Total War: WARHAMMER III

Total War: WARHAMMER III

Dark Elves Rework
Casualfield  [developer] 25 Dec, 2024 @ 10:01pm
To-Do
NERFS, few things little too much, VShades, Other Virulents,
marching to war tech 5>2
dreadspears remove charge reflection
forged to kill tech missile str 10>5
move sla fiends t4 and other units


the dark crag ha gr landmark add t5
moonshadow/granite nop rework
barb storm nop >lords army
anath r rite corsair missile ap dmg %>+

khaine rite cost 500(?)>1000
cold one chariots remove s, check other chariot(s)
enforce tribute commandment slave income fix to 2% global
kharibdyss re-tests, abyss howl debuff att/def too, spawn seems weak too
black tower add black guard recruitment
Anti large Witch Elves/SoS
t4 more armored dark riders? make shade skirmish ver?!
Black Stone sphinx built from the same material as their buildings
armored mech thingy or giant khaine statue
armored hydra

Can't fix stances because Clown Assembly
bolt thrower showing a metal spell for the multi bolt option???
ror bolt thrower projectiles not visible at distance (doubt I can fix)
Lokhir left hand is now backwards and the sword is upside down???
bloodwrack shooting multi projs AGAIN..... idk, I've fixed it 6 times already just going to give up, i cbf to fight bad devs.

wsmodels and emissives for units like the Black Dragon RoR, Corsair RoRs ect.

new unit cards...

Dwarf Deeps/Pirate Cove System for Slaves, cost Slaves. Mines, Gold, Gems, Marble, Obsidian, ect. Ports. Tariffs global recruit reduction ect end game stuff. Need to verify if it won't clash with normal pirate cove.

Cults of Khaine for Crone/Morathi (theory, untested)

THE DREAMS
Beast Pens but enslave other non-daemon/dead units
Dungeon of Athel Tamarha
Empire Authority and prestige for Malekith.
Last edited by Casualfield; 11 Aug @ 10:26am
< >
Showing 1-3 of 3 comments
UltraStrategyMan 26 Dec, 2024 @ 10:17am 
Dwarf deeps would be cool if you would manage to implement it.
Casualfield  [developer] 26 Dec, 2024 @ 10:31am 
Originally posted by UltraStrategyMan:
Dwarf deeps would be cool if you would manage to implement it.

I can just not sure what I should do with the buildings
UltraStrategyMan 27 Dec, 2024 @ 7:35am 
Originally posted by Casualfield:
Originally posted by UltraStrategyMan:
Dwarf deeps would be cool if you would manage to implement it.

I can just not sure what I should do with the buildings
Well, basically build them around using slaves that would convert into gold, like dwarfs do with oathgold, but more consuming, since slaves are very easily to get. Maybe each level should cost ton of slaves to expand too(and cost negative public order)
For unique Deeps bonuses(same as Zharr-Naggrund, Skavenblight and etc), Naggarond, Hag Graef and Grond could suffice since this cities are famous for their mines.
< >
Showing 1-3 of 3 comments
Per page: 1530 50