ 2:41pm

- Enemy lords in wood elven quest battles now have a retinue, as they should have had in the first place.
- The Horn of The Wild quest battle is easier. More specifically the enemy forces are now commanded by an actual Bray-Shaman and his unit is no longer unbreakable.

Update: 8 Sep, 2022 @ 2:32am

Fixed Tomb Kings' retinues.

Update: 7 Sep, 2022 @ 3:32pm

Adjusted effects of ancillaries that provided flat ap damage increase. Now they once again give the same bonuses that they gave in the previous version of the mod.

Update: 6 Sep, 2022 @ 11:37am

Fixed quite a few minor issues that I hadn't noticed before I released today's update.

Update: 6 Sep, 2022 @ 6:29am

Summary:
This update is focused on expanding the tactical aspect of battles. Flanking manoeuvres, fatigue and using specialist anti-infantry/anti-large units, should be even more important. However, it comes with considerably longer battles. Some fixes are also included in this update, you can see the list below for more details.


List of changes and fixes:
Changes:
• Melee hit minimal chance: 8% -> 5%
• Melee hit base chance: 35% -> 25%
• Melee hit maximal chance: 90% -> 95%
• Melee defence penalty for being attacked from the rear: 70% -> 90%
• Melee defence penalty for being attacked from the flank: 40% -> 60%
• Morale penalty for being tired: 0 -> -3
• Morale penalty for being very tired: -3 -> -6
• Morale penalty for being exhausted: -9 -> -12
• Flying entities are 20% faster.
• During battles, AI should be more careful with its lords.
• Formations effects are changed.
• I added Flying Wedge formation for flying cavalry.
• Melee weapons deal 60% less damage to buildings. Units that are siege attackers are not affected by this.
• Arrows and bolts deal slightly less armour piercing damage.
• Bows have shorter reload time. Additionally, the more elite the unit is, the shorter its reload time. In the previous version highly skilled archer units only had increased accuracy.
• Dark elven crossbows have shorter reload time.
• Pistols are no longer armour-piercing.
• Single entities without flesh, such as Steam Tanks, Treemen and Terracotta Sentinels, have 50% more hit points instead of 75%.
• Outriders and War Wagons crew use muskets instead of repeater rifles.
• Imperial foot retinues use standard shields, now it should be easier to recognize your own troops in battle.
• There might be some minor changes that I have forgotten about.

Fixes:
• Maximal unit drag width: 100 -> 80
• Hunter carries five projectiles instead of twenty, the same as other units with javelins as their primary weapons.
• Globadiers have the same range as other units armed with grenades.
• Phoenix guard has the correct amount of hit points and entities.
• Cavalry units have three new passive abilities that slowly regenerate their fatigue. The first one restores 0,01% vigour per second when unit is out of melee, and the second one restores 0,02% when unit is charging. The third one is only for light cavalry and it replaces the first ability, it restores 0,02% vigour per second when unit is out of melee. Thanks to these changes cavalry now correctly gains less fatigue from running than infantry.
• There might be some minor fixes that I have forgotten about.
The following previously reported issues should be resolved or at least mitigated:
• Cavalry suffering heavy losses upon charging a unit in a phalanx formation from the rear.
• Overpowered Outriders.
• AI blobbing its archers on the flanks.


Before playing multiplayer make sure that you and your friends have the latest version of the mod.

Update: 1 Sep, 2022 @ 1:17pm

Gunnery Wight's unit doesn't deal tremendous damage anymore when it uses blunderbusses.