Total War: WARHAMMER III

Total War: WARHAMMER III

Deithland: An Empire Roster Overhaul (Artillery Update!)
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Pembaruan: 15 Sep @ 10:24am

-Lowered recruit times for the Deithguard, they're all 1 turn now.
-Fixed vinderbane impact, was too crazy.
-Doubled Hellbore HEAL ammo damage vs buildings.
-Mountain Guns base reload time reduced from 18 to 16.
-Culverins range raised from 425 to 450.
-Added grape shot ammo types to the Culverins, Knellguns, Drakebiters and Mountain Guns, each balanced against its round shot equivalent.

Pembaruan: 6 Sep @ 8:18am

- Fixed Autofalcons ammo count
- Something I can't remember

Pembaruan: 5 Sep @ 7:01am

Artillery Update!

- Added 10 new Artillery units
- Chemlancer armor raised from 60 to 90
- Chemlancer drilling guns damage and impact rebalanced
- Animation touch-ups for some of the weapon teams, troops and Pyrehulks
- Cinderwind Bomb shockwave removed, no more knocking your own men around

Pembaruan: 11 Jul @ 10:50am

-Buffed the Hellbores, models have gone from 8 to 12 and have the same health as the Mortar Muskets now.

Pembaruan: 6 Jul @ 12:09pm

-Fix for the fix, set the filepath correctly!

Pembaruan: 6 Jul @ 8:10am

- Gave temporary low poly models to some of the infantry to try and help with poor performance. Proper ones will come when Asset Editor is working again.

Pembaruan: 30 Jun @ 9:19am

- Full schematic compatibility with Elspeth von Draken’s Gunnery School enabled — all ranged units (Chemlancers with Lances have been included) now contribute to schematic progression!

Pembaruan: 24 Jun @ 3:13pm

-Reduced costs across the board, in the amounts of a hundred or several hundred for initial recruitment and upkeep.

Pembaruan: 22 Jun @ 8:38am

-Reduced the impact/force of the Chemlancer's with Drilling Guns and Deithguard (Blasterkeys) shotgun blasts, the effect was multiplied across every pellet, not split between them. Should function normally now.

Pembaruan: 18 Jun @ 7:51am

-Description update.