Total War: WARHAMMER III

Total War: WARHAMMER III

Cataph's Southern Realms (TEB)
Showing 1-10 of 152 entries
< 1  2  3 ... 16 >
Update: 3 Sep @ 4:19am

- Inquisitor Lord: replaced Augury with Indomitable (2-pointer lord skill).
- Spirit Drain skill: added +10 spell res so it does something when you’re not fighting its targets.
- High Eagle: added a Tactician skill. Also, innate and unique skills buffed a bit. for example, the Crusader innate now adds a lot of extra movement after a win.

Update: 2 Sep @ 6:20am

6.3 bump, but also a fix for an overlapped char art set id for camp generals

Update: 14 Jul @ 1:01am

Follow-ups from 6.2.2 and secondary tweaks.
- Freelance Knights: +1 base +1 ap damage.
- Noble Retinue: +2 base +1 ap damage. Round number achieved.
- Merchant Prince: -200 MP cost.
- Inquisitor Lord: -200 MP cost.
- Priestess: -50 MP cost.
- Master Duellist: -100 MP cost.
- Finally added some ar score keys in land units FWIW.
- Domination capture value, the following count as elite: Montante Swordsmen, Ricco’s Rep Guard, Besiegers, Prince’s Own.
- Internal: removed two stat references in land units chars.

Update: 18 Jun @ 1:36am

6.2 follow ups:
- updated effects and rarity values for Plutocracy items that are clones of vanilla items.
- updated rarity values for those that were unique to TEB.
- generated new prices for all items (except mounts and followers) in the Plutocracy list. This works on the basis that CA’s uniqueness scores for each of the vanilla items used are solid, so if prices look absurd blame them. TEB-unique items got manually tweaked a bit. On average, many prices are lowered by 1k or 2k. TBD, cause I’m sure CA will do some tweaking as well.

Update: 17 Jun @ 11:33pm

Update: 2 May @ 7:01am

- Fixed Piggolo cauing the Engineer hero type tab to show up.
- TOW: updated effects on the windmill landmark to work better after province changes.

Update: 21 Apr @ 12:01pm

- TOW: fix for estalian factions missin two exclusive general skills

Update: 13 Apr @ 12:33pm

- Updated frontend units for Lupio in TOWC.
- Pathfinder Lord: fixed old woopsie of him lacking any hiding attribute when on foot.
- Internal: renamed his attribute groups (trying out that patch table to help submods), removed some other unused groups.

Update: 11 Apr @ 8:03am

- Strategy Only the Best: fixed lack of lord rank effect for forces/replacements.
- Estalian Riders: +3 missile damage (using noble sons’ weapon profile).
- Removed the (provincewide) scope bracket from all unit experience and local recr slot effects in buildings, just more readable since it’s useless.
- TOW/C: changes to Magritta’s starting units. Replaced one of Lupio’s royal guards with Irranans, and one of the militia spearmen with Alejandro with Knights of the RS fresh out of the academy.

Update: 9 Apr @ 2:00pm

- TOW/C: new landmark in Valley of Windmills (Estalia), actually one for every TEB and a unique chain for Lupio.
- Plutocracy: Mercenary Wars had its income effects compacted into one and buffed from 50 to 75%. Added experience gain for both characters and units. Felt like this should be more appetizing for that 5k front cost.
- Plutocracy: Stiletto Politics now adds +200 xp per turn to all characters (so they learn while dodging assassins behind the scenes).
- Recruit the Veterans tech: added +5 phys res for rank 4+ units.
- Local Steel tech: added +8% damage for characters (who were completely unaffected by the tech, might as well put it here).
- Mercenary Hosts tech: added +1 global recr slots, and compacted income effects into one.
- Swapped icon used by a charge bonus per rank effect for the chargey one.