Total War: WARHAMMER III

Total War: WARHAMMER III

Foot knights
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Update: 9 Mar, 2024 @ 9:05am

Update: 26 Feb, 2024 @ 7:05am

Update: 18 Feb, 2024 @ 12:10pm

Provided Vampire Blood knights better great swords and better spears for the Foot Knights of the Realm.

Update: 13 Dec, 2023 @ 3:34pm

Weapons flame auras returned again.

If anyone wonders how or why, it's into the new field "vfx filter id", added into table Battle entities, and scoring 0 to 2, which was making standard soldiers not to properly display their weapons auras, that has been corrected.

Update: 24 Nov, 2023 @ 12:41pm

Update only to help you out of the chaos of 4.1 patch.
Blazing Sun & Grail knights swords fire still switched off, as CA changed the way in which it works, and I couldn't still find how is it now.

Update: 6 Sep, 2023 @ 2:15pm

Update: 5 Sep, 2023 @ 12:26pm

MCT functionality temporary disabled due to fail into the script.

Update: 3 Sep, 2023 @ 2:37am

Patch Shadows of Change adaptation.

Update: 29 Aug, 2023 @ 11:23pm

MCT update for the new weapons options.

Update: 29 Aug, 2023 @ 9:27am

Added second weapons option (or third in one case) to allow units to fulfill a wider rank of tactical tasks, with the exception of rors. Also raised the hp of foot grail knights.

However the new weapons options don't have MCT functionally enabled yet, which remains still pendant for a further update.

New weapons options:

Bretonia

Foot Knights Errant (Great Sword)
Foot Kings of the Realm (Spear & Shield)
Foot Questing knights (Mace & Shield)
Foot Grail knights (Hammer & Shield)

Vampires

Foot Blood knights (Halberds)

Empire

Foot Imperial knights (Halberds)

Removed the cause fear trait of the Demigryph knights, as it came from their monstrous mounts. Also lowered their hire and upkeep prices a bit.