Total War: WARHAMMER III

Total War: WARHAMMER III

The Old World Campaign
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Oppdatering: 20. des. 2024 @ 19.49

Version 3.78

  • Changed a whole bunch of faction leaders, mostly just their agent subtype. Mostly the recent DLC lords, like Paymasters, Savage Orc Shamans, Druzhina, and Celestial Generals. Even managed to put in a Daemonslayer (Thralls of Zharr) and a Bloodspeaker (The Scourgeborne).
  • Fixed Arbaal not getting the Karanak quest

Oppdatering: 20. des. 2024 @ 5.22

Version 3.77b

  • Fixed small thing preventing ogre victory conditions from working

Oppdatering: 20. des. 2024 @ 4.53

Version 3.77a

  • Updated ogre victory conditions to be in line with vanilla's
  • Fixed cr_hef_the_starguided having horde_infighting immunity rather than non_vampire_territory
  • Changed a bunch of settlements to start at level 2, like if they're a faction's capital

Oppdatering: 16. des. 2024 @ 1.31

Version 3.76

  • Actually changed the traveller requirements for Chaos Rifts. As I described earlier, all Daemonic factions, and a few extra, can now use them.
  • Fixed a province in one of Gorbad's missions
  • N'Kari now starts with a cult within the Cult of Morr
  • Added the new DLC lords/heroes to agent permissions table.

Oppdatering: 14. des. 2024 @ 23.25

Version 3.75

  • Golgfag's first contract is now between Bugman's and Payswords. If you know a little lore, it's much more amusing.
  • Adjusted the set up of the Vaults area:
    • Kemmler now has his first fight against Crossed Clubs (Payswords and Crossed Clubs switched places basically)
    • Added new faction Karak Izor (the flag from WH1 is back) who gets Karak Izor and Khazid Nekewukaz
    • Spittel is now contained to Montdidier Pass and Putrid Stump
    • Fester has been given Alimento and Khazid Wyrwarn

Oppdatering: 14. des. 2024 @ 19.20

Version 3.74

  • Sword of Khaine functionality added/adapted for the campaign. It's available at the Pass of Stone in Laurelorn Forest. It's actually pretty reasonable.
  • Brought the climate suitability of "Immaterial" in line with the other ones.
  • Realm of Chaos outposts have been given a little flavor, different for each culture. And they now have garrisons.
  • Both of those together mean it's (probably) possible for a human player to conquer the RoC, although your settlements are going to need supervision. (If you haven't noticed already, non-daemon AI only raze in the RoC, so you won't see anything like that unless you do it yourself.)

Oppdatering: 13. des. 2024 @ 13.36

Version 3.73

  • Fallow Hills flags replaced with one by Partypus. so much nicer
  • Fixed frontend showing disabled mixer factions
  • Camera is a bit better around the Palace of Slaanesh
  • Moved the greenskin's "Big Fort" landmark from Karak Vrag to Drin-a-Drinaz

Oppdatering: 13. des. 2024 @ 0.41

Version 3.72c

  • Adapted the arbaal wrath of khorne script

Oppdatering: 12. des. 2024 @ 23.15

Version 3.72b

  • Added Golgfag's starting camp because why not
  • Adapted the ogre camp script

Oppdatering: 12. des. 2024 @ 22.01

Version 3.72a

  • Fixed frontend faction descriptions
  • Fixed attrition immunity for the new kho factions
  • Nudged Slaanesh's staircase portal back into bounds
  • Added the new legendary heroes to a relevant script