Total War: WARHAMMER III

Total War: WARHAMMER III

Lily's Bretonnia Overhaul: Definitive Edition - Immortal Empires
Viser 111-120 af 824 forekomster
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Opdatering: 30. sep. 2024 kl. 4:33

Mounted Yeomen Archers range increased from 130 to 140
Mounted Yeomen Archers base damage increased from 18 to 19
Tier V ports income increased from 300 to 400

Opdatering: 28. sep. 2024 kl. 13:07

Increased base upkeep for Knight units by 10%

Opdatering: 24. sep. 2024 kl. 17:47

Couronne faction bonus changed:
• +4 Core and Special Royal Men-at-Arms capacity changed to +3 Core capacity and +2 Special capacity
• -10% upkeep for all Royal Men-at-Arms

Opdatering: 24. sep. 2024 kl. 10:53

Royal Mustering skill give -5% recruit cost and +8 Armour
Dominion of Bordeleaux skill gives +5 leadership to Knights, up from +4

Opdatering: 24. sep. 2024 kl. 6:31

Artisan Guilds give +30% income to the province, down from +40%
Farms give +300/+400/+500 income per turn, up from +300/+350/+400
Industry gives +200/+300/+400 income per turn, up from +200/+250/+300
Industry and Farms cost more to build
Irrigation tech give -5% upkeep to infantry, down from -8%

Opdatering: 24. sep. 2024 kl. 5:43

Opdatering: 23. sep. 2024 kl. 17:03

Royal Men-at-Arms (Longbows) unit card updated

Pox Shelters allow the recruitment of Peasant Mob, Peasant Bowmen and Peasant Bowmen (Pox Arrows)

Royal Chapter Headquarters gives +5 Core Royal Men-at-Arms capacity, up from +4

Swords of Couronne (Royal Men-at-Arms) have improved melee attack, melee defence, charge bonus and cost 500 down from 550.

Royal Men-at-Arms (Skirmishers) are recruited at the Royal Chapter Hold
Royal Men-at-Arms (Longbows) are recruited at the Royal Chapter Headquarters

...In other words, Royal Longbows are now Tier V and Royal Skirmishers are now Tier IV

Royal Chapter Hold building icon now reflects the fact it doesn't unlock archers

Opdatering: 23. sep. 2024 kl. 15:36

Royal Men-at-Arms (Skirmishers) have an updated unit card
Royal Men-at-Arms (Skirmishers) cost reduced 650 to 600

Opdatering: 23. sep. 2024 kl. 15:20

Royal Men-at-Arms (Skirmishers) have increased morale, melee attack, charge bonus, health and leadership
Royal Men-at-Arms (Skirmishers) no longer armour piercing
Royal Men-at-Arms (Skirmishers) have less bonus vs infantry
Royal Men-at-Arms (Skirmishers) no longer have vanguard deploy

Developer Thoughts:
This unit has been redesigned to be a better generalised, keeping it more distinct from Foot Squires and Hammers. It lost Vanguard deploy as I felt this wasn't a good fit for a men-at-arms unit. I think its this more than made up for by the increased melee attack, charge bonus, leadership and health.

These changes may be revised in future.

Opdatering: 21. sep. 2024 kl. 10:48

Men-at-Arms Reform gives +4 melee defence up from +2
Foot Squires have 28 Melee Attack up from +2

Developer Thoughts:

I've gone back and fourth on both of these before.
I want Foot Squires to be better all-rounders as they are still Tier IV in my mod (against all odds as I've contemplated making them Tier III for all Bretonnians for a while) and I think this is warranted as they are the best peasant melee infantry, or at least supposedly.

Foot Squires are damage dealer peasants with decent armour, this is sort of a paradox since Peasants are meant to be defensive walls that hold the line, allowing Knights the time to rear charge. They're pretty awful at their job when compared to all the other end game infantry, but do good work against units like clan rats. Yes this is a lot of words to justify +2 MA but I've flip flopped on this a lot and I want to stick to my guns. This mod is optional, and I feel like its target audience would appreciate Foot Squires being a bit more than just cost effective, they want them to be good enough to use beyond turn 100.

As for Men-at-Arms Reform, this reversion just makes sense to me. Men-at-Arms being better at holding the line ensures that they remain viable throughout the campaign, even if they do get increasingly undesirable as more options open up.